Threads of Fate
A temple traps a scholar beyond the Veil. Magic falters, reality bends, and only adventurers daring enough can prevent disaster.
$20.00
/ Session
Details
Weekly / Saturday - 3:30 PM UTC
Mar 14 / Session 2
Session Duration / 2–3 hours
Campaign Length / 52–156 Sessions
3 / 6 Seats Filled
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Schedule
About the adventure
Threads of Fate is a long-term narrative sandbox where player choices reshape the world itself. Mystery, exploration, and high-stakes consequences drive a living campaign where forgotten secrets and impossible discoveries begin to unravel reality. As the Weave frays and destiny collapses into chaos, your party must decide: restore balance, forge a new fate, or let the world burn under its own unraveling. Every choice matters, every victory costs something, and no future is guaranteed. Perfect for players who enjoy roleplay, exploration, evolving storylines, and campaigns where their decisions truly change the world.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
About me
Hail and well met! Allow me to bid you welcome to DragonSanctuary. I am ScaleScibe, your dedicated weaver of tales and keeper of knowledge. As a DM, I am committed to crafting immersive and captivating game worlds where players can delve into dungeons, vanquish fearsome monsters, unearth hidden treasures, and uncover epic storylines. I specialize in a mixture of roleplay and epic combat all the while creating an immersive and entertaining world and always endeavor to tailor each session to the unique interests and play styles of my players. When I am not conjuring up fantastical adventures or weaving intricate narratives, you may find me reading various books or plotting devious plot hooks for the next campaign that I have waiting in the wings.
View Profile →Character creation
Creating your character
Character creation will take place after acceptance and will be finalized during Session 0, with the option to begin building your character beforehand if you prefer. We’ll work together to make sure each character fits the tone of the campaign and has clear narrative hooks tied into the world. Characters will begin at Level 3, allowing everyone to start with a defined identity while still leaving room for growth. Ability scores will be determined using [choose one: Standard Array / Point Buy / 4d6 drop lowest]—this will be confirmed prior to Session 0 so everyone is on the same footing. All characters will be created directly in Foundry Virtual Tabletop, where sheets, items, and campaign-specific options will be provided. You don’t need to pre-build a character elsewhere unless you want to sketch out a concept in advance. For source material, official books are allowed unless otherwise stated during Session 0. Setting-specific restrictions, house rules, and any banned or limited options will be clearly communicated before finalizing characters. Homebrew and third-party content may be considered, but only with prior approval to ensure balance and thematic consistency. The focus of character creation is collaboration and story first. Mechanics matter, but characters should feel grounded in the world and ready to be shaped by the choices you make once fate begins to unravel.
What to expect
Preparing for the session
Before the game begins, players will need a Discord account, as we’ll be using Discord for voice chat, scheduling, and general campaign communication. Once you’re accepted, you’ll receive an invite to the campaign’s private server, which will be our main hub between sessions. We’ll be playing on Foundry Virtual Tabletop. You don’t need to buy anything—just click the link I provide and connect through your browser (Chrome or Firefox works best). A stable internet connection, a working microphone, and headphones are important so everyone can hear and be heard clearly. Please take a few minutes to test your setup before our first session. Characters will be created after you’re accepted, either on your own or together during Session 0. That session will cover the tone of the game, house rules, character guidelines, and any boundaries at the table. Backstories are welcome, but it helps if they stay flexible so they can naturally tie into the story as it unfolds. This is a long-term, story-driven campaign, so consistent attendance matters. Session 0 is mandatory, as it helps make sure everyone is on the same page and sets the foundation for a great game.
