Quoth the Raven
Season 2 Episode 3
TROLLSKULL SYNDICATE
The group boards Bob's newly named airship, the Airshob, anticipating an exciting adventure. As the group boards the Airshob, the grandeur of the airship captures their attention. Its sleek, polished exterior gleams in the sunlight, with intricate designs etched into the sides. The massive balloon above is adorned with vibrant patterns, making it a marvel to behold against the sky. Inside, the airship is luxurious, with plush seating and a panoramic view of the landscape below. Each member of the Trollskull Syndicate has their own cabin, but Bob has the massive captain’s cabin.
The four-day flight passes uneventfully. When the Airshob lands in the city of Freegard, it causes quite a stir—it’s extremely rare for anyone to dock an airship in the city. As they disembark, the dock master approaches, curious about the ship's owner. Morthos, the silver-tongued bard, claims ownership to negotiate the docking fee. Honkess interrupts, irritating the dock master, who demands an exorbitant 200 gold pieces. Morthos counters with 150 gold, and the dock master agrees, on the condition of a quick flight with the pilot.
With the docking fee settled, the group ventures into Freegard with little direction. The city is a bustling hub of activity, with cobblestone streets lined with vendors selling their wares. Tall, ornate buildings rise up on either side, showcasing the city's wealth and history. The air is filled with the sounds of merchants haggling, children laughing, and the distant clang of blacksmiths at work.
They know the Obsidian Order wants Norbert dead, and a mysterious figure named Raven may be their only hope. Raven, the leader of an unauthorized thieves guild, might be one of the few willing to talk about the Order. Honkess recalls a contact, Fiona Miche, who owns a tavern in the city. They encounter a street urchin offering to escort them to the Dirty Otter, Fiona's tavern, in exchange for a gold piece.
The Dirty Otter tavern stands on a narrow, winding street, its wooden sign creaking in the breeze. Inside, the tavern is dimly lit, with the warm glow of lanterns casting flickering shadows on the walls. The air is thick with the scent of ale and hearty meals, while patrons sit at wooden tables, engaged in animated conversations. Fiona stands behind the bar, her keen eyes observing everyone who enters.
Fiona, unfortunately, lacks information about the Raven, but suggests talking to the street urchins. The young girl who guided them agrees to help and leads them to a mural containing a puzzle. She explains that solving the puzzles will reveal the Raven's whereabouts, then departs. The group deciphers the puzzles, revealing the phrase “Quoth the Raven Sycamore.” Remembering a tavern called the Sycamore, they head there and use the passphrase to gain entrance.
The Sycamore Tavern is a modest establishment, with a weathered wooden exterior and a sign hanging above the door, adorned with the image of a sycamore tree. Inside, the atmosphere is cozy, with a crackling fireplace providing warmth. The tavern's patrons are a mix of weary travelers and locals, all sharing tales of their adventures and misfortunes. Morthos begins negotiating with the guards, but Honkess's interruption irritates them again.
They only allow Morthos and Blueterion to meet the Raven. The Raven's lair is hidden deep below the tavern, accessible only through a of secret passages. The lair itself is dimly lit, with shadows dancing on the walls from flickering torches. The air is thick with the scent of damp earth and old parchment. The Raven, a figure cloaked in mystery, sits at a large wooden table, surrounded by books and maps, offering the group the information they desperately seek. The Raven, a former member of the Obsidian Order, provides the information they need to call off Norbert’s assassination. They must next go to Ebonfall, where they can try to befriend a man named Tremont or try to find the Obsidian Orders home a village known only as “The Place.