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Card Set Scenario Encounter
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Set Type Project

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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
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Results: 6 Cards

The Dead Marshes (x3/x1)
Escape.  

When Revealed: Place 2 resource tokens on Gollum. Any player may exhaust a hero to reduce this effect to 1 resource token.

Escape: 4

Presently it grew altogether dark; the air itself seemed black and heavy to breathe. When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a wisp of pale sheen that faded away...
–The Two Towers


The Dead Marshes (x3)
Escape.  

When Revealed: The first player makes an escape test, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 2.

Escape: 2


The Dead Marshes (x3)
Escape.  
When Revealed: The first player makes an escape test counting instead of , dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 1.

Escape: 3


The Dead Marshes (x4/x2)
Escape.  

When Revealed: Each player must make an escape test, dealing 2 cards from the encounter deck for each test. Each player that fails this test places 1 resource token on Gollum, and raises his threat by 1.

Escape: 5


The Dead Marshes Nightmare (x1)
Escape.  

When Revealed: Each player makes an escape test, dealing 1 card from the encounter deck. Each player who fails this test must either discard a hero from play or raise his threat by 5.

Escape: 5

"You should not look in when the candles are lit." –Gollum, The Two Towers


The Dead Marshes Nightmare (x2)
Escape.  

When Revealed: The first player makes an escape test counting intead of dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and deal 1 damage to each character in play.

Escape: 3