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just look up fireproof armor, that might work
or light armor, that is strong but wouldn't cause too much heet
i ich not a d&d player, so i do not knoe
Fireproof armor could work if i found a good way for them to get it, but a normal blacksmith wouldn't have that stuff for sale.
Not sure on what inhabits the Plane of Fire, tho.
The campain i was in, we needed water breathing. We got a hold of the Mages guild in Suzail and had amulets crafted at 1200 gold a piece (5 party members) then caught a river boat up the east river to the Marsh of Tun and into the drowned temple... but for full Fire resistance i would think it would be a lot more gold...
Take them to the plane of ice first, simple.
Option 2. Show the anger and fury of pure elemental fire: Something akin to the surface of the Sun or at least white hot liquid rock and an toxic superheated atmosphere of raging plasma.
The plain of fire was a was hostile place in the early editions, the source books would give you clues about out fitting a high level party. Note that lesser things such as steel would melt in a round or two ( causing the wearer damage. ), Most natural materials would just burn. Most liquids would boil and evaporate… As do most stone!!! plus the very air did damage as a breath weapon!
Planescape campaign expansion, The inner planes (TSR 2834)
( sorry for the 2nd edition reference ... )
Option 3. A bit of both. Essentially the city of Brass could be just another city in a desert setting, this could allow low level players to visit the plane and city. Then have the hell on earth effects as lair actions if the players decide it’s time for a regime change? Or limited to environment effects, like a handy river of lava for a smaller battle.
Otherwise I think you are going to start writing most of the spells you think you’ll need and a few magical items too. The Dungeon Masters Guide can help with this, but I’m thinking some of these spells would be overpowered and a little specialist… Hence why I’d try for a more Earthy starting point even in my high magic campaigns.
My last tip would be: “Vornheim - The Complete City Kit” the latter half contains a few hints about running large city crawls which might be helpful.
If you want to totally negate the challenge of being in a hostile environment, greater ring of energy resistance (fire) and then the spell endure elements would do it. Of course the greater ring of energy resistance is an expensive item unless someone can craft rings. (I think those did carry over to D&D 5th)
Pathfinder has a spell called planar adaption, but I don't know if it's in 5th edition D&D. I don't think it is, but I'm not sure.
In Pathfinder, the City of Brass on the Plane of Fire is a major trading city, so the heat is kept at non dangerous levels (still hot, but not taking damage every round hot). I don't know if that's the same in the D&D world, but if that's true, they could come in at the City of Brass and not have to worry about it immediately.
And my last piece of advice, you're the GM. If you want them to explore the Plane of Fire without having to worry about the party being incinerated for just being there, have a NPC that has a vested interest loan them rings of greater fire energy resistance or an artifact that negates the heat damage for just being on the plane.
Seems like a superficial reason to do a plane switch in a campaign imho. If it's just because you want to reward your party with the weapons... Why not just bring the weapons into the material plane in your campaign? It's not like your party would be the first group of adventurers to visit the plane of fire, so it's likely that a few of those items could have been picked up and carried back by prior adventurers anyway.
I mean, you're the DM. You have the power to give whatever you want out as loot and rationalize it however you choose. The only trick is making it interesting from a storytelling perspective. Unless there's a compelling narrative reason why they're visiting the plane, I'd just skip it.