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INFERNO - Dante - S Guide To Hell - Quickstart 1.1 - Compressed
INFERNO - Dante - S Guide To Hell - Quickstart 1.1 - Compressed
Dante’s Guide to Hell for the fifth edition of the world’s most popular
Simone Formicola and Riccardo Sirignano Andrea Macchi and Max Castellani
Design and Development Ruleset Development
Dario Pesce and Fabiano Redaelli for Epic Party Games Fabio Porfidia
Rule Consulting Maps, Sheets, and Additional Art
Simone Borri and Sebastiano De Angelis Antonio D’Achille and Matteo Ceresa
Proofreading Graphics and Layout
Giulio Grassia, Roberto Gaslini, Federico Coi, Enrico “E4R” Corno, Nicolas “Taco” Crudo, and all our friends at Venti di Ruolo.
Game tests, Consulting, and Other Contributions
Chapter I
Lost Ones 12
On the Nature of the Lost Ones 14
Semblance 14
Archetypes 16
Sin and Redemption 17
The Tyrant 18
The Saint 22
The Illuminatus 26
The Exile 30
Other Archetypes 34
Hope 36
Divine Ispiration 39
Chapter II
Inferno 40
The Dolorous Kingdom 44
Playing Inferno 47
Life and Death in Hell 48
The Dolorous People 49
Chapter III
Through the Air Without a Star 50
Preface
7
Preface
What would Italy be without Dante?
What would Italian culture, our language, our lit- Our approach has been methodical, philological,
erature be today if seven hundred years ago Du- detailed, and aided by experts, researchers, and
rante (Dante to his friends) Alighieri hadn’t existed, professionals of both literature and game de-
with his love of the vulgar tongue, his poetic sensi- sign, and we have begun a journey through Hell,
bilities, his prophetic and prodigious vision? following the tracks of Dante and Virgilio, which
adds (nor subtracts) nothing to the genius of the
The Divine Comedy today is universally acknowl- original poem, but does transform the unparal-
edged as one of the most important works of lit- leled tercets of the Commedia into an entirely new
erature of all time, a cornerstone of the Western journey.
canon, and one of the most important accounts of
medieval civilization, and it is studied and known What we here at Two Little Mice, Acheron Games,
in every corner of the world. and Epic Party Games have tried to create is an
entirely new experience, a blend never seen before,
The power which the Commedia, and ‘Inferno’ spe- a gaming experience which brings the players –
cifically, holds over the imagination does not re- and not only Italian ones – back to the visionary
quire any introduction from us: there is no descrip- realms that Dante had committed to paper seven
tion of the Western afterworld that does not owe centuries ago.
something to what Dante created or reworked. Even
contemporary movies, comics, novels, videogames, We are the Lost Ones in the Dark Forest, this time.
and interactive entertainment confirm how that It is up to our travelers, this time, to cross the
blazing portent has yet to cease inspiring creators. Acheronte, look upon the air without a star, and
board the ferry of Caron Dimonio with his ember
After all, Dante had not chosen to write inaccessi- eyes.
ble, high-register stanzas for learned members of the
Church, but rather stories in the vulgar tongue, in or- In Dante’s year, the seven-hundredth anniversary
der to reach the common people, who would attend of the death of the Poet, here is our tribute in cele-
his readings much like we might do with a concert. bration of two pillars of our contemporary culture.
Combining this pillar of world culture with the Consider ye the seed from which ye sprang; Ye were
greatest role-playing game of all time is, truly, an not made to live like unto brutes, But for pursuit of
honor and a privilege. virtue and of knowledge.
I nfernal Annotations
In this Quickstart and in the upcoming manuals, you will find several annotations such as
this one, which serve as an exploration for certain themes and concepts presented in the game.
Preface
8
Lost Ones
14
Lost Ones
In Inferno – Dante’s Guide to Hell, Hell,
players will create their first level travelers,
choosing their origin (or, more appropri-
ately, their nature) and their archetype;
T
he Eternal Gate which leads to Hell is they will advance in level every time that
located within a Dark Forest. This sad the journey calls for it.
and terrifying place can usually only be This Quickstart, on the other hand, only
found by souls burdened with sin, on their way allows one nature for the travelers: The
to atone for their lives. Lost One.
