We can keep going, I'll try to take some suggestions and place them into effect. Despite what I said about my style being static, I'm willing to play without doing actions with the players. So it'll be slightly less novelistic. I can only focus on one game at a time, so maybe the Parthenon will be waiting in the wings. Garaxus, I would assume that's your game? It looks well-organized and interesting, I especially like how you classify the main gods as lawful evil.
So the assumption is that Jil calls out your name and she is only level 2. She wants to achieve the heroic path of assassin, which grants tons of hit dice in sneak attacks and BAB is shared on the level of fighter. Thus she appears as a cloud of darkness, who with Athena will be your guide around the underworld, sharing the duties of Hermes. You encounter certain flaming cattle whose HP sit around ten, and they have an AC of 10. Coups de grace on these steer will result in attracting Zeus' ire, but the fire elementals are now lighting up the temple as though enlarged fireball at 3d10 damage. If you step into the temple, you'll find that the pronaos collapses into a fiery chasm, this is what you sense without stepping into the hallway. As it is Greece, money doesn't change nature from one place to another until you change form or step out into a different broken kingdom.
The riot that is going on seems to be magically tied to the presence of fire, once the two die down together there is a certainty that will settle upon the group. You will develop a DR to fire equal to the number of fire elementals that you vanquish and bring to the temple. The priest and Jil seem to think this is very important religious acumen which is why they're following you around. You know somehow that you're supposed to meet the elves in the temple to enlist aid from the town watch in vanquishing the forces of Ares who are taking advantage of the riots by stealing from shop windows; shop windows are new to Baden's Bluff, having picked up a glass contract, and the church is supposedly willing to do a "glass tattoo," something of an arcane mark that has resonance with the location of the temple.
If you want to fight the elementals, their stats are as follows:
https://www.d20srd.org/srd/monsters/elemental.htm
It's the stats for the small elemental, the easiest one. But they work out to level five. There are four at each corner of the temple and you figure someone is doing a planar alignment with the black flames of Izrador, so if you bottle up the fire you're able to take it to the elves at the center of the temple. The glass shipment will generate money for you as you can own the church if you succeed in vanquishing the fire, combined with Aranea's herbalism skills this will win you some coin from the chancellery to control the church's supply of glass. Premonition-wise you figure that the black flame of Izrador, if pictured, will land you a title of iconoclast within the church. Upon the roof of the temple is bottled lightning, you can sense this from your patron gods. The light bends in time with the lightning, and the thief upon the roof is now jumping towards the temple, having seen, you figure, something like what Constantine did. The marble of the temple was quarried from where the night strikes the stone, Eleni sensing from Hades that there is a magical ship that can contain infinite glass.