Dunmari Frontier - Seeker Solo Session 1 (Prequel)
Court of Chance: in which Seeker gambles with fate in the Feywild
Featuring: Seeker
In Taelgar: Sep 30, 1748 DR to Oct 03, 1748 DR
On Earth: Monday Oct 24, 2022
Fortune’s Rest, Feywild
Seeker navigates the whimsical perils of the Feywild’s Fortune’s Rest, earning the Prince of Luck’s favor through a daring dice game.
Session Info
Seeker learns to speak Sylvan by the magic of the Chanceweaver’s Court.
Summary
- Seeker arrives in the Feywild, specifically the domain of Fortune’s Rest, where flowers transform into butterflies.
- A pixie transforms Seeker into a dragonfly to bring him to the Prince of Luck’s court, a vast casino.
- At the Prince’s casino-like court, Seeker avoids enchantments, experiences a game mishap, and is blinded by a magical flower.
- Seeker’s use of dispel magic attracts the Prince’s attention, leading to a dice game where Seeker wins the Prince’s favor.
- Seeker agrees to help with a wild magic storm in exchange for permission to travel through Fortune’s Rest.
Timeline
- Sep 30, 1748 DR, afternoon: Seeker arrives in the Feywild realm of Fortune’s Rest
- Afternoon, in the feywild: Seeker travels to the Chanceweaver’s court; meets the Prince of Luck; agrees to investigate the wild magic storm in exchange for safe passage across the realm.
Narrative
We begin as Seeker arrives in the Feywild, in a meadow of flowers that bloom and unfurl into butterflies as their petals open, taking wing and blowing away. Getting his bearings, with the help of Typhina and the maps and notes of Ulfgar Frostbeard, from Chardon, Seeker stands trying to look confident in this strange place. A giggle from nearby turns out to come from a small fairy, a pixie, who warns Seeker he must have the Chanceweaver’s permission to travel through his domain of Fortune’s Rest, and invites him to come to court, by way of polymorphing him into a dragonfly.
The court itself is a vast, elegant outdoor casino, staffed by beautiful Fey in white robes, and filled with games of chance of all kinds. A band of satyrs plays a lively tune, and food and drink flow freely. Seeker wanders, avoiding food and drink and watching the games, until eventually watching a lizard race and deciding to bet. Seeker bets on one of the losers, and suffers an explosion of black sticky ooze in his face with a rancid, bitter taste as a consequence, but manages to avoid any more severe effects.
Eventually Seeker begins to wander towards the palace in the center of the gardens, although it seems difficult to leave the games and Seeker ends up wandering for some unknown stretch of time before finding himself in a formal garden just outside the palace. The flowers here do not have normal flowers, but rather dense lobes of light of burnished gold, glowing. Somewhat impulsively, Seeker reaches out and touches one, which bursts in a flash of light, blinding him.
A quick casting of dispel magic removes the blindness, but catches the attention of the Prince of Luck. The music stops, and he confronts Seeker, but quickly forgives him, and asks him to come tell his story at court. After some back and forth, discussing what Seeker wants and where he came from, the Chanceweaver offers Seeker a chance to roll for his favor. Seeker, in a moment of pure chutzpah, decides to use his magic dice to try to win, rolling two six sided dice for a total of thirteen. For a moment it seems as if the Chanceweaver will be angry, but then he decides to reward Seeker for his attempt.
We end as Seeker rests in the Chanceweaver’s court, after agreeing to help resolve the wild magic storm growing on the border of Fortune’s Rest, in exchange for safe passage across the Chanceweaver’s domain.
