Survival on the Plane of Fire


Advice


The group I GM for wants to travel to the Plane of Fire but probably won't last very long unprotected. What options are available for a group consisting of a level 6 cleric, level 6 druid, and level 6 rogue. I have not audited the group but they should have close to standard wealth for their level. Any Pathfinder material is fine. I would like them to figure out a way within the rules to deal with the fire damage, combustion of flammable objects, and heat.

I ask mostly incase I need to drop some hints or they try something unexpected. Thanks in advance for any help.


This Spell should help. They could purchase it through NPC casting or a scroll. They won't have much time to stay safely until they can cast it themselves, but the option is there.


redliska wrote:

The group I GM for wants to travel to the Plane of Fire but probably won't last very long unprotected. What options are available for a group consisting of a level 6 cleric, level 6 druid, and level 6 rogue. I have not audited the group but they should have close to standard wealth for their level. Any Pathfinder material is fine. I would like them to figure out a way within the rules to deal with the fire damage, combustion of flammable objects, and heat.

I ask mostly incase I need to drop some hints or they try something unexpected. Thanks in advance for any help.

The best solution is probably the spell Life Bubble. It is a level 4 druid spell (and 5 for the other classes), so they will need to buy it. But that grants a long term protection for several characters.

Planar Adaption would also help them. But it is too high level for them, so they need to pay up. Only one person per casting (unless communal version) so it becomes more expensive than life bubble.

Resist energy is also a solution, but they would need to have it at casterlevel 11, granting fire resistance 30 to be sure not to be harmed.


Well, the problem is a 6th level party is NOT going to have the WBL to get PoF gear. So no rings of fire resist. The next problem is the duration of spells. Endure elements which lasts long enough doesn't cover PoF temps. The other spells have duration and damage cap issues.

The only place in the PoF that this isn't the case is cold areas, like the city of brass (barely under the limit for endure elements, its a feature so non natives can live there).

So if you want your group to go there, they need to have campaign loot support (drops that give what they need like rings), or have the PoF areas be the city of brass. Long duration items that prevent fire damage are pretty expensive, so giving drops might have issues with PCs cashing them out. So it might be a good idea to have them borrowed, or give the party a WBL loan (such that it comes out of their future gains, but spread out a bit).

Combustable objects left unattended the PoF will burn. Paper has no ability to survive (so by scrolls) Gunslingers might have problems, as would characters holding dangerous things like necklace of fireballs.

I strong recommend not having any adventures in the PoF outside of the city of brass untill the characters can actually afford the gear needed (which by WBL won't be for a long time). The plane of fire is crazy high level, when the "commoner" for the main city in the plane is "only" an unleveled efreet, and that is the safest place in the plane.


How long do they intend to stay there?

If it is a short trip then Life Bubble is the best solution. A single scroll will give them either 14 hours or 18 hours protection, costing respectively 700 or 1125 (whether from a druid or a wizard).

If they intend to stay for several days, there isn't really anything that can help them apart from custom items.


They will arrive in the city of brass and will probably need to enter the danger zone for an hour tops. The goal is to locate an abandoned wizards tower (also a cold spot.) The druid has fire resist 10. I have tried to make this trip seem like a dangerous idea for now, however the party doesn't like to back down and will most likely attempt it anyway. I don't want to railroad them and they will probably want to research ways to accomplish this.

I hadn't thought of Life Bubble but wouldn't they still take 3d10 fire damage?

Grand Lodge

Legacy of Fire?


No its home brew also they might make it to level 7 before they attempt this if that matters. Is this similar to Legacy of Fire?

Grand Lodge

Showdown in the City of Brass? Very Legacy of Fire.


Hmm no showdown in the City of Brass the party just has a means to get there. The druid specifically has interest in visiting the tower of a deceased wizard.

Would they be able to hire a wizard to scry the location of the tower and then have said wizard teleport them there. Or would this be to dangerous to the wizard.

Grand Lodge

Actually, I would read through the AP for ideas.

