Skip to content

Session 10: The Weaver's Die (Fate-themed)#103

Open
bestdan wants to merge 1 commit into
mainfrom
bestdan/fate-session
Open

Session 10: The Weaver's Die (Fate-themed)#103
bestdan wants to merge 1 commit into
mainfrom
bestdan/fate-session

Conversation

@bestdan

@bestdan bestdan commented May 20, 2026

Copy link
Copy Markdown
Owner

Summary

A new Fate-themed session built around a self-balancing twist: players are gifted a Fate Die that lets them cheat any d20, but every value they spend is banked and replayed against them by the Crone. The real difficulty is whatever luck the party hands her — greed arms the boss, patience starves it.

What's here

  • ideas/the_weavers_die.md — the concept (Three Fates, Tapestry Floor, Hourglass Heart, spin/weave/measure enemy trio, the fate-proof Unwoven, the Crone's Hand, the "refuse the die" climax).
  • mechanics/fate_die.md — the d8 reaction die: add/subtract from any raw d20, wrap over-20→0 and under-1→20, spent values banked in the Hourglass and used back against the party.
  • sessions/session_10/ — full session for 3 level-5 PCs:
    • GM setup, player briefing, detailed encounter (with MM2024 block mappings), notes template, a player-facing Fate Die card, index + .pages.

Design notes

  • The sand chunks are the only ledger — they serve as Hourglass fill, terrain trigger, and the Crone's ammunition at once.
  • Encounter is self-balancing; warmup is ~CR 7 (merely hard) on purpose — the lethality is self-inflicted.
  • All new files are visibility: private and intentionally not linked from the public sessions/index.md / mechanics/index.md until marked ready.

Stray Untitled*.md files in the working tree were left untouched.

A self-balancing fate encounter where cheating luck arms the enemy.
The Fate Die lets players bend any d20, but every spent value feeds
the Crone, who replays them against the party — so the real threat
is whatever the party hands her, not a fixed CR.

@gemini-code-assist gemini-code-assist Bot left a comment

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Code Review

This pull request introduces 'The Weaver's Die,' a comprehensive encounter for Session 10 featuring a 'Fate Die' mechanic where players can manipulate luck at a future cost. The submission includes encounter design, enemy stat blocks, GM preparation guides, and player handouts. Feedback identifies a potential stall in the encounter due to the chunk threshold, mathematical inconsistencies in the wrap-around logic, and ambiguous wording regarding boss save DCs. Suggestions were also provided to clarify enemy action economy.


### Environmental Rules
- **Tapestry unravel:** when a PC spends a [[fate_die|Fate Die]], the 10 ft square beneath them unravels into **difficult terrain** for the rest of the encounter. Drop a token.
- **Hourglass fill:** every Fate Die used (by anyone) drops one **numbered sand-chunk** into the Hourglass. At **6 chunks** (3 PCs), the Hourglass empties and the **Crone's Hand** acts (see below).

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

high

The encounter trigger requires 6 chunks, but the party is only provided with 3 Fate Dice total (one per PC). While the rules mention re-gifting, the encounter document doesn't specify when or how the Fates provide the additional dice needed to reach the 6-chunk threshold. Without a clear re-gifting mechanic (e.g., "The Maiden re-gifts a spent die whenever a Spinner is defeated"), the session may stall before the Crone reveal.

Comment thread mechanics/fate_die.md
**Effect:** Roll the d8 and **add or subtract** the result from that **raw d20 result** (before other modifiers). You choose add or subtract after rolling the d8.

**Wrap-around:**
- A modified result **over 20** wraps back to **0** (then keep counting up if the die is large — e.g., 19 + 5 = 24 → 4).

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

medium

The wrap-around logic is mathematically inconsistent. The text states it "wraps back to 0", but the example 19 + 5 = 24 → 4 implies that 21 maps to 1 (making 24 four steps past 20). If 21 mapped to 0, then 24 would be 3. Additionally, a result of 0 is non-standard for d20 systems and contradicts the "1–20" range mentioned in line 32. It is clearer to state that it wraps to 1.

Suggested change
- A modified result **over 20** wraps back to **0** (then keep counting up if the die is large — e.g., 19 + 5 = 24 → 4).
- A modified result **over 20** wraps back to **1** (then keep counting up — e.g., 19 + 2 = 21 → 1; 19 + 5 = 24 → 4).

Whirl weighted spindle-stones on cords. Reflavor **Cultist / Tribal Warrior**.
- AC 13, HP 22, Speed 30 ft.
- Multiattack option: 2× spindle-sling, +4 to hit, range 30 ft, 1d6+2 bludgeoning.
- *Drawing Thread:* on a hit, the target's next d20 this round can be forced to reroll by a Spinner (drains the temptation to "fix" it with a die). Use sparingly.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

medium

The Drawing Thread ability lacks a clear action economy. Specifying it as a reaction or defining its duration (e.g., "until the start of the Spinner's next turn") would prevent confusion during combat, especially regarding whether multiple Spinners can stack this effect on one target.

Suggested change
- *Drawing Thread:* on a hit, the target's next d20 this round can be forced to reroll by a Spinner (drains the temptation to "fix" it with a die). Use sparingly.
- *Drawing Thread:* on a hit, the target's next d20 roll before the start of the Spinner's next turn can be forced to reroll by that Spinner. Use sparingly.

**The Crone's Hand (×1) — climax, the turnabout made flesh**
Appears when the Hourglass empties. Reflavor **a robed effigy of woven thread and bone** (use **Mage / Death Knight-lite** chassis, ~CR 5).
- AC 15, HP 90, Speed 30 ft.
- **She does not roll d20s.** Instead, on each of her actions she **takes the top numbered chunk off the Hourglass** and uses that number as her result — an attack roll, or as the save DC the party must beat (DC = the chunk number, capped sensibly), or as the Echo's attack. The party's cleverest spent saves become her blades.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

medium

The phrase "capped sensibly" for the Crone's save DCs is ambiguous and conflicts with the "don't fudge" advice in the GM Tips (line 163). Since the mechanic is designed to punish greed, a high DC is a valid consequence. It is better to either define a hard cap (e.g., "max DC 22") or remove the qualifier to maintain the "self-balancing" design.

**Reaction.** After you see the **raw result** of *any* d20 roll — yours, an ally's, or an enemy's (attack, save, check) — you may roll your **d8** and **add or subtract** it from that raw number. Decide add/subtract *after* you roll the d8.

### The wrap (this is the gamble)
- Go **over 20** → it wraps back to **0**, then keeps counting. *(19 + 5 = 24 → **4**)*

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

medium

This line contains the same mathematical inconsistency as the main mechanics file. The example 24 → 4 implies that 21 maps to 1, not 0.

Suggested change
- Go **over 20** → it wraps back to **0**, then keeps counting. *(19 + 5 = 24 → **4**)*
- Go **over 20** → it wraps back to **1**, then keeps counting. *(19 + 5 = 24 → **4**)*

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant