So, playing Prison of Khinn last weekend and I think my heroes need some help.
Heroes:
Roganna the Shade (Shadow Walker)
Astarra (Hexer)
Sir Valydir (ShieldCaster/Runemaster)
Ispher (Bard)
In the first encounter, I pretty much stomped them. Placing spiders as far back as possible, heroes were forced to move up to deal with the fist specter but unable to clear any spiders at that range. First OL turn, used shifting earth to move Roganna forward 2 spaces, Astarra down and right (towards graveyard), and Ispher and Valadyir back towards the entrance. Swarmed Roganna with spiders, then backed them off (she dead), moved zombie master up the graveyard (move with blinding speed) to immobilize Astarra, remaining zombies stand on exit to rise as first action next round, move Golems up to block door at the top of the map.
What resulted was a series of KOs on Roganna and Astarra, and the heroes being bogged down in the first corridor (where spiders spawn) with zombies re-enforcing and pressing the rear while spiders and golems block the door.
Win for OL, 4 tokens in play area for Encounter 2.
So now I am looking at Encounter 2, best choices for defenses are perception and strength (all heroes have a 3 max attribute test, Astarra has to pass at 2). I already have 4 tokens, so first OL turn I can spawn Skeleton Archers at the exit. Open groups Golems and Medusae.
Looking at
@Sadgit
's PBF (which is very enjoyable btw), having the heroes attempt to cross the pit while I still have Threat Tokens for Shifting Earth would be a disaster, but with a 50% chance to fail each test, attempting to kill the zombies, and then the Reanimate Archers is just going to let me re-enforce with the Medusae and Belthir right away. Using bard song Understudy, heroes should easily get 4 movement + fatigue out of sneak actions (stealth song?), so outpacing the zombies is an option, but with the archers at end of the hall (I have Splice from a rumor quest card, so they are going to be brutal), I don't think they can clear that group without creating another alarm.
Final option for them may be to split up, sending one hero down the right side to search objective tokens in the pit (Valydir), while other heroes (Astarra, Ispher, and Roganna) go down the left towards the exit. Roganna using her heroic to shield the group from the Archers and creating shadow soul, and Astarra trying to get in position to use her heroic feat in case I block the exit when Valydir tries to make his escape. I could (would?) still try to put Valydir in the pit, but it would be a single Threat token to move only a single character, and with archers tied up with the other group, zombies would have to catch him to take advantage of it.
This seems like a (really cool) difficult quest to handle for the heroes, since its the first Act II quest, so gear is not up to snuff for them. Has anyone done this quest recently? How did your heroes handle it?