The Plane of Elemental Fire


 
Survival in the Plane of Fire Movement in the Plane of Fire Encounters in the Plane of Fire Creature Encountersf Magick in the Plane of Fire
- - Features of Elemental Fire - -
The Inner Planes - - - Manual of the Planes


-
 

The plane of elemental Fire is a hellish place, unsuitable for the
unprotected traveller && uncomfortable to thsoe who make their
homes in cooler regions. In addition to elemental creatures, this
plane is the home of the evil efreeti and their fabled City of Brass,
and the realms of the dwarf-like azer. In comparison to the
plethora of Greater and Lesser Powers that inhabit the plane of
Air, only one power, Hastsezini, the fire god of the Amerindian
Mythos, makes this plane his home.

The unwary traveller entering the plane of Fire is immed.
subjected to the terrible heat of the plane and the brilliance of the
plane itself. Those who survive their entry into the plane of Fire
are treated to all the wonders of the plane.

The plane of Fire is alive with every color and manner of flame,
all burning without consuming any fuel, radiating energy and
heat at max. levels. There are the brilliant yellows and
oranges of every adventurer's campfire, and the hot red edged
w/ white of the live embers of the campfire. The shine of candles
and the white radiance of heated steel can be seen, as well
as the blue && green flames of alchemic experiments.

Most matter that is unprotected is consumed by the flames, but
some elemental pockets do survive in the plane of Fire and often
serve as waystations for beings from other planes.

The borders of the plane of Fire are only slightly cooler than the
inner parts of the plane. Toward the plane of elemental Air, the
amount of burnable material increases, and large pockets of
haze and soot collect until the fires of the plane are reduced and
the traveller reaches the para-elemental plane of Smoke. In the
opposite direction, toward the plane of elemental Earth, more
ground appears, thick basalt columns form, as well as less impervious
materials that flow under the effects of the heat. When the fire
is finally subsumed in the heat of the surrounding rock, the
plane of para-elemental Magma, home of the magmen, is
reached.

If the traveller gains an elemental guide and moves toward the
Positive Material plane, the flames become brighter and less distinct,
until the light overwhelms the fires and the traveller reaches
the plane of quasi-elemental Radiance. In the other direction, the
flames begin to die, leaving behind the remains of eons of fires
now dead. The air becomes cool and then bone-chillingly cold
and the last of the flames disappear. The traveller has reached
the negative quasi-plane of Ash, the border between the plane of
Fire and the unknowable depths of the Negative Material.

    Movement toward other planes is impossible without an elemental
guide. No clues of direction can be gained from local variations in
conditions--the heat level varies tremendously between
locations, and  pockets of basalt and magma are found throughout
the realm, even in the region toward para-elemental Smoke.

Survival in the Plane of Fire
-

 

    Burning: The sheer heat of the plane of Fire poses the greatest
threat to the traveller. A temperature of the plane is equivalent to
that encountered in a stroll through a volcano. This heat has the
following effects on items and creatures.

    * Unprotected paper, clothing, wood, and other normally flammable
material immediately burst into flame. Those unfortunate
enough to be holding onto or wearing such items suffer 3d6
points of fire damage.

    * Unprotected and nonmagical metal becomes superheated
and melts in two rounds. Those unfortunate enough to be carrying
or wearing such items suffer the effects of a full-strength heat metal
the first round (2d4 points of damage and disability of the
body parts in contact with the metal), and 3d10 points of damage
from the liquid, dripping metal on the second round.

    * Unprotected water and other fluids immediately boil and
evaporate into the thin atmosphere of this plane. Magical liquids
such as potions get a saving throw vs. fire or are boiled away
(saves are made when entering the plane or as soon as the item
becomes unprotected). An unprotected character putting his
hands in boiling water or his face in the evaporating superheated
steam receives 2d10 points of damage.

    * Ice melts in one round. The resultant puddle evaporates in
one additional round. This tends to limit the effectiveness of wall of ice spells.

    * An unprotected being in the plane of Fire must roll a successful
save vs. Breath Weapons or die immediately. If it
survives, it receives 4d10 points of damage per round. If the
being has a natural nonmetal AC of 2 or highter, this damage is <?>
reduced to 1d10 points and a +2 bonus is added to the save.

    * Unprotected stone of nonvolcanic origin melts into magma.
Creatures made of stone (such as a stone golem) suffer 1d10
points of damage per round. Volcanic stone includes basalt,
obsidian, and pumice.

    As you can see, a trip to the plane of elemental Fire is no Sunday
at the beach.

