Warhammer Quest ACG is getting super frustrating.

I'm not sure I'll get to play it again outside of solitaire mode.
I tried putting together the advice I gathered from BGG and here. We tried using pretty much the most powerful and easy combo (priest and archer). We tried avoiding wounds from too many engaged enemies (didn't get any wounds from that). We focused down Grump to get the exploration bonus (defeated him).
And despite all that, despite getting two of the same pieces of gear yet again, despite having the most powerful character (priest) with his weak rest boosted by the awesome rest-boosting armor (extra success at basically no cost for him), the priest STILL died before the archer.
We didn't even make it to the final location this time! 3/4 or 4/5 turns in a row we rolled nemesis symbols. For the third quest in a row, we got the river place with 5 enemies, and any shadow enemies follow you, plus giant bats that follow you anyway and can't be damaged in the shadows. Yet somehow we were supposed to survive, plus an additional 12 exploration or so, plus an additional 6-10 enemies killed or so, from two characters?
I just don't understand how we're getting the same cards repeatedly and how you're supposed to tank so many wounds, even with all those things going well. 9 exploration followed by a place that activates all enemies when you leave, followed by the river. And so many unblockable wounds. Even the armor-boosted rest feels like a zero-sum game for the priest -- you might recover 2 wounds, but then you're almost guaranteed to take 2 wounds from any given action, if you have 1-3 enemies engaged. Aiding heals you both 1 wound...but then you take 2+ because you took an action anyway. Defeating Grump doesn't stop his unblockable nemesis ability either.
*edit* And like the dwarf, the priest has no way to make any enemies retreat, so you're stuck and can't even escape them by driving them to the shadows. Trying to attack them doesn't help much because you still take all of their damage as they die.