You may directly use four pre-generated
There are others, however, who are able to ac- fifth-level characters, who have already be-
cess it, usually through having a mission to come Lost in the Dark Forest, and their char-
complete, and who end up lost in the Forest. acter sheets will be usable for every Canto
released until the final game manuals.
Even Dante Alighieri, who had the strength to You will find them in the following shared
cross the infernal chasm from end to end, was folder: AcheronInferno
AcheronInferno..
unable to remember how he reached the Dark
Semblance
Forest. He called himself a Lost One, and noth-
ing could be closer to the truth. If every living
person’s life is like a path unavoidably leading
to death, those who reach the afterlife without
dying must inevitably be lost.
Each archetype represents the sin which the Lost Equipment. No matter their semblance,
One must atone for forever in Hell, once they the traveler does not have any starting
pass away. equipment.
It carries different traits and special abilities Infernal Emblem. Each traveler possesses
which the traveler cannot remove or ignore, three Infernal Emblems connected to their
much as they cannot ignore their nature as a archetype. These can be magical items or
Lost One or their semblance. special abilities.
Infernal Emblems cannot be discarded,
The Emblems for each archetype, for example, and they turn to ash as soon as they leave
will appear upon the travelers as though ines- the character’s person, reappearing on
capable aspects of their semblance. Attempting them immediately as if emanating from
to remove or change them will mean denying their corporeal presence.
their own nature, and therefore inflicting dam- These Emblems can increase in power and
age and wounds to themselves – which only corruption much like the traveler. At fifth
leads to pain, death, and loss of Hope. level, one of the Emblems becomes Tor-
(see premade character sheets).
mented (see sheets).
The Tyrant T
hose who have lorded over others in the
material world, will end up in the Sev-
enth Circle, among the violent.
Lost Fighter Archetype
Maybe they reigned over an entire population
We with our faithful escort onward moved, through abuse and injustice. Maybe they led an
Along the brink of the vermilion boiling, army which spread carnage and ruin upon an
Wherein the boiled were uttering loud laments. entire region. Maybe they were simply a bad-
mouthed shopkeeper who abused their appren-
People I saw within up to the eyebrows, tices, or a violent patriarch, taking out his frus-
And the great Centaur said: “Tyrants are these, trations upon his family.
Who dealt in bloodshed and in pillaging.
Whatever the sins in the material world, their
Here they lament their pitiless mischiefs; here sentence after death will be to spend eternity
Is Alexander, and fierce Dionysius in a river of boiling blood, surrounded by fel-
Who upon Sicily brought dolorous years.” low sinners who fight with each other in order
to never sink, overseen by feral centaurs, casting
Dante Alighieri spears and bolts upon all those who dare to es-
Inferno, Canto XII cape, or even barely raise their head from their
torment.
The Saint T
hose who have served in the name of the
Lord with weapons, purporting to be of
good faith and to act for the Lord’s Greater
Lost Paladin Archetype Glory, and in such a way caused evil and suffer-
ing, after death will end up in the Seventh Circle,
From off his face he fanned that unctuous air, among the violent and the blasphemers who held
Waving his left hand oft in front of him, the name of the Almighty upon their lips as they
And only with that anguish seemed he weary. shed the blood of others and their own.
Maybe they were a crusader showing their arro-
Well I perceived one sent from Heaven was he, gance in heinous acts, releasing it upon the ‘in-
And to the Master turned; and he made sign fidels’. Maybe they were a zealot who persecuted
That I should quiet stand, and bow before him. secessionists and heretics well beyond the com-
passion which a person of faith should show. May-
Ah! how disdainful he appeared to me! be they were a preacher who abused their charm
He reached the gate, and with a little rod to bring chaos to communities instead of comfort.
He opened it, for there was no resistance.
They have all followed the Virtues (Faith, Hope,
Dante Alighieri Charity) and in the eyes of believers, they have not
Inferno, Canto IX sinned, they have not earned the distrust of their
communities, but rather they have served the Lord
in His works.
Despite such an aura of holiness, they have not re-
mained pure of heart, and have acted against the
Law of God while preaching its defense.
The Illuminatus T
hose who have pursued greed, hungered
for wealth and treasure, including se-
crets, contacts, and favors, feuds and
Lost Wizard Archetype gifts, artifacts and relics, after death will end in
the Fourth Circle, among the avaricious.