    All of the above apply to creatures and items with no protection.
However, there are many readily available spells and
devices that provide full protection on the plane of Fire, regardless
of their limitations on the PMP. Protection from fire,
ring of fire protection, or the modified spell fire plane protection
enables the user to travel through the plane of Fire without
harm. Should the protection elapse or be dispelled, the traveller
is subject to the full effects of the plane.

    Breathing: The atmosphere of the plane of elemental Fire is
very, very thin and very, very hot. What breathable gas there is is
mixed with methane, smoky carbon monoxides, and other noxious
gases, and superheated by the ambient energy of the plane.
This has the following effects on ordinary travellers:

    * Unprotected beings that must breathe the heated air TAKE
1d10 points of damage per round.

    * Beings not protected from poisons are affected as if by a
cloudkill spell (the effect depnds on the beings' levels).

    Protections vary according to the dangers presented, immunity
to poisons in any form prevents cloudkill-like effects, as does
any spell that transforms one element into another (for example,
an airy fire spell to create a breathable region around the caster).
Items that prevent damage from fire also prtect against the
super-heated nature of the atmosphere. Finally, magical items
that remove the need to breathe (such as an ioun stone) or permit
a shape change into an unbreathing being (such as a basalt stone
golem) negate the hazardous effects of breathing.

    Vision and Senses: The plane of fire was misty and translucent,
and the radiance is such that vision is usually limited to only 120'.
Lenses of smoked glass or quartz reduce the glaring light of the
plane and allow the user to double the sighting distance.

    Infravision does not allow the user to detect native creatures
against the flaming background, but it can be used to detect non-native
creatures as cooler spots against the background. Ultravision
does not function in the inner planes.

Movement in the Plane of Fire

    Movement in the plane of elemental Fire works the same way
as in the plane of Air or the other elemental planes. The tactic of
altering the down direction and falling in that direction is usually
hampered by the limits of visibility. More normal forms of transportation
(walking, flying, swimming) function normally and are
the standard means of travel in the plane. Flying and swimming
creatures gain no benefit in the plane. Note that truly solid surfaces
in the plane of Fire are few and far between.

Encounters in the Plane of Fire

    Travellers in the plane of elemental Fire have a 1 in 10 chance
of an encounter every eight hours. The type of encounter is rolled
below:
 
1-15 Elemental Phenomena
16-20 Elemental Pocket
21-00 Creature Encounter

Elemental Phenomena

    Most of the phenomena in the plane of elemental Fire deal with
heat, flame, and fire by-products. Roll on the following table.
 
D12 Roll Effect
1-4 Hot Spot
5-7 Cold Spot
8 Rain of Ashes
9 Smoke Cloud
10 Eruption
11 Explosion Field
12 Vortex to a Prime Material plane

    Hot Spot: This is a region that is significantly hotter than the
surrounding plane--treat it as a magical fire for spells that protect
from heat and fire. Infravision can detect hot spots, but normal
vision cannot. All damage from heat and fire effects is doubled
and saves suffer a -1 penalty while in a hot spot. Creatures
native to <the> plane of elemental Fire benefit from such hot spots
and regain 1d6 points of damage per turn spent within them.

    Cold Spot: A place of relative sanctuary in the plane, where
temperatures are chillingly close to those in the PMP
deserts. Creatures of elemental Fire tend to avoid these cool
regions, though creatures from other planes treat them as oases.
In some cases, liquid water and normally flammable materials
exist in these cold spots.

    Rain of Ashes: This is a sprinkling of cinders, scorched earth,
and the like scattered by a prior explosion. This debris hangs in
the flames like a cloud of dust stopped in time. Those entering
such a cloud suffer 2d6 points of damage.

    Smoke Cloud: Similar in appearance to the rain of ashes, the
smoke cloud's danger is in its suffocating nature. It functions as a
combination of stinking/incendiary cloud for all who enter it
unprotected.

    Eruption: This is an extremely hot flame in the process of
erupting. Unlike most inanimate objects, it moves on its own,
spurting as a sphere of moving flame from its central point to a
distance of about 2,000 yards. Those caught within it suffer the
effects of a hot spot and also receive 2d6 points of damage from
all the other-planar debris in the mass.

    Explosion Field: This is similar to an eruption, but the event is
waiting to happen, and is usually tripped off by a living or magickal
entity. All those within the field suffer the effects of an eruption,
and in addition suffer 4d12 points of physical damage (flying
rocks, flaming pieces of other elements, etc.).