What ScaleScribe brings to the table
As the GM, I provide a story-driven, immersive experience built around player choice and consequence. I come to each session prepared with rich narrative hooks, reactive NPCs, and a living world that responds to your decisions rather than forcing you down a fixed path. Your choices matter, and the story will evolve because of them. I use character voices where it adds to the moment and lean heavily on ambient music and soundscapes to set tone—quiet dread in ancient ruins, tension during political intrigue, and momentum during combat. Atmosphere is important to me, and I aim to make each session feel cinematic without overwhelming the table. Combat is meaningful and tactical, but it’s never there just to fill time. Fights are designed to matter narratively and mechanically, with enemies that think, react, and adapt. That said, I value pacing and drama over pure optimization. I generally follow the rules, but I’m not afraid to lean into the Rule of Cool when it enhances the story, tension, or a truly creative idea. You can expect a fair and consistent table. I’m transparent with rulings, open to discussion, and focused on keeping the game flowing rather than stopping play to argue edge cases. I don’t run DM-insert characters, and NPCs exist to support the story—not steal the spotlight. Above all, I aim to create a collaborative space where players feel comfortable taking risks, leaning into roleplay, and shaping the world alongside me. This is a campaign where narrative, atmosphere, and player agency come first, and where the story that emerges belongs to everyone at the table.
Homebrew rules
I run a few light homebrew rules to keep things fun, fast, and consistent. Everyone gets a free feat at level 1 (with DM veto if something clashes with tone or balance). If you roll for HP on level-up, any natural 1 gets rerolled once. You also start with one common or uncommon magic item, again with a quick DM veto if something would warp the early game. For pacing, healing potions are bonus action = roll the dice, action = max healing. We use Variant Encumbrance, and I keep inventory grounded: containers have real capacity, so long or bulky gear has to be carried in a way that makes sense instead of magically fitting into a backpack. On the magic side, Counterspell always requires a check (DC 10 + spell level), and anyone can attempt a spell scroll with an Arcana check (DC 10 + spell level)—failures consume the scroll and it fizzles. Death saves are hidden (I roll them privately), and heavy hits can leave lingering injuries. If Reincarnate comes up, we use an expanded reincarnation table that includes all setting-legal options, with a tone safeguard if needed. Socially, I keep rolls honest: Insight isn’t mind-reading, and Persuasion isn’t domination. Travel is handled with montage rules so journeys matter without dragging, and I ask for a simple party wish list so loot stays relevant. Selling loot typically lands around 50–70% depending on the town, demand, item condition, and how well you negotiate. Between adventures, downtime gives real perks (contacts, training, rumors, faction pull), and if you build a home base it can earn upgrades like a forge, library, shrine, infirmary, or warding circle. Depending on the campaign vibe, I may also use Honor and/or Sanity as optional pressure systems.
Equipment needed to play
Computer
Internet
Platforms used
Safety
How ScaleScribe creates a safe table
I use a combination of safety tools to make sure everyone feels comfortable, respected, and supported throughout the game. We begin with a Session 0, where we talk openly about tone, themes, boundaries, and expectations, and make sure everyone is on the same page before play begins. As part of this, players will complete a Lines and Veils document privately, allowing them to set clear boundaries around content they don’t want included or would prefer handled off-screen. During play, I support X, N, and O cards, which can be used digitally through chat or private message at any time. These signals let players quickly communicate discomfort, a need to pause, or that everything is okay—without having to explain themselves in the moment. I also maintain an Open Door policy: players are always free to step away, take a break, or leave a session early if needed, no questions asked. I’m mindful of bleed—the emotional overlap between player and character—and I actively check in if scenes become intense. I build in breaks during longer sessions and make space for aftercare, especially following heavy or emotionally charged moments. This can be as simple as grounding the group at the end of a session or checking in privately afterward. We also use debriefing and Stars and Wishes, giving players a chance to share what they enjoyed and what they’d like to see more (or less) of going forward. Feedback is always welcome and taken seriously, and I’m happy to adjust pacing, tone, or content to better support the table. My goal is to create a game that can explore dramatic, dark, or high-stakes themes safely and consensually—where players feel confident taking emotional and narrative risks, knowing their comfort comes first.
Content warnings
Safety tools used
