Category Archives: Rules

Fire Down Below – … and Time …

Last week we looked at surface turns, and what the heroes left behind in town on the surface could do. This week, we’ll follow the ones who venture downward. Divvying up Time: in the Underworld For heroes on an expedition … Continue reading

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Fire Down Below – Time…

It’s all well and good to build a character, but next you need a method for actual play. We’ll get into this by dividing up time and using it to do stuff. Divvying up Time: on the Surface For the … Continue reading

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Fire Down Below – Character Creation

So you’re on a quest to retrieve the Fire Down Below, but first you need some heroes. Specifically, four: too large a roster would be hard to keep track of… but wounds, afflictions, and even deaths will demand a regular … Continue reading

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Fire Down Below – Core

The mechanical aspect of play in The Fire Down Below campaign will rest on the twin bases of attributes and skills. About Attributes and Modifiers When each hero is created, roll 3d6 seven times and assign six of the resulting … Continue reading

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Fire Down Below teaser

“Your community sits at the mouth of a cave that stretches impossibly far into the unknown depths of the earth. Since time immemorial, your heroes have been guardians of the surface world against the horrors beneath. “But now an age … Continue reading

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Magic Monday – Asëa Aranion

Hero’s Sleep (Knit Flesh Bind Bone) Natural healing is slow and uncertain; this herbal magic accelerates the process dramatically, which in turn reduces the chances of infection or atrophy. The patient must drink an infusion of herbal medicine, after which … Continue reading

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Magic Monday – Now you smell it?

Phantasm (Impose Dream; Inception; Hallucination) In contrast to the Painter’s Spell, which crafts an image for all to see, this spell summons a minor daydream and compels it to implant a full sensory experience into the mind of a single … Continue reading

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