21. Elemental Vortex of Fire
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Geography: This region
can be reached by crossing the lava
sea, or through the tunnel
from Area 18. Like the neighboring
regions, it is uncomfortably
hot here and characters approaching
through the tunnel run the
same damage risks as they do in the
other linking passages of
the area.
The tunnel eventually ends
in a huge cavern, 1,000 feet in
diameter and 300.feet high.
The cavern was formed naturally, but
tremendous heat has long
since dried and rotted once-fabulous
cave formations. The heat
here has the same effect on characters
as that in Areas 19 and
20.
The floor of the cavern is
smooth and flat, except for the very
center. There, a perfectly
circular hole that is 100 feet across
drops to the unknown depths
below. Red and orange fingers of
flame flicker around the
circumference of the hole, occasionally
flaring up as high as the
cavern’s ceiling.
The hole appears to be truly
bottomless. The sides swirl
around in a hypnotic pattern,
and any character staring down the
hole for more than a single
round must make a Wisdom Check. If
the check fails, the character
is compelled to jump into the hole
and journey to the Plane
of Fire (see Unique Features).
The cavern has no entrances
or exits other than the tunnel
from Area 18 and the hole
in the floor.
The hole in the floor is
not a pit leading to the lava sea, although
that body of lava flows
underneath this area. Instead, through tremendous
heat, pressure, and arcane
force, the hole has become
a vortex to the Plane
of Fire. Through it, creatures from that fiery
region can journey to the
Prime Material Plane without being
summoned. Likewise, properly
protected creatures from the
Prime Plane can journey
to the Plane of Fire by entering the vortex.
Denizens: The only
denizens of this chamber are those that
have journeyed here from
the Plane of Fire. Fortunately for the
Prime Plane, these creatures
do not journey far from their fiery
home.
The fingers of fire flickering
around the edges of the vortex contain
1d6 fire
elementals, each of a randomly determined size. The
fire elementals remain in
or very near the vortex, but combine
forces to prevent any creatures
from the Prime Plane from entering
it.
There is an additional 50%
chance that 1d6 of the following
creatures immediately emerge
from the vortex to battle any
invaders: efreeti, salamanders,
azer, fire bats, and elemental
grue. Check for these reinforcements
on the first round contact is
made, and every other round
thereafter (i.e., third, fifth, seventh,
etc.).
Resources: There is
a minimum amount of breathable air in
the chamber, and that is
hot, {dry}, and sulphurous. Little
else of
value can be found here.
Unique
Features: Any creatures entering the vortex who are
not completely immune to
fire suffer 8d8 of damage per round.
Because it is an extraplanar
location, the vortex is not subject to
the normal effects of gravity.
Anything entering it descends as if
under the effects of a feather
fallspell. Magic such as levitation or
fly spells allows a character
to reverse course and emerge from
the vortex if cast within
the five rounds of entering.
After
this, the character is committed to a journey to the Plane
of Fire. The entire passage
requires 10 rounds, after which the
character finds himself
on a bleak and volcanic landscape with
<this seems to indicate a location close to the border with the Para-Elemental
Plane of Magma>
eruptions, geysers, and
flowing lava on all sides. The vortex is
evident directly behind
the character, appearing as a chute leading
into the depths of a large
volcano.
The vortex actually has two
connections to the Prime Plane in
roughly the same area. Anyone
re-entering the vortex has a 50%
chance of emerging in Area
21, and a 50% chance of emerging in
the lava sea. The vortex
to the lava sea is directly below the one in
Area 21, and appears to
be a giant whirlpool of molten rock. Any
lava boats venturing within
500 feet of the whirlpool are drawn in
as if in water. This lower
vortex is the source of the elemental armies
that occasionally journey
here to attack the fire giants and
lava children.