This item (a.k.a. Yellowskull, Goldenskull,
or the Death Orb) is a powerful magic item
created by Zuggtmoy and Iuz.
Because of its
nature and aura, no paladin will touch
it
willingly, nor will any Good cleric;
they feel
its immense innate Evil.
The Death Orb is a gold sphere three
inches in diameter, shaped to resemble a
human skull sans lower jaw. Atop the
crown is a raised diadem with depressions,
the latter designed to accept four large
gems, one representing each element. The
Orb has only limited powers without these
gems. Its possessor can, at will, detect
lie,
know alignment, and poison
(as the reverse
of a neutralize poison spell).
The possessor learns directly from The
Orb full details of usable powers, but no
information about Charisma effects
(explained below), potential powers (such
as those gained by addition of gems), unfavorable effects, nor the
Orb's following protection ability.
Neither Zuggtmoy nor Iuz
can harm the possessor of Goldenskull, nor
can either be the agent employing another
to cause the user harm.
If the possessor gazes upon the great
throne in the Temple of Elemental Evil
(upper level, area 3), <seems like an error, refer
to area 10>
he or she immediately
knows how to operate it. The Throne can be
caused to raise and lower itself, with the
user, between the upper Temple works and
dungeon level three (area 340).
The user's Charisma with respect to Chaotic
Evil creatures is raised to 20,
or to -3
when angry. The corresponding effects apply,
i.e. for Charisma 20, +45% Reaction
Adjustment, Maximum 25 Henchmen (all
Chaotic Evil), 60% Loyalty Base, Awe
Power affecting up to 2 Hit Dice or Levels;
for Charisma -3, -50% Reaction Adjustment, Horror
affecting up to 4 Hit Dice or Levels (again, only of Chaotic Evil creatures)
.
Those affected by Awe or Horror
are stunned into inaction by the mere sight of the possessor (no saving
throw), and cannot initiate any action other than physical defense.
Ill Effects:
No Good ever results from the employment
of the Death Orb's powers, except on a very
short-term or temporary basis. Thus, if evil
can result from any USE of the Orb, that
occurs along with whatever was actually
done. For example, an elemental
conjured
to FIGHT against some evil creatures will do
so, but in such a way as to allow them to
harm the conjurer's associates to a maximum extent.
Also, each time the Awe
Power is brought forth, the user actually
loses 1 point of Charisma (but
only with
respect to those not Chaotic Evil).
Both Zuggtmoy and Iuz
know the identity and exact location of any person in possession of Yellowskull
(their detection
ability overpowering any and all protections magical or mundane). The
protection
of the Death Orb notwithstanding, Zuggtmoy and/or luz can attempt to
persuade or
coerce the possessor to hand over the Orb
(though they cannot take it by force). However, the possessor is forced
to react to these
Evil beings in a somewhat cooperative manner, the degree corresponding
to Charisma
loss (from the use of the Awe Power)—a
10% chance of persuasion existing for each
point so lost. In play, if the character does
not naturally cooperate, roll d% to check
the correct current chance, and privately
inform the player if persuasion has
occurred.
Any character who actually gives the
Death Orb to either Zuggtmoy or luz
becomes the hopeless thrall of the appropriate Evil being ever afterwards.
(This permanently removes the character from PC play.)
The Elemental Power Gems
The gems of the Orb, and additional powers
they bestow, are as shown on the table.
The four gems of the correct size and
shape to fit the diadem of the Orb are hidden in the Elemental Nodes
connected to the <link: Elemental Nodes>
Temple of Elemental Evil.
Each gem radiates a strong enchantment.
When touched, a loose gem immediately
transports all creatures within 50 feet to the
corresponding Elemental Node. No saving
throw applies, and the victims arrive in the
center of the Node map (q. v.). <link to the 4 node maps, here>
The gem travels with the victims. No other effect
occurs, and no powers are bestowed. No
effect occurs if a gem is touched while in its
corresponding Node, but remember that the
transport effect occurs elsewhere whenever
the loose gem is touched. Repeat trips may
thus occur before the possessor realizes that
a container (ideally the Orb) must be used to
prevent involuntary travel.
When one of these gems is placed within
its diadem mounting, the possessor gains
the following abilities, and immediately
realizes (and magically understands the
process of) each of the effects.
Element | Gem | Spell | Demon |
Air | Smoky quartz | Wind walk | Babau |
Earth | Carnelian | Earthquake | Type I |
Fire | Garnet () | Flame strike | Type II |
Water | Aquamarine () | Wall of ice | Type III |
1. The noted spell power, usable once per week.
2. Travel to and from the corresponding Elemental Plane at will (as if by using the teleport without error spell, but with no chance of error).
3. Comfortable existence in the corresponding element
or Elemental Plane,
taking no environmental
damage.
4. Conjure
elemental once per week, summoning from the appropriate Plane;
however, no mental control
is needed as
long as the Orb is held
(producing an
effect much like the druid
spells). The
elemental is of small
size (8 HD) but maximum HP (64). (Note, however,
that such summoning is NOT
possible
while on the same Elemental
Plane.)
5. Summon and control a demon of the
type noted up to 3 times
per day, but
never more frequently than
once per
hour (6 turns).
Before the final assault on the Temple by the
forces of Good, Zuggtmoy carefully hid the
gems in their corresponding Elemental
Nodes. She then entrusted the gemless Yellowskull to her priesthood,
while she faced
the onslaught of those whose magic then
trapped her in her own stronghold.
Destroying the Orb:
The Death Orb can only be destroyed if all
of its gems are properly inset. It must then
be subjected to the following effects, in
quick succession and in the proper order:
a wind
of 50 or more mph force;
the strike of a maul made
from a solid piece of granite;
a very hot flame (1,000 degrees
R); and
immersion in very cold water
(32 degrees F.).
The procedure causes the Orb to shatter,
which causes the Elemental Nodes and the <link: Elemental Nodes>
Greater Temple (Dungeon Level Four, area
417) to collapse, and the dungeon levels above as well.
Zuggtmoy takes 111 points
of physical damage, is unable to USE any
powers for four days, and cannot leave her
own Abyssal Plane for 40 years. <link>
Iuz, having
less invested in the Death Orb, merely loses
the services of evil elemental creatures for
four years.
ScottyG wrote:
Gary (and others) I'm looking
for opinions on this matter.
I've recently given control
over some of the Temple's forces to players to compete with the regular
party that has been adventuring there. One player requested to play the
wizard Falrinth.
Falrinth is in possession
of the Orb of Golden Death. Do the real leaders
of the Temple know where the Orb is? Falrinth seems more like a hired gun
than a devotee of the Temple, and in true chaotic evil fashion, his goals
have nothing to do with those of the Temple.
Scott
Hi Scotty:)
To cut to the chase, his
possession of the orb is not general knowledge
to the leaders of the Temple--only the general location of the object inside
the place.
Falrinth is as you describe
him, self-interested and not particularly devoted to the aims of those
who are in charge of the place.
Cheers,
Gary