    Vortex to a Prime Material plane: Usually a vortex in the
plane of Fire appears as a huge free-standing fireball or column
of fire. The opening between the planes is located in the center of
the sphere or column. The traveller seeking escape from this
plane can risk passage through the vortex into what lies beyond.
This is usually a lake of lava or the heart of a volcano, but the elemental
traveller must have some form of protection or he would
have died almost immediately upon entering the plane. The DM
determines for his campaign the chances of a vortex leading to
the traveller's PMP or to another PMP.

Elemental Pockets

    The plane of elemental Fire is generally hostile to pockets of
other elemental material, so that such materials are relatively
rare (and thus the plane of Fire is the "purest" of the four major
elemental planes). The DM can choose the pocket the elemental
traveller encounters, or he can roll on the following table.
 
 
d20 Roll Type of Pocket
1-3 Air Pocket
4-6 Earth Pocket 
7-9 Smoke Pocket
10-12 Magma Pocket
13-14 Ash Pocket
15-16 Radiance Pocket
17 Lightning or Vacuum Pocket
18 Dust or Mineral Pocket
19 Salt or Steam Pocket
20 Water, Ooze, or Ice Pocket

    Remember that pockets of water, ice, or ooze do not have long life
expectancies in the plane of Fire--they are eventually evaporated or
baked solid. Long-term structures in these pockets only exist if the
pocket borders or their cold spots are protected by a magickal spell or
device (such as walls of force stretching around the perimeter).

    Air Pockets: Pockets of air in the plane of Fire are invisible, but
the atmosphere is noticeably thicker around them and they give
off yellow-white flames. Air pockets are slightly warmer than the
surrounding elemental fire. Air pockets have a 20% chance to be
inhabited by a creature of the plane of elemental Air.

    Earth Pockets: Most normal stone and earth are liquified by
the intense heat of the plane, but some especially fire-resistant
materials can withstand the fire. These remaining pockets
appear as huge blocks of stone. They are usually mined, tunneled,
and built upon by other creatures. They have a 50% chance
of inhabitants, with an equal chance of those inhabitants being
from the planes of Earth or Fire.

    Smoke Pockets: These pockets look very much like rain of
ashes phenomena and have similar effects. In addition, there is a
40% chance that a being from the plane of Smoke makes a pocket
its home.

    Ash Pockets: These affect travellers as the rain of ashes elemental
phenomena, but have the additional effects of the cold
spot. Those who enter its confines suffer as if entering the plane
of para-elemental Ash. Ash pockets have only a 10% chance of
being occupied. The inhabitants are almost always creatures
from the para-elemental plane of Ash.

    Radiance Pockets: Pockets of para-elemental radiance
resemble hot spots to those with normal vision, but they are really
no warmer than the surrounding terrain. Those who enter these
pockets suffer the effects of being immersed in the plane of Radiance.
There is a 10% chance of some creature from that plane
making a pocket its home.

    Lightning Pockets: These resemble the dust-clouds of rain of
ash phenomena, but they pose different problmes to the traveller.
The intruder suffers as if in the quasi-elemental plane of Lightning,
but he receives no physical damage from the cloud itself.
There is a 10% chance that some creature native to that plane
inhabits any pocket.

    Vacuum Pockets: Vacuum pockets are marked by a dramatic
thinning of the already thin atmosphere of the plane of Fire. As
with pockets of air, these pockets resemble hollow spots in the
firey background. The flames around vacuum pockets' borders
are redder and more subdued. Intruders suffer the effects of
immersion in the quasi-elemental plane of Vacuum. Vacuum
pockets have a 10% chance of imploding every time they are
entered. The implosion inflicts 2d6 points of damage to all within.

    Dust Pockets: These are rare in the plane of Fire, as the
intense heat quickly chars the dust to cinders. Dust pockets
resemble rains of ashes, but those entering the pocket suffering
the effects of entering the quasi-plane of Dust. There is a 20%
chance of inhabitants--equal chance that they are from the
plane of Dust or Fire.

    Mineral Pockets: The superheated stone and crystals of these
pockets seem to be a baslt-like pocket of earth, but when a traveller
treads upon the surface, there is a 10% chance per round
that the structure explosively collapses (with the effects of an
explosion field to those within 10 feet). In the plane of elemental
Fire, these pockets are always uninhabited.

    Salt Pockets: Relatively rare on the plane of Fire, pockets of
salt are similar in appearance and effect to the rain of ashes phenomena.
There is a 10% chance a pocket is inhabited by creatures
native to the quasi-plane of Salt.

