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"Welcome to Rumilia"
Dungeon Master at the start of every session

Rumilia is a Dungeons & Dragons 5th edition campaign set in the fledgling nation of Rumilia. The nation and its continent are part of the larger world of Thelas where all the campaigns by this Dungeon Master, past and present, are set in.

The story revolves around a group of adventurers (or mercenaries) who travel to the frontier land of Rumilia. Some seeking answers, others seeking a greener pastures or opportunity. What they find is a struggling kingdom surrounded by powerhouses on all sides, and all manner of dangerous beasts and monsters roaming the countryside. Not to mention the near constant earthquakes that plague the land and its peoples. Sometime in their adventure, they begin to refer to themselves as the Uncanny Encounter.

The first chapter sees the party’s arrival at the kingdom’s capital city of Darmill and their various adventures as they settle into town and meet the various denizens. They also begin to gather clues about their pasts and uncover a threat to the kingdom.

The second chapter sees the party filling in their roles as part of the fabric of the community. With their new access to the castle and the council, they begin to learn more of Rumilia’s beginnings and explore ruins of a time long before the kingdom. All the while, a threat remains intent on destroying Darmill and its new heroes at any cost.

The third chapter sees the party attempting to protect Rumilia from its greatest threat yet, an invasion by the neighboring nation of Trenton. As they combat threats from the outside, they learn that agents have infiltrated the institutions they have come to trust.

The fourth chapter sees the party returning to Rumilia after a brief sabbatical to learn that new threats have arisen to endanger their new home. Agents and machinations both political and supernatural have arrived intent on taking advantage of Rumilia's weakened state after the war.

The campaign provides examples of:

  • A Day in the Limelight:
    • In Chapter 4, the respective familiars and animal companions of the party are sent to search the rooms of a tavern to find Xiao and Tomwell, the current newest party members. Along the way they meet each of the new PC’s respective familiars and battle a giant rat (Small rather than Tiny).
    • To introduce returning party member, Jho-el Curufinwe, a one-shot was played to show his mission to bring Inislea from Ae’der’i safely to Rumilia to testify against Solas Surion.
    • Former PC’s Dragomizzet and Nova feature in their own one-shot where they aid Jor-Ute in learning what happened to a Divination Wizard contact of his. By the end of the one-shot they are hired as his assistants when clearing dangerous areas for study and make appearances as NPC’s during the rest of the campaign.

  • Ascended Extra
    • Due to the actions of the players, and by extension the party, many would-be throwaway characters they meet end up gaining more prominence than originally intended.
      • The list currently includes: Hana of Larsona, Jor-Ute, Julz Vern, Lizz Markana, Athlyn, Terrow, Nora Ellis, Hannah of Oakhurst (now Carfer), Aventus, Derl and Merl, and Skreeg.

  • Admiring the Abomination: Anita is most guilty of this. If any wild beast, beast-like entity, or even person does nothing worse than look menacing and dangerous, you can bet she’s more likely to talk to it, pet it, or attempt to befriend it.

  • Animal Metaphor:
    • Corellon, Anita’s companion until the end of Chapter 2 is a talking ferret who communicates on her behalf. Just like him, Anita is also mischievous and playful while extremely friendly.
    • Her new animal companion becomes Bruni, a member of a reptile species who, like her, are attuned to nature, and guardians of the wild, but are also incredibly helpful to those they do not deem dangerous or hostile.
    • Raveena being a Yuan-Ti is partial to snakes and even bonds with one as part of her deity’s blessing.

  • Asskicking Leads to Leadership: Ragnar attempts to invoke this with a mayoral candidate and implies he intends to do this with the king as well. The mayoral candidate in question informs him this was not how it worked in Darmill.
    • Played straight by both Sheriff Durlan and General Wymer, who are both formidable strategists and combatants.
    • Played straight now by Anita who's bravery and skill in combat contributed to Pharazon naming her Princess Regnant of Rumil

  • Battle in the Center of the Mind
    • Raveena is subjected to this when she attempts to study one of the Eldritch Abominations attacking a Rumilian fort. The Great Old One commanding them takes notice and attacks her mentally only being stopped by her deity’s timely intervention.

