GM Reference

GM Running Notes

Session Prep & Path Epilogues

📋 Session Prep Checklist

Before Each Session:

🎭 NPC Secrets to Track

🍞 Nessa Bramwell (Double Agent)

Who She Pretends to Be: Varen's informant, helpful baker

Who She Really Is: Thornwraith's spy, evaluating party

What She Knows:

Her Goal: Determine if party can be turned against Ironhold

Red Flags (if players investigate):

If Exposed: Flees to Highroot, warns rebels party is coming

🎖️ Sergeant Greymark (Dying Father)

Secret: Ashlung, weeks to live. Daughter (12) also sick in Ironhold.

Moral Conflict: Duty to Ironhold vs. sympathy for Verdanya

Quest Hook: Needs 3 Mourning Roses for daughter

If Party Helps:

If Party Refuses:

🌹 The Thornwraith / Elara (Broken Savior)

Not Evil, Just Desperate: Lost everything, became monster to save others

Her Plan: Steal Spring Eye → Endless Winter → Verdant Curse ends

What She Doesn't Care About: Mass starvation from endless winter

Can Be Reasoned With (Path 3):

Humanize Her: Show refugees she saved, children who call her "the Green Mother"

🔄 The Three Paths (Decision Tree)

Path 1: Help the Thornwraith

Sessions 6-8:

Consequence: Verdant Curse ends, but Verdanya freezes. Ironhold celebrates, then realizes food supply gone.

Epilogue: Rebels declare victory. Starvation begins. Elara doesn't regret it. Party haunted by choice.

Path 2: Stop the Thornwraith

Sessions 6-8:

Consequence: Ironhold "wins" but both nations still dying. Party rich but world doomed.

Epilogue: Varen dies of Ashlung weeks later. Verdanya falls to Verdant Curse. Briarcrest wall collapses. Party chose lesser evil, but evil still won.

Path 3: Find Another Way ⭐ (TRUE ENDING)

Requires: Player initiative (not handed to them)

Clues to Plant:

Sessions 6-10:

Consequence: Balance restored. Verdant Curse solvable (takes time). Ashlung curable (Mourning Roses grow normally). Both nations can rebuild.

Epilogue: Hope. Slow recovery. Elara transforms back (mostly). Greymark's daughter survives. Briarcrest wall heals. Party are heroes of BOTH nations.

⚙️ Verdant Corruption Mechanics

Wither Tokens

Gain Token When: Severe damage from Verdant-Born creature

Roll Fear Die Each Time: If result ≤ current tokens → permanent transformation begins

Transformation Signs:

Clearing Tokens: End of session, all tokens clear. GM gains Fear equal to tokens cleared.

Death with Tokens: Body taken by Verdant Curse, becomes guardian of that location.

Optional: Embrace the Wild

Player Choice: Accept tokens for power

Powers (1+ tokens):

Risk: Each session, roll Fear die. If ≤ tokens → lose humanity (memory/emotion/bond)

Roleplay: Cravings (sunlight, soil, blood), plant dreams, fading human connections

🌙 Week-Long Day/Night Cycles

Effects on World

🎲 Improv Tools

If Players Go Off-Script:

They Want to Warn Sylora Early:

They Want to Kill Varen:

They Want to Negotiate Between Factions:

They Ignore Main Quest:

📊 Difficulty Tuning

If Players Struggling:

If Players Breezing Through:

✨ Atmosphere Tips

Describe the Verdant Curse:

Describe Verdant-Born:

Describe Ironhold Occupation: