Adventurer's Vault 2 Playtest

I can't access the descriptions at work. Is there anything to prevent enemies from attacking the orb while you're in it? If your whole party teleports into the thing and leaves a bunch of critters outside, what stops them from crushing the orb or tossing it off a cliff?
 

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I can't access the descriptions at work. Is there anything to prevent enemies from attacking the orb while you're in it? If your whole party teleports into the thing and leaves a bunch of critters outside, what stops them from crushing the orb or tossing it off a cliff?

There is nothing in any of the stuff that says the orb stays behind.
 

There is nothing in any of the stuff that says the orb stays behind.

I'm only operating with the information presented in this thread so bear with me.

The orbs of sequestered conflict all transport you and creatures in a burst 2 within 2 to a 5-by-5 miniature universe inside of the orb

This seems to state that the characters are transported inside the orb. It would be fairly difficult to take the orb with you. Even if this is just flavor text for the item, I and other local DMs would most likely rule that the orb stays behind. That does seem to rule out a bit of the broken factor that people here are raising.

 

I've gotten my hands on the information. In the third sentence of the first paragraph it states that the orb is transported to this mini-realm. I guess I'll have to look elsewhere to monitor this scenario. Then again, it may never come up.
 

Some neat stuff here.

Tattoos: Most of these look okay. I'm a bit worried about the bookkeeping overhead on the 'healing surges expended' ones, but I guess I can trust a player who buys one of these to keep on top of that.

Orbs: Neat idea. I can see myself swiping this sort of power for a villainous NPC, somewhere along the line.



Cheers,
Roger
 



When you're in the orb, it says that there's a void beyond the walls. Basically, it seems more like the actual orb is just a window to a mini-plane. When you tap it, everyone is teleported to that miniplane. If you were then to look inside the orb while "in" the orb, you may or may not see miniature versions of your group and the enemies. You don't literally shrink down and teleport inside of it while it drops to the ground.
 

James, wouldn't this just be handing the item to your enemy?

Sure, but it's already been used, so it's worthless to them. And since you activated it, you're the one who sustains the power and controls when they come back. I suppose they might try to destroy it, and the GM would need to decide if that traps them there or sets them free.

Then again, if you can't teleport, can your gear? And is it worded in such a way that the orb has to teleport or the entire thing fizzles?
 

Some neat stuff here.

Tattoos: Most of these look okay. I'm a bit worried about the bookkeeping overhead on the 'healing surges expended' ones, but I guess I can trust a player who buys one of these to keep on top of that.

Orbs: Neat idea. I can see myself swiping this sort of power for a villainous NPC, somewhere along the line.



Cheers,
Roger

There really isn't any book keeping required - you know how many healing surges you start the day with, you know how many you have left. Subtract 1 from the other and you know how many you have used.
 

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