THE ORB OF GOLDEN DEATH
Artifact
GP Sale Value: 75,000

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