  • Big Damn Heroes: It wouldn’t be a Dungeons & Dragons game if this weren’t prevalent.
    • The very first session sees the original party near single-handedly push back a bandit raid on their caravan and defeat the captain leading it.
    • Chapter 1 culminates in them climbing and defeating a gargantuan mecha-like tree golem from destroying the castle, the king and council members along with it. Bonus points for Linken who destroys its core just as it was about to fire on the king.
    • A side story in Chapter 2 also sees Murphy, Anita, and then Aeris bust into a couple’s bedroom after suspecting them to be the next victims in a string of murders just as Myla and her shadow servants were about to kill them.
    • In Chapter 3, they manage to save the Sherriff, the High Priestess, and their druid friend from a fanatical sect in the church that was attempting to threaten Darmill.
    • The party pull off the biggest of Big Damn Heroes moments in the campaign as they burst into the castle throne just as Fei Tora and his monk disciples subdue King Alred.

  • Bilingual Backfire: Often occurs when Murphy and Aeris attempt to speak about someone in front of that person without letting them know what they’re saying.
    • Happens most frequently with Jor-Ute who happens to know quite a few languages.

  • Breather Episode: The table is treated to a light roleplay session usually at the end of each chapter.
    • Chapter 1 saw them attending a festival to celebrate the defeat of Vasatar and to lighten the spirits of the denizens after the attack. The party was also proclaimed as Shieldmasters officially during the event.
    • Chapter 2 had the party gather everyone they knew into their home to celebrate Anita’s nameday. Murphy and Aeris both gave her gifts to comfort her over Corellon’s disappearance and the fact that this would be the first nameday she celebrated without Corellon or Altair.
    • Chapter 3 had the party and all their allies and contacts attend Aeris' wedding with orphanage matron Hannah. Including some whose fates were left ambiguous after the war.

  • Beware the Nice Ones:
    • Anita is an innocent, caring, young girl who befriends wild animals, protects children, and gives away hundreds of gold to anyone, criminal or otherwise, to start a new life. She's also a talented druid with an encyclopedic knowledge of animal forms she's not afraid to use, a plethora of elemental spells, and on multiple occasions, clawed through the throats of opponents threatening the people around her in her human form.
    • Raveena is socially awkward, kind-hearted, and all around affable. But as a powerful cleric of the Hist who carries her blessing, she spells and abilities to command nature and destroy the undead with a word. She also will staunchly defend her deity and her friends as the remnants of the Eryvisi and the Copper Kings learn quickly.

  • Call-Forward: While in the Everspring, the party is sent to investigate the tomb of an ancient half-elf named Khemeu who turns out to have been the father of modern alchemy and the creator of the Emerald Tablet. He and it are the subject of a campaign to be set long after this one.

  • Callback: Multiple references to previous or concurrent campaigns are strewn about. Some are important, others are just easter eggs.
    • A book titled "Defeating the Eryvisi" is found in Jor-Ute's library written by Grandmaster Fascile Vasili of the Silver Wardens. This book details the events that transpired in another campaign within the same world.
    • Elly, a little girl both Fascile and Sol adopt, returns all grown up as the target of Murphy's search and the whole reason he travelled to Rumilia.
    • Gideon and Lorian, two characters from a previous one-shot, make an appearance in the crowd during Oskad's walk to the castle. And are referred to by name by High Priestess Felicity Bannkath as the two mercenaries who were tasked with retrieving a relic that was crucial for Pontiff Sulyvahn's ritual to merge his god's demiplane and the material plane and betray Darmill.
    • Vixen’s Kiss, a wine that charms the drinker created by Vampire Anwen Dolic, is found to have made its way to Rumilia’s criminal underbelly. Fortunately, by this time Anwen has already been defeated and killed leaving the wine harmless and only drunk recreationally for the hallucinogenic effects.
    • The Greater-Scope Villain of a previous campaign makes a return in a vastly diminished form to attempt to corrupt a vestige of Raveena’s god in the Everspring. When faced with letting the vestige die to keep the villain from returning to strength, or allowing the Villain to corrupt the vestige, Raveena and the party chooses neither.

  • Call a Rabbit a "Smeerp": Murphy oftentimes uses a different word to refer to a similar thing in Darmill. Such as using hospital for healer, detective for bounty hunter, and agency for guildhall. Turns out, this is an artifact of his Trentonese upbringing.
  • The Cavalry: During Chapter 3, the Shieldmasters are generally seen as this.
    • Chapter 3 also has some late arrivals in the war who manage to arrive to aid in Darmill's defense. Specifically allies they called in beforehand like Oskad, Ylle, and Grondul.
    • Towards the end of Chapter 3 while the Rumilian main force is being surrounded during their diversion, much needed help arrives from Arepo, Guildmaster Sol and Grandmaster Fascile Vasili with their respective forces the Twin Dragons and the Silver Wardens; and from Anita's father Altair/Pharazon Merallareon and his primal beasts.

