A character of mine just came into possession of a Sphere of Annihilation in Adventurers League. The out of combat possibilities of this item are quite interesting, but the ways to get it to where you need it to be are less than ideal.
As the item is written, there does not seem to be a way to gain permanent control of it. The DC 25 Arcana check only seems to allow you to move the sphere once.
My character is a wizard of the transmuter variety, just hit level 16, and I've yet to pick my ASI (if that matters). With my 10 to Arcana, this character can only make the required check to move the orb on a 15 or above, meaning that most of the time, he would have a speed of 10 by being ahead of the sphere. This is, of course, unacceptable, for delving and travelling both.
I've picked away at my brain at that others for solutions to this issue, but so far the only workable solution was to move the sphere via the Telekinesis spell, preferably using a Ring of Telekinesis, but that solution relies on the DM being willing to consider the sphere an Object. With an AL character, that can be quite a lot of people to convince.
It's not that I want to avoid a lot of rolling, it's more that AL modules and many hardcovers tend to include some kind of time crunch, to create some sense of urgency during travel (looking at you, ToA) or just to limit the amount of long/short rests the party takes. If my wizard is, effectively, moving at ⅓ the pace of everyone else, that's an issue. There's also the issue of urgent situations, when the party really needs to get moving. Abandoning the sphere in a crumbling dungeon isn't a very tempting prospect.
Hence my question: What are practical and effective ways to move a Sphere of Annihilation?