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Pearlescent Room (Dungeons of Elemental Evil #207)
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, you know!"

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.

Areas of the Week
Conclusion
Nodes of Elemental Evil
Jul 18th, 2003
Inner Chamber
Nexus
Jul 11th, 2003
Private Room
The Greater Temple
Jul 4th, 2003
West Wing
Large Room
Jun 27th, 2003
East Wing
Study
Jun 20th, 2003
Pleasure Chamber
Hall of Sculpture
Jun 13th, 2003
Hall of Dread
Hall of Glory
Jun 6th, 2003
Inky Chamber
Hall of Elemental Magic
May 30th, 2003
Earth-Floored Area
Opulent Bedchamber
May 23rd, 2003
Grotto
Sunlit Room
May 16th, 2003
Cistern Chamber
Reception Hall
May 9th, 2003
Grim Chamber
Hall of Triumphal Evil
May 2nd, 2003
Room of Bones
Jumbled Room
Apr 25th, 2003
Hall of Verdigris
The Pool Chamber
Apr 18th, 2003
Corridor of the Elmnts
The Temple of Fire
Apr 11th, 2003
Pearlescent Room
Secret Room
Apr 4th, 2003
Old Storeroom
Audience Chamber
Mar 28th, 2003
Cells
Secret Corridor
Mar 21st, 2003
The Earth Temple
Pit Chamber
Mar 14th, 2003
Sleeping Apartment
Bronze Door
Mar 7th, 2003
Corridor of Bones
Trapezoidal Annex
Feb 28th, 2003
Secured Room
Kitchen
Feb 21st, 2003
Grand Entrance
Dais and Throne
Feb 14th, 2003
The Waterside Hostel
Mother Screng's Shop
Feb 7th, 2003
Torture Chamber
Chamber of the Master
Jan 31st, 2003
Church of St. Cuthbert
Two-Storied Tower
 
 
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