Farewell Ofelia, hello adventure!

Following discussion with the War Wizards, the cleric of Torm marches to the morgue and uses his powers to return Ofelia from the dead. This causes some amount of consternation among the mages and word leaks about the relative power of the strange foreigner in the city. Ofelia reveals little save that one of the attackers was familiar to the group – the old man who they saw ‘slain’ in the streets before they set out to eh lair of Adzerak.
It is revealed that the man in question was the master of operations for an adventuring group known as The Puppetmasters – who apparently are in league with whomever wants the books the party took – and used? Hmm. That could be problematic.
Ofelia lets it be known that she wishes to part ways with the group – it being a bit too dangerous to travel with the party and apparently just about as dangerous to be left behind. She plans on making her way to the capitol – a skilled diplomat is always in vogue in the corridors of power. She makes a grand show of leaving the city – hopefully to alert anyone watching that she and the group have parted ways. Maybe that will extend her lifespan.
The group is advised by their patron that there are others in the city that would like to use the services of a powerful and capable group – and so it is a few days later that the group finds itself seated at the best table in one of the finer inns in Arabel, listening to a very talented bard…who sings a song of the party’s exploits with amazing attention to detail.
Following the performance there is a meeting ‘twixt bard and party – information is exchanged and a map provided to a town called Halfhap – out in the wilderness areas of Cormyr – near the Thunderstone mountains. They bargain and in the end an agreement is reached.
A quick plane shift and a ride brings them to Halfhap – they are directed to an inn suitable for the stranger folks, such as the party members. They make inquiries and consult a sage – who provides interesting facts but no real direction and off they go! They ride until mists rise and darkness falls and the glowing eyes of a number of spirits dressed in the ghostly remains of arms and armor encircle the party. The name of the fallen is spoken and the tormented souls depart to the afterlife.
The trail is followed to an area that consists mostly of ruins – save for one tall, squat tower that seems brand new and a pile of crumbling stones all at the same time. A light shines from one of the windows and the peeping Tormite flies to spy a glowing sword floating in midair. With no obvious entrances other than the door in the ground floor – the group enters and begins climbing a spiral stair that occupies the center of the structure. Upon gaining the top they are confronted by a floating eyeball who announces its non-beholder status. It has a deck of cards on a blank stone table and poses a scenario to the group and asks for the party’s choice of available options. The group provides and answer and the eyeball smiles widely and indicates the door on the opposite wall. As the group approaches the door, the eye offers one final bit of advice…”remember that the spoken name of duty and loyalty can give you much”

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