Hellhound start of turn ability

By totgeboren, in Road to Legend

Hi, new guy here on the board.

So, me, my gf and some friends (4 players in total) have tried the RtL app (we are new, only tried the tutorial and are perhaps still learning. Oh, I'm not the owner of the game so I'm trying to remember the names of things from the top of my noob head).

Anyway, our attempt at the final mission in the tutorial came to an abrupt end after some Hellhounds showed up when we were fighting Goblins and zombie dogs.

Or, the Hellhounds were easy enough to kill, but they got a start-of-activation ability that forced all Heroes to test Willpower and add 1 shield for each shop item they had. If they failed, they were teleported to the Master Hellhound, and if they could not be moved to an adjacent square to the Master Hellhound, they received 3 damage.

So what happened was that the party was in a pretty bad shape, and the Hounds appeared in a lump at the beginning of the map with the party battling gobbos on the other side of the map. Only one spot was open for teleports next to the Master Hellhound.

So everyone tests, everyone fails so 1 guy is teleported and the rest take 3 damage. The Master is then killed, though the Hero that got teleported to the Hellhounds is almost killed too.

So next turn they got the same start of activation ability, I think 3 failed their test and so could not be teleported to the Master (since he was dead). The Hero on the other side of the board dies and one more Hero. The Hounds start to make their way to the rest of the party (all who received 6 damage over two turns from the hounds). The rest of the Heros die in short order.

My question is, did we play that right?

If the Master Hellhound is dead, you can't teleport next to it so if you fail your Willpower check (often with 2 shields added to the roll, so many Heroes need to roll blanks to pass) you just take 3 damage? I think that ability inflicted 18 damage to the party over 2 turns, in addition to there being 4 big nasty dogs biting away at us, it felt rather excessive. The few final bosses we have faced (1 to be precise!) was a lot easier to deal with than the Hellhounds without a Master to lead them...