Deciding to deal with the mysterious necromancer associate "L" Boldreg, Jerald, Rurik, Nongo and Tonnia headed North after grouping up outside of town.
Following the North Coast the party had a uneventful journey to the Gnome Black Market were there was expectedly less activity given the recent plague.
After doing a bit of bartering and staying the night the party departed into the Scablands.
Not much deeper into the crags the party discovered they were being followed by an ogre of the Twilight Suns clan.
Jerald, having good relations with the ogres learned of a proposition of aid from the clan.
In return for some of their stolen artifacts they would aid us in killing L.
The catch is that since they didn't fully trust us, they want an important item to us as insurance we would go through with our part of the deal.
Agreeing to their terms the Dread Orb of Orcus was entrusted to them and after another day of travel we found ourselves at the precipice of the great hole in the middle of the Scablands.
Skirting around the sinkhole's edge we made way to the ogre's camp and were granted an audience with their leader, an ogre of frightening magical power.
After giving the party a means of contacting them when we found the artifacts and disguises we made our way to the tower of Lechof who we then knew to be the name of L.
Entering the tower we encountered a puzzle, who's trick was that though it seemed intimidating it was actually harmless, making fools of those who believed they was a puzzle at all.
Ascending to the next chamber we filled a pool with different amounts of water to achieve the desired balance, a simple task that the party performed efficiently.
The next chamber proved tricky as we were tasked with solving a "murder mystery" in which due to mix-up in translation we got wrong once and after a short yet painful fight we quickly deduced the right answer.
Getting near the end the party's next trial was a room filled with pits and doors which teleported clockwork constructs and party members alike around the chamber, after dealing with the troublesome animated ballista at the far end of the chamber the combat was quickly wrapped up.
After a rest the party realized that while there was an obvious path forwards that there were an odd number of teleportation doors and after a little bit of trial and error the group made their way to the secret treasure vault.
One liar and truther blocked the path, but after a bit of questioning we made our way to the stolen ogre artifacts and after contacting them their leader returned the Orb of Orcus and traveled with us to encounter Lechof.
Lechof, a man of finer taste, attempted to espouse some dialogue before rudely being attacked by Rurik.
The ogre released a blast of dark lightning killing all the lesser cultists in the room before disappearing in a puff of smoke.
Meanwhile Jerald suffered a horrific vision of being killed in an inferno of magical fire in a different timeline before snapping back to reality.
After a great deal of pain, battered and badly out of resources the party abruptly ended Lechof and looted his chambers.
In said chambers along with a number of treasures and a friendly pet danger noodle the party uncovered a number of letters and learned the name of an assassin dispatched to kill them in Fairhaven.
With resounding agreement the group decided to deal with the interloper upon their return, before leaving the tower the next day after a night of merriment.