Grand Lodge

redliska wrote:

The group I GM for wants to travel to the Plane of Fire but probably won't last very long unprotected. What options are available for a group consisting of a level 6 cleric, level 6 druid, and level 6 rogue. I have not audited the group but they should have close to standard wealth for their level. Any Pathfinder material is fine. I would like them to figure out a way within the rules to deal with the fire damage, combustion of flammable objects, and heat.

I ask mostly incase I need to drop some hints or they try something unexpected. Thanks in advance for any help.

Is there an actual reason that they wish to go, or are they just playing tourist? If it's the former than as a GM, you need to make means available. If it's the latter than it's their lookout.


redliska wrote:

I hadn't thought of Life Bubble but wouldn't they still take 3d10 fire damage?

I am not entirely sure whether Life Bubble protects against the fire damge or not.

It does not specifically mention it. I expected that it protected against it, given that it specifically states that it does not protect against positive and negative energy on the energy planes.


HaraldKlak wrote:
redliska wrote:

I hadn't thought of Life Bubble but wouldn't they still take 3d10 fire damage?

I am not entirely sure whether Life Bubble protects against the fire damge or not.

It does not specifically mention it. I expected that it protected against it, given that it specifically states that it does not protect against positive and negative energy on the energy planes.

From the SRD: "In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure."

So no.

redliska wrote:

Hmm no showdown in the City of Brass the party just has a means to get there. The druid specifically has interest in visiting the tower of a deceased wizard.

Would they be able to hire a wizard to scry the location of the tower and then have said wizard teleport them there. Or would this be to dangerous to the wizard.

A wizard could scry, easy, from another plane even. She could teleport them nearly anywhere, and if she had teleport she could wrap herself in plenty of protection. The question becomes what is in the abandoned wizard tower.

Wizard strongholds that are well-built have permanent protections against scrying in the form of illusions and abjurations, they have teleport interdiction fields and traps and all kinds of crap WAY above the reach of a 6th level party under normal circumstances. Especially any mage strong enough to make and keep a tower on the plane of FIRE, known for it's conquest-and-destruction-happy denizens and particularly inhospitable climate.

As a rule of thumb, if the 15+ level wizard didn't WANT someone coming into his tower, its permanent defenses are still tough enough to keep anything below 9th level out and be too much of a threat for any workaday wayfinder mage to meddle with.

So without any knowledge of your campaign, plot, or foreshadowing here's a few ideas:

Option 1: Find the mage's old car. Well not actually a "car" per se, but something left behind that he used to get to and from his firehome when he wanted to, say, spend a week wallowing in ale, whores, and sin at his favorite prime material metropolis. Maybe it's a cubic gate attuned to his stronghold, maybe it's a construct that carries his half-conscious self from the brothel to the portal to the city of brass to the tower, maybe it's a contractual obligation with a modron, or an Efreet, or whatever.

Option 2: The key. The party finds a magic key, discovers they are of the bloodline, or otherwise obtains the macguffin necessary to bypass most of the tower's active magical defenses, now all they need is endure elements, teleportation, Resist Elements (3d10 - 10 is survivable for a few rounds of screaming burning pain), and they need it all twice for the return trip.

Option 3: The looter. Tying in with option 1 or 2 is the NPC who bridges the gaps. The party has the key to get in, The Looter has the resources to get them their and back alive, all he wants is most of the treasure in the tower, and maybe the odd spot of betrayal once he gets what he wants. Perhaps the Efreet decides he'd rather enslave the party/kill them than share the loot. Perhaps the succubus retrieves her soul from the box the wizard had stuck it in and just abandons the players to a tower that is slowly heating up due to the protective magicks being shut down. It's on you to convince the party that playing around in a plane made of lava and fire and smoke and death is a bad thing and they should not do it again any time soon. Burning lots of expensive toys they really would have wanted to keep while they use an unstable portal-generator to end up HALO-dropped into your next fiendish player trap (dinosaur Island) might leave just enough ashes in their mouths to swear off planeswalking for a bit.

anyways I need to stop fiddling around

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