    Steam Pockets: These gaseous pockets of super-heated
water vapor are usually uninhabited. Steam pockets appear to be
rains of ashes, though their colors vary from blue to white.

    Water Pockets: Pockets of elemental water (and those of its
related para-planes) are rare in the plane of Fire. The few that do
exist are surrounded by cold spots. They appear to be globes or
waves of free-standing water among the flames. Water pockets
subject intruders to the effects of the plane of elemental Water.

    The heat of the plane of Fire causes water pockets to diminish
in size (at a rate of about 10 feet in diameter per elemental day)
and eventually evaporate. Such pockets are treated as oases by
nonfire creatures--pockets have a 60% chance that nonnative
elemental creatures are in residence.

    Ooze Pockets: Pockets of para-elemental Ooze must be of
sufficient size to maintain their existence against the baking
heat. The surfaces of these pockets are treated as cold spots for
their effects on travellers. The exteriors of ooze pockets form a
crust of dried mud that breaks easily if touched. Those entering
pockets of ooze suffer the effects of entering that para-plane.
There is a 30% chance of nonnative creatures using pockets as
bases, including creatures from the plane of Ooze.

    Ice Pockets: The rarest of the para-elemental pockets, the
phrase "an ice pocket's chance in elemental fire" is known in
some form or another throughout the planes. The areas surrounding
ice pockets are cold spots. There is a 40% chance that
these areas are the lairs of creatures native to the plane of Ice.

Creature Encounters


-
 

    Most creatures of the plane of elemental Fire are made of the
same material as their surroundings, but they are detectable as
seperate entities by the colors of their flaming surfaces. If they
remain in place, elemental creatures are not invisible (as creatures
of elemental air would be) but are rather hiding in shadows
as a thief of the same level as their HD.

    Creatures native to the plane of Fire seem to be constructed of
smaller elemental shapes that compose the entire body. Some of
these shapes are vaguely humanoid, others resemble animals or
monsters, and some look like wheeling arches of flame, fiery tori,
and flaming spirals.

    All creatures native to this plane are immune to the effects of
their home plane and to the effects of fire or heat anywhere in the
inner planes. They can be affected by fire-based attacks (though
to a lesser degree) if found on planes other than the inner. They
are affected by a lowering of temperature, such as found in cold
spots and the quasi-plane of Ash and by the effects of water and
ice. Temperatures lower than 100 degrees Fahrenheit inflict 1d2
points of damage per round to a creature of elemental fire. Spells
and items that create or USE water inflict damage at a rate of 1d6
points per quart of water used. Elemental fire exists without need
of air or combustible material, so removing these materials has
no effect on creatures made of this element.

    On the following sample encounter chart, roll 1d8 and 1d12 to
get a number from between 2 and 20.

Fire Encounter Chart
 
D8 +
D12 Roll
Number Creatures Encountered Notes
2 1 Imix** FF
3 1-3 Flame Ropers* MM*
4 1-4 Flame Leucrotta* MM*
5 1 Flame Otyughs* MM*
6 2-12 Phantom Stalkers* FF
7 2-8 Grues, Harginn* MM2
8 2-12 Magmen* MM2
9 2-20 Fire Bats* MM2
10 3-30 Azer* MM2
11 4-24 Efreeti* MM
12 4-12 Fire elementals*

MM
13 4-40 Salamanders*

MM
14 1-6 Smoke para-elementals MM2
15 1-6 Magma para-elementals MM2
16 2-12 Flame Griffons* MM*
17 40-400 Flame Goblins* MM*
18 1-4 Flame Phase Spiders* MM*
19 5-50 Flame Quippers* FF*
20 1-10 Flame Aarakocra FF*

Notes:

    * Indicates native to the plane of Fire
    * Fire elemental prince of evil
    MM = Creatures from Monster Manual
    MM2 = Creatures from the Monster Manual II
    FF = Creatures from the FIEND FOLIO tome
    MM* = Creatures have stats, appearance, and abilities similar to those of the listed creatures from Monster Manual
    FF* = As MM*, but creatures being duplicated are from the FIEND FOLIO tome

Magic in the Plane of Fire

    Magic in the plane of Fire follows the general rules for the inner
planes in terms of the spells that can be CAST. Materials created
by spells (ice, water, earth, etc.) are immediately affected by the
heat and fire of the plane unless CAST within an AREA where such
substances can exist. A move earth spell is not effective unless a pocket
of elemental earth is present. Control winds and control weather
spells do not function in the thin atmosphere of the plane of elemental
Fire (though they do work in pockets of elemental air).
 

