Synopsis: Dungeon of the Lizard Priest is a rather short level 4 module in the online game Card Hunter. This module is three scenarios, but except for the last one, they tend to be rather straightforward and quick. If your characters are level 4 this may be slightly difficult, but if they are level 5, this should be rather easy.
Enemies in Module:
Lizardman Warriors – Lizardman warriors are minions in the second scenario, limiting them to only one attack per turn each, like all minions in Card Hunter. In the other two scenarios they are not minions. They have 13 hit points, a standard move speed of run (3 squares), and use 2 distance stab attacks that range in damage from 2 to 6.
Black Ooze – The black ooze only appears on one map. They have 16 hit points, a normal move speed of walk (2 squares), and use low to mid damage melee attacks. They also are usually immune to bludgeoning attacks.
Lizardmen Netter – Lizardmen netters are minions and thus can only attack once per round. They have 15 hit points, a standard move speed of run, and attack with mid damage stab attacks and a ranged attack that slows the target for the round.
Slub Gut – Slub Gut is primarily a support character that makes his allies more powerful. He has 15 hit points, a normal move speed of walk, and fights with stabs and ranged attacks that make it harder to block, prevent damage with armor, and make characters take more damage.
First Scenario – Sewer Lizards:
Setup – You will start the first Dungeon of the Lizard Priest mission on the bottom of a map that has four rooms and hallways connecting them. A lizardman starts in both the upper right and upper left room.
Enemies – Lizardman Warrior (2)
Strategy – The hallways allow your characters to fight one lizardman at a time and the lizardmen are defenseless. Start by moving either left or right, but do not go up to the center room. Put your fighter in front, preferably with Weak Block and a few armor cards. Stabs are also a good idea because it means he will occasionally hit first. Use your priest to heal and have your wizard attack from the back. By this level you should have enough damage output to kill one warrior before the end of the first round. Heal up if you need to, but use exactly the same strategy to fight the second lizardman warrior.
Second Scenario – Slime Tunnels:
Setup – You will start the second Dungeon of the Lizard Priest mission in the middle of a map filled with lots of blocking terrain. A lizardman warrior starts on the bottom of the map and on the left side of the map and both are close enough to reach one of your characters in a single move. A black ooze starts in the upper right corner of the map.
Enemies – Lizardman Warrior (2), Black Ooze (1)
Strategy – This time you won’t be able to fight the lizardmen one at a time, but since they are minions, they can only attack at most twice per round. Take advantage of that by making your fighter the only possible target for at least one attack. Focus fire on the lizardmen and ignore the black ooze. It will take at least three rounds for the ooze to reach you and the lizardmen should be dead by then. The black ooze is relatively simple to fight, with two caveats. First, it is immune to bludgeoning attacks, which shouldn’t be a problem, since your fighter should be using stab attacks anyway. Second, it has an attack that can trash your oldest revealed card. This will usually be an armor card, but if you are careful to save a move card from the beginning of the game, you can basically negate this attack. The ooze is slow, so you can kite it if you want to. You should be using roughly the same equipment you used in the last scenario.
Third Scenario – Lizardman Guardians:
Setup – You will start this scenario at the top of a tight map with a decent amount of blocking terrain. Slub Gut starts at the bottom, a spearman starts in the middle, and netters start on the right and left sides of the map. Comparatively, this is one of the harder Card Hunter maps because many of the enemies have ranged attacks.
Enemies – Slub Gut (1), Lizardman Spearman (1), Lizardman Netter (2)
Strategy – First things first, do not move, except to move a character behind cover. Your wizard should start with line of sight to somebody, so get an early attack if you can. Slub Gut has a range of 6 squares which means he starts just out of range. Try to avoid letting him attack you by using cover and staying back as long as possible. His Bad Luck attack isn’t too dangerous, but his Unholy Curse is devastating. Focusing attacks will be hard, but if you can, try to take out netters first. Their ability to prevent your heroes from moving is very dangerous. If you have to sacrifice a character in this scenario, sacrifice your fighter. Healing and long range attacks are more important than short range attacks. Additionally, you should never let Slub Gut get within 2 squares of your heroes. Beyond that range he can harass you, but not actually kill you.
You can block Slub Gut’s attacks, but as soon as you miss a block, you basically won’t be able to block anymore, making blocks a questionable choice. Also, any armor except for reliable armor is practically worthless in this fight. Equip all your characters with Reliable Hide or Reliable Mail if you happen to have it. Primarily you want to focus on heavy damage attacks that can hit at range or that can move your character into range before attacking.