(11/29/02 3:44:11 pm)
ronin, I think you've got it exactly right - the PCs may well be able to destroy the Orb of Silvery Death, but destroying the 'Master Orb' is probably not imminent.
If you intend to have Big T and his cult(s) play a recurring role in your campaign, it's a hook to hang further adventures on - the power gems are lost to the PCs and only by travelling into the nodes (or very powerful magic like Wish or Miracle) will the RttToEE PCs get to 'finish the job'. Plus the PCs won't know where the gems have gone, or that they weren't destroyed with the Orb (though they can deduce that they weren't destroyed with the Goldenskull)
As the other nodes aren't included, I intend to save the Orb of Oblivion for later in the campaign - maybe a completely new group of PCs will have to excavate the other nodes, or stop the next wave of cultists who are intent on just that.
I haven't really decided what to do about the Uber-Orb yet but I think destroying it is outside the scope of the adventure, or at the least a substantial side-trek and potential anticlimax - I think Monte included the 'how to dismantle your death orb' instructions for artifact 'completeness', so you can expand the adventure if necessary, plus the original ToEE explained how to destroy the Goldenskull.
I'll leave it be - maybe when the Silvery orb is destroyed the Orb of Oblivion vanishes, only to turn up somewhere else when it can do some harm and begin to work once again towards Big T's release (kind of like the One Ring).