RIVERHAVEN · EPISODE 14

Starfalls Mystical Emporium

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

Riverhaven Episode 14 — Starfalls Mystical Emporium

NARRATED RECAP

Listen to Episode 14

WRITTEN RECAP

Riverhaven — Episode 14: Starfall's Mystical Emporium

After spending several sessions dealing with assassins, court-martials, werewolves and Gloomstalker conspiracies, the Old Dudes finally return to one of the problems they have been politely ignoring.

Professor Fenwick is still missing.

Elowen Starfall, proprietor of Starfall's Mystical Emporium, had asked the party for help after the professor examined a strange object in her shop and was somehow pulled inside it. At the time, the party had other emergencies.

Apparently disappearing into an unknown magical dimension does not automatically move you to the top of the Old Dudes priority list.

Now they arrive at the Emporium to fix that.

The artifact is essentially a magical threshold—mirror-like, otherworldly, and clearly capable of transporting people somewhere they are not supposed to be. Professor Fenwick went through and never came back.

The only sensible plan is obviously to follow him.

The party enters the object and finds itself in a strange enclosed realm that does not behave like an ordinary room, dungeon or ruin. Distances and spaces feel wrong. Crystal structures and magical effects dominate the environment, and the group quickly discovers that getting Fenwick out will require more than simply walking in and asking him to come home.

There are guardians.

There are puzzles.

There are magical crystals that react badly to being smashed, manipulated or investigated in the Old Dudes' preferred fashion.

And there is an increasing amount of discussion about whether every mysterious glowing object really needs to be touched.

History strongly suggests the answer is going to remain yes.

The expedition becomes a mixture of combat and problem solving as the party moves through the extradimensional space. Drachen's magic and tactical positioning become important. Hayben continues adjusting to life as the redeemed bearer of Truth Seeker. Sspaa and Eth do what rogues do whenever a place contains mechanisms, corners or objects somebody clearly did not intend them to take.

Umeren, meanwhile, continues to prove that the grave cleric is often the most useful person to have around when everyone else's plan has reached the "something has gone terribly wrong" stage.

Eventually the party finds Professor Fenwick alive.

Getting him out is the real victory of the session.

They reverse their path through the strange realm and return through the artifact to Starfall's shop, bringing the professor back with them.

Elowen is delighted enough to pay the promised reward: five hundred gold pieces.

More importantly, the adventure produces another magical oddity for the collection—the Ring of Whimsical Fortune.

The ring can bend luck, though in suitably whimsical fashion. Some of its effects are useful, some unpredictable, and the rules immediately create more table discussion than the item probably deserves.

Which means it is perfect for this party.

There is also the Whispering Amulet already in circulation, an item that occasionally brings strange dreams and whispered messages. Between that, Truth Seeker, the mysterious book, the poison quiver and the party's growing pile of specialized equipment, Riverhaven is reaching the stage where nobody is entirely certain which bad idea is coming from a player and which one is coming from a cursed object.

Once Professor Fenwick is safe, attention returns to Malakai's captured stronghold.

While searching the assassin's books, the party had found a reference to an ancient location beneath Riverhaven. Reading more now gives it a name:

The Den of the Ancients.

According to the surviving account, the Den was built by a long-lost civilization devoted to celestial bodies. Its priests and priestesses used the sacred site to commune with the stars and foretell the future. When the civilization declined, the complex was abandoned and eventually buried by time.

Riverhaven was later built over it.

That last detail is becoming less surprising every week.

The party studies a drawing associated with the Den and realizes the likely entrance is extremely close to the underground headquarters they just stole from Malakai.

There is also the matter of the enormous shambling mound they encountered nearby.

The book said the ancient site was guarded by a fearsome creature.

The giant mass of animated vegetation seems like a strong candidate.

So the Old Dudes return to their new headquarters with a new mission.

They have rescued Professor Fenwick, collected their reward, gained another unpredictable magical item, and finally learned what may be hidden beneath their own floor.

Elowen Starfall's request finally brings the missing Professor Fenwick thread back to the front. The professor has become trapped through a magical mirror or artifact connected to an extradimensional space, which gives the Old Dudes an opportunity to demonstrate the confidence of people who have already touched several cursed objects and learned very little from the experience.

The rescue requires entering the strange space rather than simply breaking the mirror and hoping for the best. Inside, the group deals with distorted rules, unfamiliar surroundings and the possibility that getting in is easier than getting back out. Fenwick is recovered, and Starfall rewards the party handsomely for doing the kind of work that most academics would probably prefer not to list in a grant proposal.

The rewards include the Ring of Whimsical Fortune and the Whispering Amulet, exactly the sort of items guaranteed to inspire future experimentation. More valuable is Fenwick's information about the Den of the Ancients. The site appears to be a very old celestial or sacred complex beneath Riverhaven, preserved behind defenses that have outlasted the people who built them.

That explanation ties the party's scattered discoveries together. Ancient martial orders, buried sanctuaries, shadow cults and forgotten artifacts are not independent mysteries. Riverhaven was built over a landscape full of old magical infrastructure, and modern enemies are actively searching for pieces of it.

The next step is straightforward:

The action has another layer as well. Elowen Starfall’s missing-professor problem leads the party through a magical mirror into an extradimensional space where Professor Fenwick is trapped. 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.

When the fighting starts, the challenge is getting in, keeping orientation in a place with unfamiliar rules and making sure the rescue route still exists when the group wants to leave. The heroes increasingly work as a real unit rather than five or six separate character sheets. The front line buys room for archers and spellcasters, the scouts try to keep the group from walking blind into the next threat, and healing is saved for the moments when somebody is one bad hit from disappearing. The exact plan changes from room to room, but the basic trust underneath it is becoming one of the party's strongest advantages.

Naturally, none of that prevents the table from wandering into its own kind of trouble. The party enters the mirror with the confidence of people whose history with suspicious artifacts should have produced more caution than it has. That is the Old Dudes rhythm by now: somebody makes the sensible observation, somebody else makes the joke, and a third person pushes the button while the discussion is still happening. The humor never really stops the adventure. Most of the time it is happening at exactly the same moment the characters are making decisions that could get them killed.

Underneath the jokes, the character stakes keep moving. Fenwick becomes a useful scholarly counterpoint to the party’s habit of learning ancient history by opening doors and fighting whatever was sealed behind them. Riverhaven has become very good at bringing old choices back around. A weapon found months earlier can suddenly matter to a new enemy. An NPC rescued in one arc can become the person who explains the next. A disgrace, curse, vision or bloodline that began as backstory can eventually become the reason the whole party is standing in a particular room.

Kill the giant plant monster.

Open the ancient sealed door.

Enter a forgotten sacred complex beneath Riverhaven.

And, if history is any guide, touch everything.