Synopsis: Slub Gut’s Sanctum is a level 5 module in the online game Card Hunter that has a good chance of being the first time you outright lose a fight. This module is only two scenarios, but the last one is quite difficult and may be beyond your if your characters are only level 5 or if your equipment doesn’t include at least a few rare items.
Enemies in Module:
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 like all minions in Card Hunter, can only attack once per round. They have 15 hit points, a standard move speed of run (3 squares), 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.
Lizardman Darter – Lizardman darters are able to deal damage quickly and usually to whichever target they want. They have 16 hit points, a standard move speed of run, and use 4-6 damage attacks that either attack at range 2 or move one square and then attack in melee. They also have a considerable number of extra move cards including moves that ignore hindering terrain and enemy adjacency rules.
First Scenario – Lizardman Feast Hall:
Setup – You will start the first Slub Gut’s Sanctum mission at the top of a map that has four large areas of hindering terrain. A black ooze starts in the middle of your characters, adjacent to two of them and three netters start in the right, left, and bottom parts of the room.
Enemies – Lizardman Netters (3), Black Ooze
Strategy – You are forced to deal with the black ooze from the start and this is fine. The netters can’t deal a lot of damage at range, so they aren’t big threats yet. Make sure to remove all bludgeoning attacks from your deck before entering this scenario and include a few Weak Block cards or armor cards to absorb damage from the ooze. If you don’t move at all before attacking the ooze, Small Psuedopod Strike will discard your movement card instead of any armor cards you have.
You will probably kill the ooze in a round. After that, take on the netters one at a time. The best way to do this is to let them come to you and strike them from range with your wizard. If you have managed to get the Entangling Roots power for your cleric, return the favor and lock them in place. Your fighter should be packing stabs in order to counter the stabs of the enemies, but expect he will spend most of the fight unable to move.
Second Scenario – Slub Gut’s Chamber:
Setup – You will start the second Slub Gut’s Sanctum mission on the right side of a map with four pieces of blocking terrain in the middle. Two lizardman darters are on the left side of the map and Slub Gut stands one square behind them. This is the same Slub Gut you faced in the Card Hunter module Dungeon of the Lizard Priest.
Enemies – Lizardman Darter (2), Slub Gut (1)
Strategy – If you thought Slub Gut was a pain before, he is twice as dangerous this time because there are two powerful warriors to take advantage of his curses this time. You need to defeat those darters as quickly as possible and preferably without ever letting Slub Gut get line of effect to your characters. This is basically impossible, so put a lot of movement cards in your deck and use Reliable Hide and Reliable Mail if you can. Your fighter should use stabs as well as your priest if you have them. Also, you want to be using as many traits as you have at this point to cycle cards faster. Your wizard should simply be packing as much heavy damage as possible.
When this scenario starts, move your characters behind block terrain. You can’t really prevent the darters from getting to you because they are fast and have lots of movement cards. Instead, accept that you will be hit, let the armor soften the blows, and heal up when you can. Since you are using stabs and ranged attacks, you can always strike back. You need to kill both darters quickly and you can afford to sacrifice your fighter to do so. Once they are dead, kill Slub Gut from range. He can’t actually hurt you past range 2, so if you can manage to kite him with your wizard, you will beat him eventually.