Last time the second party left off they had just encountered some druids just outside of the kobold's lair in the basement of a house. They were subsequently dealt with so there was only one more thing to do. Deal with the blacksmith, in the kindest way possible.
This is where the amazing assassin attempts again to show off his skills. After his failure to immediately kill a cleric he needed a confidence booster. So he strolls right up to the blacksmith, invisible courtesy of the wizard and performs a sneak attack instantly killing the dwarf. Oh, no, no he doesn't. He stabs him once, misses, and doesn't even kill him with that attack.
The blacksmith responds to this unkindly, and beats his initiative and smashes him with a hammer, rightly deserved. The party wizard then comes to sort this out, but the rogue will have none of this, and stabs the blacksmith again, this time actually bringing him down. The party totemist, the only original member of the party that hated the blacksmith so much then does some unmentionable things to him.
So the party sets off, having accomplished everything they needed to. On the way to the location of the bow, they encounter two strange gentleman mounted on bears, who attack them without provocation. Bear cavalry is proven to be quite a formidable force, doing good damage to the party, though a summoned ape combined with a transformed ranger swiftly deal with one, though the other does a few ride by attacks before finally being brought down by the totemist and his leaping.
Without too much more trouble they arrive at the place where the bow should be, and find two doors, and two large gentleman, one wielding a bow, the other a sword, who are apparently beginning a race to the bow. They run in, and the doors close. After a little bit of scouting the party decides the best option is to smash the door, and go after the sword wielding of the pair.
Smashing through the door takes some time, but with the rogue's handy dandy admantine dagger it is eventually destroyed. They then rush ahead, and see a pit. A very deep pit, with a door on the other side, and a corpse at the bottom. Everyone can easily jump across, except for the engineer, who has to take off his armor to have a hope, and then fails his jump check falling all the way to the bottom, though using his insight to slow his fall significantly.
After getting back up with some help from friends with ropes, everyone arrives into the next room, which has a steady drip of water, something the engineer is utterly terrified of. After the party is entirely in the room, the drip becomes more of a rush, and it appears that the ceiling is buckling. With this unfortunate predicament the ranger and wizard run to the door opposite the one they came in on, and the rest of the party tries to smash down the previous door.
Then an enormous abberation collapses downwards, but the party assassin actually kills something for once, planting an arrow directly through its brain. The water continues rushing, but luckily the party is strong, and smash their way through both doors, continuing on through the dungeon.
They are subsequently attacked by the man from before, wielding the enormous bow. After shooting them a few times, he runs off through the next door. they decide to follow him, breaking their way through the small partition separating them from where he was, and go charging forward.
Here they encounter a minesweeper room, with the mines being traps. Through a very long and animal sacrificing process they eventually uncover where most of the traps are, and acquire some very nice loot. Then things go bad.
Every other chest in the room was fine, why wouldn't this one be, thought the party rogue. This one was a mimic, a very sticky mimic, who got stuck to the rogue. The party didn't help things either, getting stuck or actually attacking him, the finishing blow was dealt by the engineer who threw a javelin straight through the rogue into the mimic, pinning his corpse to it.
This was not the only life claimed however, as there were a few other monsters in this room, including one tricksy earth monster, a xorn. This thing can float through walls like their air, or water or something, and had attacked the wizard previously. This time the wizard was weakened, and decided to attack head on with a dagger, instead of using spells like he should have.
This resulted in his head being bit off, and spit out. Finally the party found the lever, pulled it, and disabled all the traps. They also destroyed all the few remaining creatures, and then got ready to enter the next room, next session.