And he to me: “Vain thought thou entertainest;
The undiscerning life which made them sordid Maybe they were a bishop or an abbess who
Now makes them unto all discernment dim. accumulated titles, relics, and occult secrets.
Maybe they were an alchemist, a researcher, or
Forever shall they come to these two buttings; an academic who so pursued the secrets of the
These from the sepulchre shall rise again world and of the Lord that they ceased to pay at-
With the fist closed, and these with tresses shorn. tention to anything else. Maybe they were a her-
etic, a charlatan, a necromancer, whose hunger
Ill giving and ill keeping the fair world for possessions and luxuries led them to powers
Have ta’en from them, and placed them in this scuffle; and secret forces which they should have never
Whate’er it be, no words adorn I for it. delved into.
The Exile T
hose who have avoided fighting for their
ideals in the material world, who be-
trayed their country and people, who
Lost Ranger Archetype reneged, deserted, and rejected oaths and du-
ties, after death will end up in the Ninth Circle,
And as to croak the frog doth place himself among the traitors.
With muzzle out of water,—when is dreaming
Of gleaning oftentimes the peasant-girl,— Maybe they were intentionally deserting, leaving
the battlefield as their comrades in arms died
Livid, as far down as where shame appears, behind them. Maybe they made deals and broke
Were the disconsolate shades within the ice, promises, taking everything of use and disap-
Setting their teeth unto the note of storks. pearing when something was asked of them.
Maybe they preferred hiding from the responsi-
Each one his countenance held downward bent; bilities and needs of their family, the hunger for
From mouth the cold, from eyes the doleful heart food and love of their children.
Among them witness of itself procures.
Whatever their faults in the material world,
Dante Alighieri their sentence after death will be to spend eter-
Inferno, Canto XXXII nity in a frozen river, surrounded by their fellow
traitors and renegades, watched over by primor-
dial giants and the shadow of Lucifero himself.
Other Archetypes
The Vicar The False Prophet
Lost Cleric Archetype Lost Warlock Archetype
These Pagans will find their place among the These cursed Serpents face their journey covered
seven walls of Limbo, where no devils nor pun- in bandages, much like the plague-ridden whom
ishments dwell, but neither do love or joy – only the good folk should avoid, and carry upon their
an eternity of dissatisfaction. They carry in Hell wrists and hands two ever-warring snakes, sym-
the Emblems of ancient and false myths, and bol of that damnation from which they freely
it is only through letting them go that they will took, and omen of their horrible punishment in
find redemption in the Glory of Divine Love. the pit of thieves.
Hope
Even should they be, while in Inferno, torn to piec-
es by monsters or dismembered by dangers and
horrors, their immortal soul and hope will regen-
He seemed as if against me he were coming erate them. As their material body turns to ash,
With head uplifted, and with ravenous hunger, destroyed by Infernal evils, another is formed from
So that it seemed the air was afraid of him; the bitter soil of the Underworld, and they shall
return once more to set foot upon it.
And a she-wolf, that with all hungerings
Seemed to be laden in her meagreness, This, however, only takes place as long as hope
And many folk has caused to live forlorn! lives within them
Dante Alighieri
Inferno, Canto I
T
he hope of the height, or “of Heaven”, is
a Lost One’s most precious belonging, as
they make their journey across Hell, and
even for the damned, the indifferent, and the
devils held within.
W
hen crossing the empty infernal dark- es and otherwise portray your character in a
ness, the travelers have little comfort compelling way. Your Guide will tell you how
and even less practical support for their you can earn divine inspiration in the game.
needs and virtues. As mentioned, the Lost Ones’ You either have divine inspiration or you don’t:
travel companions help them in moving for- you can’t stockpile multiple “divine inspira-
ward and resisting the horrendous visions and tions” for later use.
the sense of loss. The Guide provides knowledge
and information on the many terrible things Using Divine Inspiration
unfolding before their eyes, and both the divine If you have divine inspiration, you can expend
flame and the hope of Heaven offer a moral and it when you make an attack roll, saving throw,
spiritual beacon among the shadows of sin, vice, or ability check. Spending your divine inspi-
and eternal torment. ration gives you advantage on that roll. Addi-
tionally, if you have divine inspiration, you can
There is another positive element that travel- reward another player for good roleplaying,
ers can make use of in this terrifying itinerary, clever thinking, or simply doing something ex-
the divine inspiration, another manifestation citing in the game. When another traveler does
of the divine spark flickering in the hearts of something that really contributes to the jour-
men, that sense of righteousness and innate ney in a fun and interesting way, you can give
wisdom which guarantees every man or wom- up your divine inspiration to give that character
an the knowledge of what is right and virtu- divine inspiration instead. Also, a traveler who
ous in any given situation, like a sailor who has divine inspiration can spend it whenever
looks at the compass to find true north. Using they lose hope as described in the hope section.
divine inspiration, a character can draw on
some Heavenly support that allows them to
resist the despair that clutches at those losing
themselves in the wastes of Hell.
