Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: No detect spell other than detect magic
works in this room. The latter finds the
whole room radiating a dim magical
essence, with a more powerful dweomer
coming from the crystal sheet (see below).
For the players: The floor here is of white marble, the
walls and vaulted ceiling sheathed in
pearly alabaster. There is a "right feel" to
the place, as a place of safety in a storm
of evil. The room is bare and clean. A
sheet of cloudy crystal substance seems
to be set into the northern portion of the
east wall. As you look, it begins to
brighten, its radiance actually lighting
the room! Two manlike creatures with
wings of snowy feathers and radiant
faces, robed in purest white, appear
amidst golden tinted, cloud-like billows.
A pale blue sky can be seen behind them.
They first peer out at you, and then one
speaks in dulcet tones, "What are fair
and just folk such as you doing in this
foul place of pain and base wickedness?"
For the DM: At this point, prompt answers from the party
through further utterances from the angelic
duo. Threaten a bolt for any "servant of Evil"
daring to enter this "sanctuary of Good. " After
sufficient questioning, the two figures smile
benignly upon the viewers. They relate that
their attention extends to this place because,
when the Temple was overthrown, luz (in His
generosity and renowned kindness) placed
this haven here, so that opponents of the Temple
might find refuge in need and gain help
against their foes.
For the players: The brighter of the two radiant figures
now speaks again. "Now, good folk,
place each and every weapon you possess,
all of your holy symbols, magic
items, silvered items, and magical herbs
before this crystal -- the Window of the
Planes of Weal -- and then quickly step
out of the west door. Count slowly to 77,
and do not return in that time, for we
shall send a Ray of Just Might through
these items. Any flesh in the place would
be blasted to oblivion by the ray, and
any mortal eye beholding its glory would
be forever blinded. But all your items
will be made more effective by a factor of
+ 1, recharged by seven, or otherwise
doubled in efficacy -- though this power
lasts but seven hours. Hurry! We must
act now, for our time is fast running out.
We can help but once per seven days,
For the DM: If the party hesitates, the crystal slowly
darkens into cloudy obscurity after one
round. If the party complies with the
requests, refer to 208 below. The crystal is a
magical one-way mirror, protected by a
powerful and permanent force field which
makes it impervious to harm by anything
less than a godling. Nothing can be seen in
or behind it, even passwall and glassee
being useless against its mighty dweomer.