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Also, I tend to bring juicy AoE cards to scenarios in which cultists or oozes are present.
As recommended above, you can also try to block as many adjacent spaces as possible, so the summoning action cannot be completed.
Last but not least, some times you can jump or fly over the "army of darkness" of skeletons and just focus on completing the scenario win conditions... some times you can leave someone behind and "sacrifice" that character to block a door for example. Getting exhausted carries no penalties, after all.
Once is freak fluke, it happens. but 3 times in a row? It's either scripted, or the RNG isn't correct.
<looks elsewhere>
Crypt of the Dammed. Take a Spellweaver, hit "Ride the Wind" first turn to open the door to the second room. Report what the Cultists draw that turn, and the next.
"Retry Scenario" shuffles the decks these days, so have another go or two.
So now you know that behind that door, there are cultists. And you know that, if they summon (a chance of 2/8 or higher, depending on what actions they have drawn so far), they will act on initiative count 60-something.
Therefore, if you try the scenario again, come prepared to open that door and plan around the worst case scenario (the summoning).
If you have enough damage or stuns to neutralize the cultist, go with fast initiatives for everyone and hammer them hard before they can summon.
If you don't have enough damage nor crowd control, open the door with a fast initiative character and retreat, let the cultists (potentially) summon by acting on your slowest initiatives with all the other characters, and once you see the result of the cultists' turns, do your best with the "slow" characters (have some AoE ready just in case), then the following turn act on a fast initiative with all the characters to kill as many of the cultists and skeletons before they act.
The planning around opening a door to a new room is one of the most important decisions in each scenario. That decision will often make you lose the scenario if not planned well enough.
Initiatives of the cultist cards drawn, with an added S for summoning
R! R2
27 31
39 10
63S 27
39 10
10 27
39 27
39 63S
39 27
27 63S
Less summoning than you'd expect, no double summons.
I feel like cultists make Skeletons HARDLY EVER
You should consider changing your pseudo to "Too Many Skels"