  • Character Development: Each chapter tends to tackle one of the characters specific hangups.

  • Creepy Child: Myla certainly takes the cake.
    • Nora Ellis, the young daughter of the tanners in Darmill, speaks in a flat almost emotionless voice and often has Aeris in shudders.
    • Aventus, an embittered orphan, mixed this together with Angst to a heavy degree. Having an evil ghost creature (Myla) always hanging on his arm certainly did not help. He gets better once he befriends Anita and is adopted by Hannah and, by extension, Aeris.

  • Deadpan Snarker: Aeris and on some occasions, Corellon. Sherrif Durlan gets in on it once in a while.

  • Divine Intervention: With the addition of a Cleric at higher levels in Dungeons and Dragons, this is expected to be invoked.
    • While fighting a remnant of the Eryvisi, Raveena asks her deity for guidance. The deity tells Raveena to channel the Hist Tree’s call for aid so that it can get through which summons the servant of an entity that fought Eryvisi the first time. This would mark the first time she used her Divine Intervention ability.

  • Fantastic Racism: Rumilia being a frontier land where people of all races and walks of life have come to eke out a living for themselves, you'd think this wouldn't come up as often as it has. But there are still members of races that are looked down upon especially when they are in the minority or are marginalized in some other way.
    • Gnolls and Kelagi are viewed as mongrels and vermin respectively. Justified in that Rumilia has a long and bloody history with both groups.
    • Lowenzhan's first reaction to learning that a goblin was at their home was to offer to kill it himself.
    • Played straight with half-elves who feel they are dismissed by both humans and elves for being only halfbloods.
    • Seems to be a recurring theme for Skallan characters with the addition of Gregor who is dismissive and passively hostile to Aeris for being an elf.

  • Good Cop/Bad Cop: Oftentimes the tactic employed with Murphy playing the bad cop, and Anita/Aeris playing the good cop. On the rare occasion they employ this tactic with Anita and Aeris, Aeris takes the role of bad cop.

  • Hold the Line: During “Haunting at Hym House”, the party must protect Raveena as she finishes her ritual to force the Hym out of hiding while the Hym does everything it can to end her ritual prematurely by killing her.

  • Hope Crusher: Solas Surion is this for Inislea, constantly sending reminders of Inislea’s mistake to make sure Inislea remains silent about Solas’ involvement in the killing of Solas’ rival and the rival’s family.

  • Incoming Ham: Aeris surprises Murphy with one of these on their first meeting after an altercation at an election. Murphy having shot at him a great distance away and while he was moving very quickly managed to strike him right in the chest.
    Aeris: Well, you're an awfully good shot.

  • Insistent Terminology: The word “adventurer” is rarely used and is often associated with children’s stories. More common words to refer to people of similar profession range from strays and vagabonds, to mercenaries or sellswords.

  • Mind-Control Music: In "Bedtime Rhymes", the party travel to a village to find the source of an evil melody that has spread to Darmill causing bouts of violent rage in those exposed to it.

  • My God, What Have I Done?
    • During “Haunting at Hym House”, this is revealed to have been Inislea’s reaction when he learned that the convoy he was sent to attack was not only a rival politician to his benefactor as he originally expected, but the politician’s whole family including his children.
    • Aeris, Ben, Lincon, and Pavel all experience this when they realize the village elder they had beat up was in fact innocent.
      Pavel's Player: [wincing] Oh, we fucked up.

  • Nice Job Breaking It, Hero
    • The party free Matya, a petrified woman in an ancient Rumil prison as they search for Narduru. After they leave her, she kills Corellon *he isn’t truly dead but is sent back to Pharazon with way back to Anita and escapes. She later returns in Chapter 3.5 and Chapter 4 as an antagonist intent on filling Rumilia with undead for her unknown reasons.
    • Aeris, Pavel, Ben, and Lincon break into a village elder’s home and beat him and his son unconscious to question him after suspecting his involvement in the mist that summons foglets surrounding his town. During the questioning they reveal themselves to have illegally crossed the border. This is later used by Solas Surion to blackmail them into voting with him or else their actions would be revealed and could spell war between Ae’der’i and Rumilia.
      • Anita is quick to call them out on this when she learns what they did.

