The Barbarian spends his time drinking away their previous failure and ends up atracting a BL3 assassin! Thanks to a failed ambush he's able to come out on top and walks away from the battle.
Going back to the Baron's castle the knight is challenged by four other knights and pretty much wipes the floor with them!
It appears this area is just lousy with Lustrian chaos dwarves as a nearby dwarf hold has been recently taken over by the stunties, nearly re-taken by good stunties and finally abandoned. The good news is there may still be gromril within the mine so its off to the hunt for riches we go!
We end up with yet another dungeon that requires us to roll 2D6 for power and choose the highest, however on any doubles an unexpected event is to occur. This will be a slog. The knight however has gained a blessing from the lady of the lake and reveals the path ahead, slightly.
The molton room contains a tomb (fairly warm one at that) and plenty of saurus! Considering our last battle this is blessedly easy.
Obviously not all of the chaos dwarves were cleared out of the mine. A chaos dwarf champion and several minions.
The chaos Dwarf Champion was rather loaded with magical items.
The hobgoblins manage to drop the ranger to zero however we are far more equipped to break through the dwarf armor at this point the beat, cut and zap our way through the creatures.
They did leave behind a +1 permanent wound scroll so we add an extra wound to the wizard. On top of that we even get 200 gold from the chest in the corner!
Because WHQ is full of random the next room is a bridge over troubled lava with a well. At least the chaos dwarves make sense! The fun part is that the warriors keep losing turns and going prone due to the heat.
During this battle we roll two unexpected combat events, one makes the ranger pass out for a turn and another gives the one enemy left on the board at the time a free turn (that could have been a bad time earlier...).
This ends up splitting us up quite a bit but somehow we manage to find the end of the path (a dead end) and get out the bridge room without an unexpected event.
Oh look the dice remembered that we get unexpected events on doubles again! Another annoying encounter of savage orcs is quickly dispatched.
Hey look more unexpected events! Just as a we finished off the savage orcs now skinks and saurus want to pick a fight with us! We are thankfully getting pretty lucky with the easy encounters here.
The undermines present us with a battle against ghouls (seriously hitting all the easy encounters here) and three different paths. The catch is there's a chance that when an entrance is explored it may simply be a fake path and waste our explore phase removing the door.
After sorting out our options we choose the path that DOESN'T lead into a spider lair and move on.
And we end up with rats instead. The skaven chieftan even has axe of skulls (frenzy 3+) and armour of carnage which further increases his attacks and comes back to life once the owner is killed! Just to make the battle a little more interesting we roll a magic drain event and ALL of our magical items/equipment/spells are turned off for a turn.
We wade through the rat high room and eventually finish off the last few rats after a portcullis slams down and is unlocked (thanks dwarf prospector!)
At this point we've lost count of how many unexpected events have transpired, but its a lot. More chaos dwarves and hobgoblins this time throw themselves upon our magical weapons and spells!
After moping up the last of the dark dwarves we are ambushe by more lizardmen before we can even get our of the hallway. By now we are tired of the carnage and take our frustrations out on the skinks...
We roll the best possible result for idol of Hashut and barely encounter resistance as we pick up the final key to the dark forge.
The last chaos dwarf tries to raise a battle of dread in an unexpected event but we teach him a lesson about trading shields for banners.
Heading back to the spider lair we encounter a lone stranger offering us something rare and mystical. Annoyed and caked in the gore of dead monsters he quickly realizes what a bad time it is to try to sell something and runs in terror.
In the dark forge itself we encounter a few blunderbuss dwarves who are forced to setup to close for their own safety and three bull centaurs.
The bull centaurs are certainly no joke at this point but the blunderbuss fall quickly. Eventually we drop the centaurs and pack our bags with the gromril which is worth a small fortune for sure.
By now the warriors are heavy with magical items and weapons well prepared to move up to BL 3...