DM: Well, if not one wants to try anything, then Venger will run away.
Twilight Sparkle: I think we're all fine with that, actually!
DM: And Tiamat will follow right behind him. Gone for now, but not for good.
Rarity: My ingenious plan was a grand success!
Applejack: Ya didn't expect any of this and you know it!
Twilight Sparkle: All that's left is to counter the spell. Ready, Rainbow Dash?
Rainbow Dash: So it's all down to me, huh?
Rainbow Dash: I...I don't think I can do this. I've rolled badly on every spell I've cast tonight, and this one is really important. What happens if this goes bad too?
Twilight Sparkle: Then we'll do what we always do. We'll work together, and solve the problem. Just look at all the spells I've cast that have gone badly! No matter how bad it gets, we're here for each other.
Applejack: Dern right we are! That's what friends do!
Rarity: Between the six of us, there's nothing we can't handle!
Fluttershy: We believe in you, Rainbow Dash!
Pinkie Pie: We got your back, Dashie!
DM: You're the coolest pony I know. You got this.
Rainbow Dash: ...okay.
Guest Author's Note: "One thing I feel is important to keep in mind with D&D, with anything in life really, is that a problem is not the end of things. Bad luck happens. Mistakes happen. It's human nature to dwell on that, on the bad things that have happened, and the bad things that could happen. In real life, things may not resolve easily, or quickly, there may be long-running consequences for things both in and out of your control, but none of them are the end of things. With help, you can pull yourself out of any hole, whether you fell into it, or dug it yourself. It may take a while, but there is a path out. Fortunately, at least for D&D, that help is built in. You've got a group of people, friends even, who are happy to lift you right back up when everything starts falling."
Notice: Guest comic submissions are open! Guidelines here. Deadline: February 20th.
Tying the story into knots: it's not that he pulls her out of the hat, it's that cosmic shenanigans result into him pulling her directly from the table. They're interdimensional pen pals after she gets back.
It's not only human nature to dwell on the negatives, it's literally how our brains evolved for survival before societies were a thing. Fear kept our ancestors alive, just as it keeps many wild creatures alive. Our brains just haven't had enough time to adapt to the concept of fear no longer being essential to remain on top of the food chain.
As A player of my group once say after several bad rolls, "okay now that I expend the bad ones time for the good ones".
Yeah and later he got a nat 20 in a very important moment.
This is one of the most important lessons to learn about any dice based RPG. A bad roll isn't you failing and it isn't the end of the game even if the consequences of a really bad roll mean your character dies it's a new direction of the story. Learning to roll with the bad dice results and figure out where to go from there will make your games so much more enjoyable. I will admit being able to laugh at your character's misfortune does make it easier.
Guest Author's Note: "One thing I feel is important to keep in mind with D&D, with anything in life really, is that a problem is not the end of things. Bad luck happens. Mistakes happen. It's human nature to dwell on that, on the bad things that have happened, and the bad things that could happen. In real life, things may not resolve easily, or quickly, there may be long-running consequences for things both in and out of your control, but none of them are the end of things. With help, you can pull yourself out of any hole, whether you fell into it, or dug it yourself. It may take a while, but there is a path out. Fortunately, at least for D&D, that help is built in. You've got a group of people, friends even, who are happy to lift you right back up when everything starts falling."