Features of Elemental Fire
 
The Elementals Archomentals Kossuth The Efreet Azer Hooks && Bubbles

    The Elementals: Creatures made of elemental fire have a
wispy substance and appear to be constructed of fiery shapes of
various volumes, forms, and destinies. A single creature (such as
the flame roper from the chart above) can differ in appearance
from one time to another, from a white-hot beast resembling a
tree to a dull-red spiral-shaped creature with radiating spikes of
blue flame, for example. In both cases, the creatures has the abilities
of the roper known to natives of the PMP.
Appendix II on page 120 gives notes to help the DM determine
the appearance of inner planar monsters.

    Creatures of pure elemental fire prefer the hot banks where
there are few elemental pockets. Their favorite hang-outs are the
super-heated hot spots, which exert a healing influence upon
them. They avoid the cold spots and the intrusions of such rare
substances as elemental water and para-elemental ice.

    These creatures are generally hostile to Prime Material beings,
which they perceive as little more than walking water bottles looking
for an accident to burst. Those of low INT or higher
can be recruited as elemental guides in return for rare or interesting
combustible material. Creatures of elemental fire burn and consume
this material for variety, much like those on the Prime Material
USE perfume or cologne.
Archomentals: Of the various elemental princes and other
petty potenates of the plane of Fire, only Imix has been
described. There are others of various alignments, intentions,
and beliefs, but they have abilities similar to Imix's. The archomentals
are considered Demi-Powers in their own planes.

    Imix is said to make his fortress in the heart of a great active volcano,
ringed with volcanic rocks and protected by frozen eruptions and
explosion fields. Imix seeks out such pockets of unburnable basalt
and other volcanic rock to ADD to the defense of his home. He is
extremely paranoid about cold, ice, and especially water in his
domain. His great cohort of a dozen fire elementals of max.
stats patrol his borders constantly, seeking any who dare to disturb
the slumber of their lord. Those who seek out Imix are warned
that there are easier ways to achieve destruction.

Kossuth: The tyrant-king of all elementals is known by many
names, all of which sound like the rush of super-heated air from a
foundry or the crackle of lesser matter being immolated. Kossuth
dwells in a palace built of elemental fire in a hot spot at the center
of the plane. The heat here is so intense that even creatures totally
immune to flame, such as fire elementals, take 1d2 points of
damage per turn unless protected by Kossuth.

    Kossuth is quick to judge, and his judgments always revolve
about what is best for his dominion in general and himself in particular.
He expects absolute honor and loyalty from all who serve
him, and has been known to overwhelm those who displease
him, elemental and prime traveller alike, with the power of his
flames. Kossuth is a Greater God, the primal power behind all
flame, and as such is unslayable in his home plane and has all
the abilities afforded to a Greater God in Appendix IV. <>

Hooks && Bubbles: Hooks and bubbles resemble (and have
the same effect as) those on the plane of Air. They are less common;
hooks are usu. after phantom stalkers or fire elementals.

    One dangerous item unique to the plane of Fire is the spiraling
flame, a phenomena that captures the elemental, places his
reduced form into a small container, and casts that container into
another plane. Its effect on intelligent creatures is as follows:
Those witnessing the spiraling flames must roll a successful save
vs. Spell or be charmed and immobile. A charmed victim
is drawn into the spiral in 1d6 rounds. The only escape is for an
ally to discover the container and release the victim.
 


Quote:
Originally posted by Mark
The 1st edition AD&D DMG (1979 - TSR Games) is adorned (front and back cover) with a David C Sutherland III rendering of three adventurers battling an efreet on the Elemental Plane of Fire. Was this inspired by one of the games that you ran (or played in) and, if so, what was the outcome of said battle?
 


Actually, I did run a few adventures in the City of Brass, but I don't recall Dave Sutherland being involved--mainly rob and Terry Kuntz. So, to answer the question, I suppose that Dave either based his illustration on his own adventuring or else pure imagination 

Cheerio,
Gary


 

Quote:
Originally Posted by Holy Bovine
If Gary Gygax falls in lava the lava doesn't get a saving throw.

Everyone else just dies.


This brings to mind the use of certain potent magical devices that would indeed pretty much negate the effects of lava or magma--anything having to do with compatibility with Elemental Fire.

Having been divorced from my first wife, I no longer need such magical protection 

Cheerio,
Gary
 
 




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