Whether one then decides to follow this inspi-
ration or not, is up to the travelers’ free will.
Inferno
44
Dante Alighieri
Inferno, Canto III
H
ell is a dark and terrible chasm at the
center of the Earth. You may picture it as
a funnel-shaped ravine, which burrows
into the world’s pit, or as the decaying and an-
nihilating void at the heart of all matter, of our
soul, of all things.
Chapter II - Inferno
47
further, among Rounds and Bolgias, farther
from the Lord of Heaven, the Nine Spheres, and
Paradise itself.
Playing Inferno
W hat brings travelers to Hell? What are they
doing here, why have they come this far,
and what are their chances beyond those of
ending their days among eternal dole?
Made myself ready to sustain the war, For this reason, fighting in Hell is a distraction
Both of the way and likewise of the woe, or a way to buy time: do not rely on violence to
Which memory that errs not shall retrace. proceed!
O Muses, O high genius, now assist me! As for the Lost Ones, being skewered by blades,
O memory, that didst write down what I saw, talons, and claws, or rendered by the Circles’
Here thy nobility shall be manifest! dangers, even losing one’s Emblems, causes only
a fleeting pain.
Dante Alighieri
Inferno, Canto II Their bodies may crumble, turn to ash, blown
apart by the empty winds of the airless abyss,
dead, the devils and monsters which torment You’re made from ashes and you’ll return to
them were never really alive, and those who en- ashes.
ter alive cannot really be killed.
49
T
he damned, the sinners, the dead souls after all, who can freely move between Circles,
serving their eternal sentence in the dark and who can use your hope, divine inspiration,
Circles of Hell are known by many names, but and free will to become a messenger for them,
the most common and correct is dolorous people. for the devils, the Indifferent, and other infernal
creatures.
There are infinite punishments that Hell and its Others may only wish for you to listen to their
jailers mete out upon the Dolorous People, each tale, or ask you for yours. They may even appear
in its relevant Circle, Round, or Bolgia, within or to recognize you… In truth? They do! Hell is in-
outside the city of Dis, between the Eternal Gate finite and everlasting, yet travelers instinctively
and Cocito. call to themselves those with whom they share a
There is, however, a simple fact which is clear to connection, whom they may have known in life,
all: the lower you find yourself in Hell, the worse or of whom they may have heard.
your punishment.
We do not know the reason for this, but you may use
During your journey, most of the dolorous people it to your advantage, if you are clever enough to do so.
you will encounter will be hostile toward you, as they
envy, in their eternal despair, the hope you carry.
They cannot lethally harm you, or at least not for
too long, as they are also afflicted by torture, pain,
torment and constraints.
Y ou will find a complete description
description of
dolorous people and their characteris-
tics in Virgilio’s Untold Tales,
Tales, including the
Still, better to avoid getting too close… differences between the different Circles.
Chapter III
People
above it: ‘All hope abandon, ye who enter in’.
Unlike in the Dark Forest, all hope which is
lost, spent, or donated while in Hell is gone fo-
There sighs, complaints, and ululations loud rever, and consuming it in its entirety will spell
Resounded through the air without a star, the inevitable end of the journey, despair and
Whence I, at the beginning, wept thereat. final loss – eternal damnation.
◊ The souls which reside within are damned by
Languages diverse, horrible dialects, divine will, and only divine will can save them.
Accents of anger, words of agony, The Lost Ones themselves risk a similar fate if
And voices high and hoarse, with sound of hands, they do not atone during their journey. Their
current appearance – or semblance – reflects
Made up a tumult that goes whirling on the punishment they must face to determine
For ever in that air for ever black, whether they will emerge saved or damned.
Even as the sand doth, when the whirlwind breathes.
