You are playing Nightmare mode.
Forced: When a location in the staging are is explored, raise each player's threat by X, where X is that location's Mire value.
Often they floundered, stepping or falling hands–first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils. –The Two Towers
Begin with the standard quest deck and encounter deck for The Passage of the Marshes scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Groping Dead
3x Dead Things
3x Soft Mires
3x Haunted Mere
3x Bitter Reek
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Passage of the Marshes encounter deck.
Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.
The engaged player cannot reduce his threat.
Forced: When Pale Faces attacks, raise your threat by 4.
Shadow: Attacking enemy get +X where X is the Mire X value of the active location.
Cannot have attachments.
The engaged player cannot reduce his threat.
Forced: After Rotting Thing attacks and destroys a character, place 1 mire token on the active location for each excess point of damage.
When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or deal 1 damage to each character you control.
Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 mire token on the active location.