RIVERHAVEN · EPISODE 01

Welcome to Riverhaven

Previously on Riverhaven — read the campaign recap or listen to the narrated edition.

Riverhaven Episode 1 — Welcome to Riverhaven

NARRATED RECAP

Listen to Episode 01

WRITTEN RECAP

The Riverhaven campaign begins, appropriately enough, with five people who are not yet a party and an immediate struggle with the most dangerous opponent in any online Dungeons & Dragons game: figuring out where everybody’s token went.

Riverhaven itself sits where the Viridia and Sarin Rivers meet, a busy city of cobblestone streets, markets, temples, workshops, military compounds, noble neighborhoods and just enough questionable districts to make several members of the group immediately curious. The characters have each been in the city for several weeks, perhaps crossing paths without ever becoming companions. Hayben Nen brings the experience of a veteran warrior. Eth knows how to move through the darker edges of a city. Sspaa is a kenku with a talent for stealth, trickery and borrowed voices. Umeren is a grave cleric whose relationship with death makes cemeteries feel almost like familiar ground. And Drachen Razer is a fighter and wizard chasing arcane knowledge with a collection of abilities that will only become stranger as the campaign continues.

Before they have any reason to trust one another, each receives the same summons: the mayor of Riverhaven wants to see them.

Naturally, the Old Dudes spend a few minutes establishing why their characters might have been thrown out of various respectable professions before actually going inside.

At the manor they meet Mayor Elwyn Riversong and Silas, the matron responsible for the Sanctuary of the Healing Waters. Riverhaven has a serious problem. Pilgrims have been disappearing. Travelers who came seeking healing have vanished without explanation. Worse, the sacred spring that gives the sanctuary its reputation has begun to change. Magic once known for purity and restoration now carries an unsettling corruption.

The city suspects the Gloomstalker cult.

Riverhaven’s guards have found little, resources are stretched thin, and the cult has proven difficult to track. The mayor has therefore assembled this particular collection of strangers because their talents complement one another—at least in theory. Hayben can protect the group. Eth understands shadows and the criminal world. Sspaa can infiltrate places sane people would avoid. Umeren understands death and undeath. Drachen can deal with whatever arcane complications inevitably appear.

Before agreeing, the party does what any legendary band of heroes would do when the future of a city is placed in their hands.

They ask what they are getting paid.

With the job accepted, the investigation moves to the Sanctuary of the Healing Waters. The place should feel peaceful. Instead, beneath the calm surface, there is something wrong. Umeren remembers an old story from his days working around graves: a tale of the Veiled One, a figure connected to a cult that arrives quietly, spreads its influence through a community and eventually leaves chaos and death behind. It used to sound like the sort of story adults told children to frighten them into behaving.

Now it sounds uncomfortably relevant.

At the sanctuary the group studies the spring and surrounding temple grounds, eventually focusing on the Serenity Altar, a place where visitors leave offerings for marriages, children, health, fortune and other blessings. Their search reveals something that should not be there: a hidden route leading below the sanctuary.

The investigation has officially become a dungeon crawl.

The passage descends into old caverns beneath Riverhaven, and the party soon discovers that the Gloomstalker cult is not merely a rumor. Cultists are operating below the sanctuary itself. Some fight like disciplined warriors. Others rely on stealth and magic. None of them seem especially pleased to find five strangers wandering through their secret complex.

The Old Dudes respond with their traditional tactical doctrine: discuss a plan, partially remember the plan, improvise when the plan immediately stops working, and then somehow win anyway.

The party pushes deeper through the caverns, fighting cultists and learning how their new characters work at the same time. Umeren’s magic produces effects that are less comforting than most people expect from a cleric. One battlefield spell that should make enemies lose their footing manifests as tiny skeletal hands clawing up from the ground and grabbing at ankles. Everyone agrees this is much better than ordinary grease.

The group also discovers that killing every enemy makes interrogation considerably more difficult.

This will not be the last time they realize that after the fact.

As the fighting continues, they begin taking cloaks and equipment from fallen cultists, partly because disguise may prove useful and partly because apparently looting mysterious cult members is what heroes do. The deeper they travel, the clearer it becomes that this underground complex is not simply a hideout. The cult is protecting something.

There is another reason the opening investigation matters. None of these characters arrives in Riverhaven as a polished member of a heroic company. Hayben carries a damaged military reputation. Eth is far more comfortable with contacts in alleys than with civic officials. Sspaa's instinct is to watch, copy and probe. Umeren views death as a fact to be understood rather than simply feared. Drachen is already interested in obscure magical traditions. The mayor's assignment forces all five specialties into the same problem before anyone has decided what the group is supposed to become.

That makes the descent under the sanctuary a practical test of trust as much as a dungeon. The rogues move ahead and check what can be checked. The armored members become the wall when things turn violent. Magic is used to control the battlefield as much as to damage enemies. Every new room also creates the same argument the Old Dudes will have for months: whether the suspicious thing should be studied, opened, pocketed or absolutely left alone. The final option rarely wins.

The cultists' presence beneath a functioning sanctuary also changes the stakes. This is not a monster nest miles outside town. The Gloomstalkers have been operating underneath a place Riverhaven's people visit for healing and faith. Whatever they are doing is close enough to touch the city's daily life, and the missing pilgrims prove it has already begun to do so. The party's first assignment therefore stops being an errand for the mayor and becomes the first sign that someone has found a way to attack Riverhaven from inside its own foundations.

By the end of the session, the party has fought its way through several groups of Gloomstalkers and reached what appears to be a much more important section of the lair. Ahead stands a large metal door. Three more cultists guard the approach, including what appears to be one of their stronger warriors.

The strangers who entered the mayor’s manor only a few hours earlier have already become something resembling a party.

They have discovered that the corruption of Riverhaven’s Healing Waters is tied to a real Gloomstalker presence beneath the sanctuary. They have found a hidden cavern system directly under one of the city’s most sacred places. They have killed enough cultists to begin wearing their clothes. And they have pushed to the threshold of whatever the Gloomstalkers are trying so hard to protect.

They have also learned several important lessons.

Dynamic lighting cannot be trusted.

Skeletal hands make excellent difficult terrain.

The action has another layer as well. The first dungeon is literally underneath the Sanctuary of the Healing Waters, so the party discovers the cult inside a civic and religious institution rather than in some distant ruin. The group has to learn the place while moving through it, and that makes every new clue immediately practical. A symbol can become a key. A prisoner can become a witness. A strange relic can be the reason the next door opens—or the reason everybody suddenly needs a saving throw. Riverhaven has trained the party to treat exploration as part of the danger instead of the quiet time between fights.

And if the group wants to question a cultist, somebody should probably mention that before the cultist is dead.

Episode One ends with the party underground, enemies ahead, and the mystery of Riverhaven no longer theoretical.

Something is poisoning the heart of the city.

And the Old Dudes have just found the door leading toward it.