  • Official Couple
    • As of the end of Chapter 3, Aeris Carfer and Hannah are now officially married with Aventus Carfer having been adopted by both of them.
    • Lizz Markana and Julz Vern are revealed to have gotten together in the wake of the approaching war in Chapter 3
    • At Aeris and Hannah’s wedding, Athlyn and Terrow are revealed to have eloped while seeking refuge west before the battle of Darmill.

  • Put on a Bus: The table’s method of dealing with departing players.
    • After Linken’s player’s extended leave, Linken’s character was revealed to have gone off on his own adventure to find answers. He returns briefly in Chapter 2 but only in the form of a letter sent to each of them.
    • Ragnar, after his player’s departure, is said to be off adventuring as well. He makes a brief appearance as an NPC leading his own mercenary company in Chapter 3. He shares some vitriol with Aeris and is exasperated to hear that Murphy has a brother.
      Ragnar: (to Ben) Ben Lawden? (to Aeris) There are two of them?
    • Lowenzahn also gets this treatment at the end of Chapter 3 after the player chooses to change characters before Chapter 4.
    • The same happens to Toth who leaves abruptly after being confronted by Ben over his experimentation of what is left of the Eryvisi.

  • The Queen's Latin: Most NPC accents tend to revolve around British or Irish accents with few exceptions.
    • Aeris also uses a similar accent.
    • And with Anita’s regained ability to speak, she also speaks in a British accent.

  • Set Piece Puzzle: A recurring theme in many dungeons the party traverses
    • In “The Cult of Disaster”, the party offers to venture into the tomb of a dead god for Jor-Ute to assuage the clamors of a cult convinced that it is the sacred site for their God of Disaster. They find 4 cursed items each bearing a curse representing a sin and must solve 4 puzzle rooms each depicting the same sin before finding the final resting place of the dead god.
    • In “The Heart of Shadow”, the party travels through the tomb of another dead god. To find the final hallway, they are required to solve 4 puzzles in different rooms and navigate an atrium filled with razor sharp spikes.
    • In “Domains of Delight”, to proceed through each chamber of Khemeu’s tomb, the party must solve a series of puzzles with varying themes. The first is a Stock Puzzle, the second is a Stock Lateral Thinking Puzzle, and the last is a secret Moon Logic Puzzle spoken by the reanimated remains of Khemeu himself that had to be negotiated by the party before it was even spoken.
      Khemeu: If I couldn’t even trust you with your secret, why should I trust you with mine?
      Dakila: That question was dirty.
      Khemeu: [smirking] Call it the Fey in me.

  • Shout-Out: Multiple references have been made about other campaigns, Dungeons & Dragons media, Wizards of the Coast properties, and other media.
    • Early on, Linken's search for his patron in Rumilia lead him to an illustration of a cross between a dragon, an octopus, and a man.
    • The concept of Planeswalkers was established early in chapter 2 with several Planeswalkers native to Thelas being venerated as gods in the present-day as their identities and exploits became lost to legend.
    • During the quest "The Cult of Disaster", a tapestry foretelling the future of the party depicts them standing on a landscape filled with floating islands.
    • Characters and Planes of Magic: The Gathering have been mentioned by name including: Professor Onyx, Gideon, Zendikar, and Amonkhet.
    • One group Murphy speaks to at the tavern during "Sowing Discord" bears a striking resemblance with a certain well-known Dungeons and Dragons group consisting of a goliath, two gnomes, a human, 2 twin half-elves, and a half-elf druid.
    • During Chapter 3, the party comes across a player's character in another Dungeons and Dragons campaign played by the table.
    • Near the end of Chapter 3, Aeris meets a monk with a Telescoping Staff very similar to Ruyi Jingu Bang.

  • Shut Up, Hannibal!: The party pulls this quite a few times while they know their opponents are busy monologuing.