Horror finally takes over when they reach the
Dante Alighieri shore of a seemingly endless river, where an in-
Inferno, Canto III finite line of damned souls is waiting to board the
boat of Caronte, the ferryman of souls.
The Guide leaves the Eternal Gate behind them
and steps forward, torch in hand, into a barren
and dark landscape. The Lost Ones are welcomed A giant wave washes over the damned, sweep-
by a cacophony of despairing wails and moans, ing them away from the dismal shore where they
and they can only keep up with the Guide’s awaited with the impatience of the miserable.
weightless steps upon that swampish land Caronte is gargantuan, his ferry colossal, nothing
with some effort. Droves of indifferent wander like this has been seen before. And yet the vessel
around them in a slow procession which follows does not seem big enough to contain all those
gray banners, devoid of symbols, among sinking expectant dead. The demon’s eyes burn like em-
remains and ruins which recall those of ancient bers, as pyres blazing against the inextinguish-
civilizations. The indifferent are under constant able darkness of the air without a star. His voice
attack by swarms of gadflies and hornets, and is thunder, and it shakes the shadow and waters
their feet move across a worm, caterpillar, and alike. His enormous oar, crimson with blood and
centipede infested soil, swirling and twisting as fire, sweeps the souls to move them upon the deck,
they bite and sting anything that passes by. while others, by the dozens, crawl upon the hull
As the Lost Ones cross this deep, dark place, the and jutting niches which have now appeared. Gray
Guide will explain any detail of the journey and droves of indifferent also attempt the approach,
Hell which may still not be entirely clear to them: some even try leaping upon the vessel, but all of
them are met with pain, despair, and death, un-
◊ The origin and nature of the Dolorous King- der the blows of the demon helmsmen and Caro-
dom (see page 44). nte himself, who, merciless but fair, throws them
back to their sentence in the Antiferno.
Useless Banner
Wisdom (Perception) check, travelers can spot
a crowd of Indifferent advancing in their direc-
tion, like other crowds they have seen, these
And I, who looked again, beheld a banner, are following a banner, but this time, it appears
Which, whirling round, ran on so rapidly, covered in blood and flaunts both a symbol and
That of all pause it seemed to me indignant; a name: “Sariel”.
And after it there came so long a train If the characters decide to remain hidden be-
Of people, that I ne’er would have believed hind some broken rock or column and watch
That ever Death so many had undone. the events unfold, they have to succeed on a
DC 9 Dexterity (Stealth) check. On a failure, the
Dante Alighieri Lost Ones are spotted, and the drove of indif-
Inferno, Canto III ferent attacks them on sight, fighting to their
own destruction.
IV
III
II
The Ruin has a main entrance, lacking a door, over IV. Sanctuary
which hangs a soiled curtain of faded crimson. All The roof in this area has fallen in, and now
around this area is a buzzing cloud of hornets and opens upon an air without a star, and several
gadflies, audible from several feet away. damned surround a tall and dark figure, which
With a successful DC 14 Intelligence (Investiga- looms over them all: Sariel. The damned are
tion) or Wisdom (Perception) check, a second drawn to the angel’s natural charm, although
entrance on the north side of the temple can be he cannot, however, help them in the way he
detected, partially hidden by a collapsed sec- has promised, given that he does not possess
tion of wall. By removing some debris, a medi- any intent, power, or knowledge to do so. The
um-sized creature can easily sneak into the tem- delusion takes the form of empty rituals, half
ple’s backroom on all fours. With a successful DC pagan, half sacred, pointless ornaments, and
13 Wisdom (Perception) check, a character may endless mass prayers in nonsense languages.
notice that there seems to be a soul inside, per-
haps a female, sobbing. If Sariel notices the presence of the Lost Ones, he
will quiet his followers, and a heavy silence will
II. Entrance fall over the congregation. Black wings will spread
The Indifferent Gate is guarded by a cloud of in- from his back as the statuesque angel slowly
sects of all kinds and shape which bite and sting descends from the golden pedestal and places
all those who attempt to pass through in order himself before the characters. His voice sounds
to reach the red curtain. In front of the tattered both sinister and reassuring. He senses the Lost
curtain there are two swarms of wasps that at- Ones’ hope, and will try convincing them to join
tack any creature that enters their space, but do him and his cause: preventing the Damned from
not leave their position. If they are destroyed, they reaching Caronte until the ferryman surrenders,
reform after 2d4 rounds. allowing Sariel to cross the river.
