Atop the raised dias holding the mirror pool, the Wizards Three turn to greet the three heroes as they enter the parlor. Gweekin yips a hello. Diana's form is still slightly transparent.
Well! Now that you've had **time** to rest, shall we continue?
Yeah! I feel like a whole new person!
And yet, I got this strange feeling of deja vu.
With the first piece of the Rod of Seven Parts in hand, we have attuned the pool to send you on a path to the second. Remember, we shall need all such pieces should we have hope to disrupt the plans the Nameless One.
Yes, yes. Now will you *go?* I feel I have to remind everyone that the Nameless One's power grows every minute.
I'm still not a hundred percent, as you can see. Or *not* see, I guess. The potion hasn't worn off yet!
My dear, give it time. Time is a vast country and often best wandered through slowly.
Oh, what has ever been solved by wandering with *you?* Karina is right. "Time" is a luxury, and a resource that is quickly drying up.
(to Diana)
Maybe "willpower" shall prove better than Time. Let's try again, just before you go. Now, concentrate!
Martha holds out her hands, and Diana puts her translucent hands in hers. Both close their eyes and summon their efforts.
Our first DRAGONBANE roll! Remember, we're looking to roll *low* here, below a character's skill or attribute.
Make a CONSTITUION roll. This is an opposed roll versus the potency of the potion, Potency 9.
CON (15) rolls a ⬙ (6) = Success!
POTENCY (9) rolls a ⬙ (7) = Success! But Diana's roll is lower. She suffers a limited effect. In this case, she'll remove the invisibilty and any potential banes the GM gives, but takes a condition. In this case "Sickly."
It's working! Keep concentrating!
I think... I think...
I got it!
Diana! You did it!
I dunno. Probably going to regret this as a tactical decision later.
Ah! You are amazing!
Gweek! Gweek gweek!
Truly remarkable. You prove once more how a timely effort can be more powerful tool of the spirit.
No thanks to you! You seem to think we have all the time in the world! Did you ever stop to ask Martha...
Diana.
(she shakes her head at the young hero)
D-- Diana?
Are you sure you're okay?
Whatever. Come on, boys. Apparently there's no time to waste.
Diana turns directly and strides into the mirror pool, its waters swallowing her without a ripple. Presto and Eric look at each other, then the Wizards Three, and hastily follow Diana's example.
Heroes, wait! You must understand, about the Astral Sea--
But it's too late. The Wizards Three look back and forth to each other; Dungeonmaster with concern, Martha with exasperation, and Karina with a raised eyebrow of impatience.
A bronze, empty frame of a doorway floats in an immeasurable, silver-clouded void that is pinpricked with starlight all around.
Diana, followed by Presto and Eric, come tumbling out. They look at each other for a beat, hanging suspended among lucent wisps of white and gray fog.
Wait a minute... where the heck are we--eeeeoooh my God!
The three heroes suddenly start moving, slowly at first, then gaining momentum as they plummet through the void.
What's happening! Where are we going?!
There!
(pointing through the mist as they rocket through it to a colossal, misshapen mass)
Ahhh! Why didn't we ask for directions before we left!
Presto, make an ELEMENTALISM roll.
Skill (14), rolls a ⬙ (12) = Success!
Guys! We're in the Astral Sea! You just have to think about it, and you can fly around!
What?! Think happy little thoughts?! Any happy little thought?!
Well, at least *flying* little thoughts!
Oh jeez. Well, here goes nothing!
Diana and Presto close their eyes and focus in concentration. They swiftly come to hover in the astral sea, even as Eric continues to plummet.
Guys! Help! Help!
Diana and Presto share a silent chuckle, then turn to fly down to Eric, each catching him on either side.
Eric! What were you thinking?
I couldn't think! Or I could think, but then I thought, what if that thought wasn't good enough, so I tried to think a better thought, but I already knew I had a good thought, so then I was thinking...
Everyone, make an AWARENESS roll.
Diana's Skill (10), rolls a ⬙ (10) = Success!
Eric's Skill (10), rolls a ⬙ (20) = Rolls a demon!
Presto's Skill (7), rolls a ⬙ (17) = Fails!
Ah-ah! Eric! I *think* you better shut up now!
Diana lets go of Eric to float in a summersault and ready her Staff weapon.
What? What did I say?
Two giant forms emerge from the swirling aether fog-- monstrous beasts that resemble angler fish with giant, needle-thin teeth ready to strike!
**KREEEEEEEE!**
continued in 5.4 The Astral Sea, Part II . . .
GM FOOTNOTES:
Well, here we go. Already the first roll of the game, and I've set myself up for controversy. I am currently in love with this game, but let's admit, the rules for opposed rolls are... lackluster. Essentially, the rule is "whoever rolls lowest wins, provided the hero also rolls under their attribute/skill rating." I picture a scene where there was one desk on the writing floor charged with making up rules for opposed rolls and no one wanted to fire him so it somehow managed to get through the final edits. Anyway... here's my house rule that I might do for my home games, outside of this project . . .
When someone is actively opposing your action, compare your attribute or skill to your opponent's. If equal or lower, you receive a boon to your roll. If the opponent's rating is higher, you receive a bane. In combat, it only counts as an action for you, the active party. For poisons and related effect, use the potency rating as the opponent's rating.
Shrug. There's probably some math reasons why I might be off base. If so, feel free to share!