  • Smug Snake:
    • Solas Surion: He is constantly acting as an Obstructive Bureaucrat ever since his introduction in Chapter 4 and is quick to taunt or look down his nose at any individual he deems inferior of which he has many.
      • He secretly made a deal with the foreign Synodi of Arepo to do research on Vasatar in exchange for aid in applying political pressure to get it back.
      • He orchestrated a murder of his political rival so he is elevated to Hierarch of the Surion family before a vote can commence. He does this by conscripting a down and out member of another family desperate for money and blames it on Half-elven freedom fighters who he has spoken out against constantly.
      • In Chapter 4, he uses the knowledge of the party’s unlawful incursion into Ae’der’i to blackmail them into voting for his petition to force Rumilia to return Vasatar to Ae’der’i and gain the renown as the Hierarch who made it happen.

  • Snark-to-Snark Combat: Aeris and Leth seem to only ever communicate with each other in this way.
    • As of the introduction of Shifterman, Nimbus, Aeris now has a new verbal sparring partner.

  • Spy Speak: Bandits, the Copper Kings, and other criminal organizations make use of Thieves' Cant in their communications and missives with varying degrees of sophistication and complexity. Murphy, being a rogue, decodes most of these communications.
    • The hit order on the party during "Kwatch" was coded to seem like a flier inviting people to Kwatch's festival.
    • Bandits use thieves' cant in its base form to encrypt their messages to each other.
    • Sherriff Durlan, codes his investigative notes as journals on his romantic conquests.

  • Surprisingly Realistic Outcome:
    • Many of the party’s plans are made while lacking information. Sometimes the information they lack would not have changed the plan at all, at other times it would have revealed that how they intended to tackle the situation was the worst way to go about it.
    • Turns out, being heroes doesn’t entitle you to every courtly matter that doesn’t concern you. And continuing to insert yourself into them tends to earn the ire of those who don’t believe you have a place there. Murphy and Anita learn this when Councilwoman Ranelisa is unhappy with their constant presence at the King’s invitation, believing they have no experience or insight to contribute to the problem they’re tackling.
    • Murphy and Aeris are told off by the Sherriff after they continue to speak out of turn in front of the king riddling him with questions before he has a chance to answer. Heroes or not, they were still speaking to a king.
    • Anita’s constant near-death experiences and exposure to danger at such a young age didn’t seem to faze her in the slightest, and Aeris and Murphy continued to march along bringing Anita into danger and using her as a tank. It’s eventually revealed after she's possessed by a myling that Anita bears a subconscious resentment towards them because of it.
    • The party learn that the kingdom they serve isn’t all clean and fresh, many of its people have biases and prejudices that they would vehemently disagree with. And some of the people opposing them have legitimate grievances. Following that, they learn just because they are ready to forgive and forge alliances doesn’t mean everyone else is.
    • Not everyone with a sob story should be pitied, or even believed. Anita’s choice to save Matya and release her ended with Corellon and her disappearing to Anita’s despair.
    • While trapped in a village surrounded by fog, Lincon, Aeris, Ben, and Pavel all begin to suspect the village elder of being behind it after they realize he has something to hide. They break into his house and beat him and his son to get answers. It turns out, he did have something to hide. But his secret had nothing to do with the fog and undead surrounding his town. Keeping a secret is not inherently evil, and not every secret leads to a grand conspiracy like the Copper Kings.

  • UST:
    • Anita and Alred’s romance has proceeded through a slow burn for most of the campaign ever since they were teens. Everyone Can See It, but whether either has even realized it or decided to act on it is anyone’s guess.
      Anita: (To Julz and Lizz) Before tomorrow’s battle, there’s something I want to tell you two.
      Lizz: We already know you have a crush on the king.
      Anita: YOU have a crush on the king!

  • Wham Episode:
    • During the quest "Kwatch", the party learn that their arrival and movements in Rumilia have been watched by the Copper Kings from the beginning. Aeris and Anita are wanted by the organization for knowledge on an unnamed individual. And Murphy's travel to the region was orchestrated in an attempt to lead him to his death while using him to gather information on Ylle.
    • At the end of "Bedfellows", the party learn that the strange melody they had been humming absentmindedly was magically compelling them to hum it and had spread to the village they were visiting and Darmill. In Darmill, Daimen Thurman, the Court Magister had initiated a quarantine to ensure the humming did not spread further trapping everyone affected inside Jor-Ute's library.
    • At the end of "Lair of the Devourers", the party learn that aberrant entities are surfacing from deep underground for reasons unknown, and Linken, one of their companions has left. He stopped by two well known sources of information on ruins and magic searching for answers about a magical text that seemed to only be in a language that was a mix of Kelagi and Deep Speech the same language they heard being spoken inside on of the caved-in tunnels from where the aberrations emerged.
    • Chapter 3 ends up being a back-to-back Wham Episode. Beginning with Sherrif Durlan and High Priestess Felicity's disappearances at the very start. Followed by learning of threats from within. Including the Court of Sarquin, Jayquellin and his academy students, the Copper Kings conspiracy, and Maiven Merallareon
    • In Chapter 3.5, while in the Elven city of Uvrun, the party comes across a group of individuals speaking a different language. After defeating them, they find among their belongings the plans for a massive metal piloted golem rivaling Vasatar with Pavel's name on it.