V. Hidden Cell
The cell at the back of the temple is almost
empty, holding only a single soul, alone and in
tears. She is one of the Indifferent, who claims
her name to be Ipazia and remembers little or
nothing of her past life. She finds herself there
because Sariel had developed a certain interest
in her, calling her ‘intriguing’.
Conclusion
Back on the Acheronte’s shore, with or without
Ipazia, the Lost Ones will be reunited with their
Guide and the souls waiting to cross the river.
The Guide explains that the angel they have de-
feated will remain forevermore in Hell, or until
divine will decrees otherwise. However, thanks
to their intervention, it will take time before
Sariel can act again toward freeing himself from
his condition. All that is left now is to head for
Caronte’s ferry, and demand their side of the
deal: the right to cross the river.
Damned. The indifferent is considered undead for Damned. The swarm is considered undead for
the purposes of spells and other effects that affect the purposes of spells and other effects that affect
undead creatures. undead creatures.
Indifferent. The indifferent’s speed is 0 ft. Swarm. The swarm can occupy another creature’s
Actions
Actions
space and vice versa, and the swarm can move
through any opening large enough for a Medium
Movement. The indifferent moves up to 30 ft. humanoid. The swarm can’t regain hit points or
gain temporary hit points.
Strength Drain. Melée Weapon Attack: +3 to
hit, reach 5 ft., one creature. Hit: 8 (2d6 + 1) ne- Indifferent. The indifferent’s speed is 0 ft.
crotic damage, and the target’s Strength score
is reduced by 1d4. The target dies if this reduces Actions
Actions
its Strength to 0. Otherwise, the reduction lasts Movement. The indifferent moves up to 30 ft.
until the target finishes a short or long rest. Strength Drain. Melée Weapon Attack: +7 to
hit, reach 5 ft., one creature. Hit
Hit:: 14 (4d6) ne-
crotic damage, and the target’s Strength score
is reduced by 2d4, or 7 (2d6) necrotic damage,
and the target’s Strength score is reduced
by 1d4 if the swarm has half of its hit points
or fewer. The target dies if this reduces its
Strength to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest.
“No fame of them the world permits to be;
Misericord and Justice both disdain them.
Let us not speak of them, but look, and pass.”
64
Sariel
Magic Resistance. Sariel has advantage on
saving throws against spells and other magical
effects.
Large celestial, neutral
Legendary Actions
Actions
Aura of the Fallen. When any other creature
that isn’t a construct starts its turn within 30 feet
of Sariel,, that creature must succeed on a DC 17
Wisdom saving throw or take 11 (2d10) psychic Sariel can take 3 legendary actions, choosing
damage. from the options below. Only one legendary
action option can be used at a time, and only at
Fallen Weapons. Sariel’s ’s weapon attacks are mag- the end of another creature’s turn.Sariel
turn. regains
ical. When the fallen angel hits with any weapon, spent legendary actions at the start of its turn.
the weapon deals an extra 4d8 necrotic damage
(included in the attack). Move. Sariel moves up to its speed.
Fallen Angel. Sariel is considered a fiend for the Mace. Sariel makes one melee attack with its mace.
purposes of spells and other effects that affect Heal Self (Costs 2 Actions). The creature magical-
fiend creatures. ly regains 27 (6d8) hit points and is freed from any
Flyby. Sariel doesn’t provoke an opportunity at- curse, disease, poison, blindness, or deafness.
tack when it flies out of an enemy’s reach.
Innate Spellcasting. Sariel’s spellcasting ability
is Charisma (spell save DC 17). The fallen angel can
innately cast the following spells, requiring only
verbal components:
At will: detect evil and good, invisibility (self only)
1/day each: confusion, hold person, insect plague
65
Lair Actions
Actions The cloud is lightly obscured. Any target in
the cloud when it appears must make a DC
On initiative count 20 (losing initiative ties), the
13 Constitution saving throw, taking 10 (3d6)
fallen angel can take a lair action to cause one of
piercing damage on a failed save, or half as
the following magical effects.
much damage on a successful one. A target
◊ The temple trembles violently for a mo- that ends its turn in the cloud takes 10 (3d6)
ment. Each creature on the floor of the tem- piercing damage.
ple must succeed on a DC 17 Dexterity saving ◊ The fallen angel causes 1d4 Indifferent to
throw or be knocked prone. act as its allies and obey its spoken com-
◊ A cloud of swarming insects fills a 20-foot-ra- mands. The Indifferent summoned this way
dius sphere centered on a point the fallen remain for 1 hour, until the fallen angel dies,
angel chooses within 120 feet of it. The cloud or until the fallen angel dismisses them as a
spreads around corners and remains until the bonus action.
creature dismisses it as an action, uses this
lair action again, or dies.
