Rise of Emrakul - Plane Shift: Innistrad

Rise of Emrakul. Stromkirk Occultist Emrakul is the largest and most fearsome of the three Eldrazi titans imprisoned on Zendikar. She causes silent horror wherever she soars, embodying desolation, emotional and physical distance, the chill of the void, and the terror of being alone. Thus, in many ways, she is perfectly at home on Innistrad. Emrakul's initial approach to Innistrad pressed on the minds of that plane's inhabitants, straining their sanity. Her full manifestation then amplified that effect. Cultists who bordered on mad obsession descended into gibbering adulation of their Eldrazi idol, and scholars who pried into dark secrets fell catatonic with the full realization of the alien horror they studied. Emrakul arrived on Innistrad without her brood of drones and other spawn, so she immediately began warping the native creatures of the plane-both natural and unnatural-in her own monstrous image. Beings transformed into Emrakul's spawn manifested fleshy lattice structures, distorted symmetry, and tentacles ending in knobby, vestigial digits. Those who had already begun their descent into corruption before the Eldrazi's arrival were warped almost beyond recognition, but even those who fought against the madness during her approach were susceptible to the life-warping affects of her presence. Emrakul's arrival set a new series of horrific events in motion, as humans and monsters alike found their very existence threatened by this blasphemous horror. Emrakul's Madness The story of Shadows over Innistrad and Eldritch Moon is shaped by Emrakul's arrival and the madness that spreads across the plane around the Eldrazi titan. A D&D campaign set on Innistrad can ignore this aspect of the story and focus instead on the themes of more traditional Gothic horror. But if you do want to add elements of Emrakul's madness to your campaign, use the New Ability Scores: Honor and Sanity rules in chapter 9 of the Dungeon Master's Guide. Allow characters to make Sanity checks...