  • Wham Line:
    • A gnoll delivers one to explain to them exactly why Oskad was out for revenge.
      Anita: The gnoll who died, did he know her?
      Gnoll: She was his daughter.
    • A meta-example. During an earlier quest, Murphy searches for a redhaired woman with an Arepoan accent known only by the name Elizabeth who his client wished information on her whereabouts or her capture. When they finally find the woman, she is beset upon by a group of crazed monsters. She responds with an expression older players recognized.
      Aeris: We’re going to get you out of here but we’ll need to fight these guys off first.
      Ylle/Elizabeth: Davai!
      • If the players needed any more confirmation, the fight ends with her formally introducing herself.
        Ylle: My name’s Ylle, but you can call me Elly. Everybody I know calls me Elly anyway.
    • At the end of "Kingslayer, Oathbreaker, Man without Honor", the party finally discover the identity of the Man in Green. The individual pulling the strings, and responsible for much of their suffering both before and during their stay in Rumilia.
      Aeris: Well, now you can finally introduce yourself, Man in Green.
      Daimon Thurman: Very well, Maivan Merallareon, a pleasure.
      • Revealed earlier in-meta to finally confirm or deny the theories of each player.
        DM: As you all rush towards the castle entrance, I need someone to tell me what color a jade tea set is. Aeris and Anita, I need you to make a Wisdom Saving Throw please.
    • The Shieldmasters get one during the end of "Of Kings and Generals" during Alred and Altair's announcement.
      Altair/ Pharazon: Rumil is now an empire of the past, but its greatness need not fade away. It can live on in Rumilia, reborn into something new. To aid in it's ascension, I hereby renounce my claim to the throne. And bestow it to my daughter, Anita Merallareon, Crown Princess of Rumil
    • Chapter 4 reveals that the party did not make it out of Ae'der'i scott-free. Heirarch Solas Surion has learned of their mishap with a village elder and is now using it to blackmail them.
      Solas: (to Murphy) If multiple independent testimonies all point to the same thing. Any sane man would be forced to conclude that it is in fact true. However damaging that truth might be. Wouldn't you say, Investigator?

  • What the Hell, Hero?
    • Albert is constantly at the receiving end of these from Anita, Raveena, and Xiao, when his impulsive or chaotic actions cause harm to those around them.
      Raveena: I need Anita here to help me balance out this chaos-mongrel.

  • What You Are in the Dark: The party oftentimes find themselves in situations where they may choose to do what is right or what is easy with no foreseeable consequence to their actions. Their choices run the spectrum.

  • Woobie Destroyerof Worlds: Oskad, the gnoll chieftain they meet in chapter 2, was on the road to becoming this when he’s tempted to free an old mad god and enact his vengeance on Darmill for the death of his daughter. Anita and Aeris manage to talk him out of this.

  • Would Hurt a Child: Double subverted. While many sentient opponents like bandits, thugs, or soldiers tend to avoid harming Anita, most will immediately rethink their decision after Anita shows her talent as a druid and proves she’s a legitimate threat.
    • Played straight by Michael Krator and Senata who not only attack Anita, but go after her first ignoring anyone else.
    • The party members, though justified in that they had to hurt Anita due to her being under the influence of mind control.
    • The Death Hags the party meets while searching for Pavel in “Small Folk, Large Shadows” have enslaved a Leshen to do their bidding through a ritual that involves kidnapping a child and starving them in the roots of the Heart Tree that the Leshen is bonded to.

  • You All Meet in an Inn: Double subverted. While the original party formally met in a caravan heading into the capital, their first actual interaction with each other is in an inn once they reach town.
    • Played straight by the later additions to the party who are all met in a tavern.

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