66
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the Open Game License Version 1.0a, and are subject to the conditions set forth in the Contributors grant You a perpetual, worldwide, royalty free, non exclusive
Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, license with the exact terms of this License to Use, the Open Game Content.
Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the 5. Representation of Authority to Contribute: If You are contributing origi-
Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names nal material as Open Game Content, You represent that Your Contributions
(including those used in the names of spells or items), places, Underdark, Red Wizard are Your original creation and/or You have sufficient rights to grant the rights
of Thay, the City of Union, Heroic Domains of Ysgard, Ever Changing Chaos of conveyed by this License.
Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of portion of this License to include the exact text of the COPYRIGHT NOTICE
Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable of any Open Game Content You are copying, modifying or distributing, and
Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of You must add the title, the copyright date, and the copyright holder’s name to the
Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted
7. Use of Product Identity: You agree not to Use any Product Identity, inclu-
Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu,
ding as an indication as to compatibility, except as expressly licensed in another,
displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan ti.
independent Agreement with the owner of each element of that Product Identity.
All of the rest of the SRD5 is Open Game Content as described in Section 1(d)
You agree not to indicate compatibility or co adaptability with any Trademark
of the License.
or Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with
The terms of the Open Gaming License Version 1.0a are as follows:
the owner of such Trademark or Registered Trademark. The use of any Product
OPEN GAME LICENSE Version 1.0a
Identity in Open Game Content does not constitute a challenge to the ownership
The following text is the property of Wizards of the Coast, Inc. and is Copyright
of that Product Identity. The owner of any Product Identity used in Open Game
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
which portions of the work that you are distributing are Open Game Content.
who have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including 9. Updating the License: Wizards or its designated Agents may publish updated
into other computer languages), potation, modification, correction, addition, versions of this License. You may use any authorized version of this License to
extension, upgrade, improvement, compilation, abridgment or other form in copy, modify and distribute any Open Game Content originally distributed
which an existing work may be recast, transformed or adapted; (c) “Distribute” under any version of this License.
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 10. Copy of this License: You MUST include a copy of this License with every copy
or otherwise distribute; (d)”Open Game Content” means the game mechanic of the Open Game Content You Distribute.
and includes the methods, procedures, processes and routines to the extent such
11. Use of Contributor Credits: You may not market or advertise the Open Game
content does not embody the Product Identity and is an enhancement over the
Content using the name of any Contributor unless You have written permission
prior art and any additional content clearly identified as Open Game Content
from the Contributor to do so.
by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes 12. Inability to Comply: If it is impossible for You to comply with any of the terms
Product Identity. (e) “Product Identity” means product and product line names, of this License with respect to some or all of the Open Game Content due to
logos and identifying marks including trade dress; artifacts; creatures characters; statute, judicial order, or governmental regulation then You may not Use any
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, Open Game Material so affected.
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 13. Termination: This License will terminate automatically if You fail to comply
photographic and other visual or audio representations; names and descriptions with all terms herein and fail to cure such breach within 30 days of becoming
of characters, spells, enchantments, personalities, teams, personas, likenesses and aware of the breach. All sublicenses shall survive the termination of this License.
special abilities; places, locations, environments, creatures, equipment, magical or
Reformation: If any provision of this License is held to be unenforceable, such
supernatural abilities or effects, logos, symbols, or graphic designs; and any other
provision shall be reformed only to the extent necessary to make it enforceable.
trademark or registered trademark clearly identified as Product identity by the
owner of the Product Identity, and which specifically excludes the Open Game COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs Wizards of the Coast, LLC.
that are used by a Contributor to identify itself or its products or the associated System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
products contributed to the Open Game License by the Contributor (g) “Use”, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thomp-
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate son, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
and otherwise create Derivative Material of Open Game Content. (h) “You” Sims, and Steve Townshend, based on original material by E. Gary Gygax
and Dave Arneson.
Dante Alighieri
Inferno, Canto III
www.acheron.it