Turnset played, nothing very dramatic happened.
Turn 49
- One of our fugitives kills the white skelly king. Yummy XP.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
- Lots of units get shuffled about. I position to only take 1 attack from the south and north passages.
- We also get visibility on the castle to the south. There is a level 3 death knight there, no other units.
IBT our southern leader (an outlaw) takes no damage at all.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
The north is not so good, a fugitive is critically injured (2 HP left). And I made a mistake moving him where he is, the draug's ZOC blocks him from escaping.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
Need to kill that draug to free him again.
Turn 50
- Various units are exploring the water tunnels, and the drake is oh-so-slowly returning as well. I guess flying is hard in small tunnels.
- Our southern outlaw continues to do well, hitting the draug hard with every shot.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
- In the north the two fugitives manage to kill the draug, and I move the level 3 dwarf lord to block the passage. Only 1 draug can reach him, so the injured fugitive can escape next turn.
IBT we get decent results, blows are traded and we get more hits than the two draug manage.
Turn 51
- A faster unit finally reaches the lead in the water tunnels, maybe we will find something now. Dwarves do not swim very well, apparently.
- The badly injured fugitive escapes to heal with our druid, who is also patching up the cycled out dwarf lord and southern outlaw.
- Fresh units move to the fronts, and both the draug are redlined.
IBT the skellies do not attack. Too badly injured to risk it, I guess?
We are doing pretty well, just keep cycling the lead units back to the druid.