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# Fake Morris's to get her out of the cell to teleport her out.
# Fake Morris's to get her out of the cell to teleport her out.


In a self-sacrificial gesture, Gael votes for Option 4. Versa endorses Options 3, refusing to let Gael sacrifice himself. She and Pine also push for Option 6, another self-sacrificial gesture. Pine also weighs Option 2. Of the leading Options, 3 and 6, Sela suggests that 3 is the best course of action. After the ''Wish'', Gael would call the Lark to have him open the artificial crossing.
In a self-sacrificial gesture, Gael votes for Option 4. Versa endorses Option 3, refusing to let Gael sacrifice himself. She and Pine also push for Option 6, another self-sacrificial gesture. Pine also weighs Option 2. Of the leading Options, 3 and 6, Sela suggests that 3 is the best course of action. After the ''Wish'', Gael would call the Lark to have him open the artificial crossing, after which the party would, at Gael and The Lark's guidance, track down the crossing's feywild location and travel home.


=== Execute The Plan ===
=== Execute The Plan ===
Filled with resolve, Gael rubs the lamp to summon the [[djinn]] inside. Pleased at the prospect of finally granting a ''Wish'', the Djinn manifests as a cloud of smoke to hear Gael's request.
Filled with resolve, Gael rubs the lamp to summon the [[djinn]] inside. Pleased at the prospect of finally granting a ''Wish'', the Djinn waits to entertain Gael's request.


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The Djinn materializes in a nebulous cloud, decrees Gael’s wish as selfless, and the cloud explodes, enshrouding the area in sparkly smoke. As it dissipates, they notice the still body of Cynthia Morris, lying on the ground nearby. Checking on her, they find she is breathing but does not stir. Versa goes to wake her gently. Her eyes dart around, she takes one big breath and then keels over, hacking up a lung. Gael provides her with a bit of healing through a ''Cure Wounds''.

As she regains her composure, the group realize that she is unable to speak. Versa questions her as to whether it was something she was forced to sacrifice, but Morris shakes her head, implying that it was simply a result of not speaking for a long while. Versa provides her with some food and drink as Gael contacts The Lark on his [[Ring of Masks]]. Excited at the prospect of testing the functionality of his new creation, he gets to work setting it up, and stays on the line with Gael to update him when it is running. Hearing sirens in the direction of the [[Myinor|Summer Citadel]], Sela assumes that the government has noticed their missing prisoner.


=== Mad Dash to the Crossing ===
=== Mad Dash to the Crossing ===
Deciding that it's better to be moving than staying put, the party start traveling through the wilds away from the the city.


=== Safely Home ===
=== Safely Home ===

Revision as of 17:24, 23 January 2023

"Wishful Thinking"
Campaign 1 session
Session no.Session 50
SystemD&D 5th Edition
Session dateJanuary 21, 2023
Timeline
Start dateFebruary 9, 354 WSK
End dateFebruary 9, 354 WSK
Starring
BeanPine
GuardianAngelGael
NixupVersa
and
Bunnies as the Dungeon Master
Narrative chronology
Previous
"Die At Anchor" (1x49)
Next
"Campaign 1 Session 51" (1x51)
Session order
Previous
"Die At Anchor" (1x49)
Next
"Vault 4: Part 2 - Awakening" (OSx03)
List of Campaign 1 sessions

"Wishful Thinking" (1x50) is the 50th session of the first campaign of Itora.

Executing on a plan to rescue their imprisoned ally, F&F make a daring escape from the Feywild.

Synopsis

The Plan

The group weigh a few potential plans.

  1. Go in Guns-Blazing, take the place by force, and leave with Morris.
  2. Act as Morris’s Lawyer, and if they lose the case, take the opportunity of her being out of the cell to leave with her.
  3. Use Gael's Djinn lamp Wish to teleport Morris to you all, then find the Lark’s portal home (while likely being chased by angry fey, but at least you have a head start)
  4. Use Gael's Djinn lamp Wish to teleport everyone except Gael out of the Feywild, leaving him to make his own way out to the Lark’s portal, alone.
  5. Prisoner exchange: Sela for Morris.
  6. Prisoner exchange: Versa for Morris.
  7. Fake Morris's to get her out of the cell to teleport her out.

In a self-sacrificial gesture, Gael votes for Option 4. Versa endorses Option 3, refusing to let Gael sacrifice himself. She and Pine also push for Option 6, another self-sacrificial gesture. Pine also weighs Option 2. Of the leading Options, 3 and 6, Sela suggests that 3 is the best course of action. After the Wish, Gael would call the Lark to have him open the artificial crossing, after which the party would, at Gael and The Lark's guidance, track down the crossing's feywild location and travel home.

Execute The Plan

Filled with resolve, Gael rubs the lamp to summon the djinn inside. Pleased at the prospect of finally granting a Wish, the Djinn waits to entertain Gael's request.

I wish that our friend Captain Cynthia Morris was with us here, safely.

— Gael's Wish to the djinn

The Djinn materializes in a nebulous cloud, decrees Gael’s wish as selfless, and the cloud explodes, enshrouding the area in sparkly smoke. As it dissipates, they notice the still body of Cynthia Morris, lying on the ground nearby. Checking on her, they find she is breathing but does not stir. Versa goes to wake her gently. Her eyes dart around, she takes one big breath and then keels over, hacking up a lung. Gael provides her with a bit of healing through a Cure Wounds.

As she regains her composure, the group realize that she is unable to speak. Versa questions her as to whether it was something she was forced to sacrifice, but Morris shakes her head, implying that it was simply a result of not speaking for a long while. Versa provides her with some food and drink as Gael contacts The Lark on his Ring of Masks. Excited at the prospect of testing the functionality of his new creation, he gets to work setting it up, and stays on the line with Gael to update him when it is running. Hearing sirens in the direction of the Summer Citadel, Sela assumes that the government has noticed their missing prisoner.

Mad Dash to the Crossing

Deciding that it's better to be moving than staying put, the party start traveling through the wilds away from the the city.

Safely Home

Featured characters

Friend and Friends

Companions

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Mentioned

Quotations

References

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