Sounds good, I'll have to poke around. Just found a thread about being prepared for a nuclear attack, so that sounds interesting!
So with everything going on no one responded to Velon's comments about the benefits of taking the orb, or at least I don't remember any off the top of my head and I'm trying to get my posts in before going out to dinner. I know Geoffroy internalized his thoughts on the matter but I don't think he shared a strong opinion aloud. I'm going to squeeze in a post about Velon taking the orb if there are no strong objections from several of the Blaze.
Daishain, how large is it and how hard is it to remove from its current location? Velon would probably wrap the orb in a piece of spare clothing or something, avoiding touching it if possible. He'll inspect it later when there is more time.
The orb is about the size of Velon's head. Moving it proves difficult however.
Velon would have trouble describing it, but it feels like it is attached to its position in space via a massive rubber band or a spring. The resistance grows the further it is moved. At a distance of a couple paces, Velon finds that he can't make it go any further without help.
Yes I'm not sure if you'll let us resolve the orb from moments ago still since we're also doing other things, but asking Onwen was my main thought. Perhaps one could dispel the holding spell but not the orbs power itself.
Sending people back for the eggs serves far less of a purpose if they can't bring the orb too.
What Velon understands of magic suggests that the magic keeping it in place is a part of its basic function. Turning off that aspect alone might be possible, but it should be easier to just shut the whole thing down, and turn it back on when it is needed again. You just need to find the magical equivalent of an on/off switch.
Failing that, ultimately all it is doing is flooding the area with very low intensity lightning magic. A powerful enough mage should be able to duplicate the effect, though it would take up much of his time and energy maintaining it.
(Laugh), I like Lia's comment. Now I kind of hope Velon rolls a 2 and she rolls a 20!
In response to Kyrroeth's question…
I think most or all future levels will be in Sorcerer. He has just about everything I needed from Paladin to be a melee tank. The rest will be higher level spells and slots (And thus higher level smites), and sorcery points to play with.
(Paladin does get a 2nd attack at 5th level, but then I'd have to take the Attack action vs casting melee cantrips, so it would get messy and I don't want to spend 3 levels to get there. I'll just use sorcery points if I really want to attack twice. Velon is built for the one big hit and burst damage… when he doesn't miss *wink*)
Character development wise Velon could go deeper into Paladin to take his oath, something he hadn't quite achieved yet when disaster struck, or could add a Warlock level if he touches the wrong altar to Tiamat. The battle between Bahamut and Tiamat would rage within him! I can't picture more than 2 more levels of either of those mechanically, so it would still be Sorcerer as the default. I'm pretty happy to let the story guide these decisions. Not knowing where my own character will go is half the fun!