

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. See the DMsGuild FAQ for more information. Note: No artwork, setting, or other material from the Plane Shift or other Magic: the Gathering products is allowed in the DMsGuild community content program. With a bit of creative improvisation, these tips should get you on your way This document also contains guidelines for adapt - ing the Curse of Strahd adventure to set it in Innistrad. This document is designed to help you turn the book’s adventure hooks and story seeds into a resource for your campaign with a minimum of changes to the fifth edition D&D rules.

An abundance of lore about Innistrad can be found on the Magic web - site. Consider that book to be a useful resource in creating your Innistrad campaign, but not strictly necessary. The starting point for this document was The Art of Magic: The Gathering-Innistrad. James Wyatt had finished writing The Art of Magic: The Gathering-Innistrad by the time Curse of Strahd had been released. Dungeons & Dragons and Magic: The Gathering are two different games, but that doesn't mean their Multiverses can't meet.īy the time Plane Shift: Zendikar saw the light of day, the game and story of Magic: the Gathering had moved on from Zendikar and started the tale of Shadows over Innistrad.
