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Scenario Encounter
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Resource Threat Engagement
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Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 28 Cards
A Shadow in the East (x3)
28 2 2 2 3
Easterling.

Archery 1.

Easterling Raider gets +1 Attack and +1 Defense for each Easterling attachment on it.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has an Easterling attachment).

A Shadow in the East (x3/x2)
34 3 3 3 4
Easterling.

Peril.

Forced: When Warrior of Rh–n attacks, attach the top Easterling treachery in the discard pile to it.

Shadow: Attach the top Easterling treachery in the discard pile to attacking enemy.

A Shadow in the East (x2/x1)
Easterling.

Surge.

While attached to an enemy, counts as a Weapon attachment with the text: "Attached enemy gets +2 Attack

When Revealed: Attach to the Easterling enemy with the lowestAttack without a Sword of Rh–n.

A Shadow in the East (x2/x1)
Easterling.

Surge.

While attached to an enemy, counts as a Weapon attachment with the text: "Attached enemy gains Archery 2."

When Revealed: Attach to the highest engagement cost Easterling enemy without a Recurve Bow.

A Shadow in the East (x1)
8

The Easterlings are fearless warriors, but a stern defense may dissuade them.

Surge.

When Revealed: After an Easterling enemy enters play, attach the top Easterling treachery in the discard pile to that enemy.

Forced: After Warriors of the East becomes the current quest, the highestAttack Easterling enemy in the staging area attacks the first player.

A Shadow in the East (x4/x3)
2
4
Plains.

When Revealed: Each copy of Rolling Plains gets +2 Threat until the end of the phase.

Travel: Raise each player's threat by 2.

The falling stream vanished into a deep growth of cresses and water–plants, and they could hear it tinkling away in green tunnels, down long gentle slopes...
–The Two Towers

A Shadow in the East (x2/x1)
3
3
Plains.

While Rocky Outcrop is in the staging area, characters cannot be readied by player card effects.

Travel: The first player exhausts a hero he controls.

A Shadow in the East (x2/x1)

Doomed 1.

When Revealed: Each exhausted character gets -1Willpower until the end of the phase.

Shadow: Deal 1 damage to the defending character.

A Shadow in the East (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to it.

Shadow: Either exhaust a character you control, or return attacking enemy to the staging area after this attack.

A Shadow in the East (x1)
6

The lonely plains appear to stretch endlessly in each direction, and you tire just from looking at them.

Each player cannot ready more than 6 characters he controls during the refresh phase.

Response: When this stage is defeated, each player may ready a hero he controls.

The Land of Sorrow (x1)
34 3 4 1 6
Easterling. Warden.

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Ulwarth.

Allies cannot be declared as attackers or defenders against Ulwarth.

The Land of Sorrow (x1)
29 1 5 3 8
Easterling. Warden.

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Lorgan.

Forced: After Lorgan attacks, raise each player's threat by 1 (2 instead if this attack destroys a character.

The Land of Sorrow (x1)
33 2 6 2 9
Easterling. Warden.

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Borlach.

Forced: After Borlach attacks and destroys a character, any excess damage must be assigned among characters you control.

The Land of Sorrow (x1)
1
5
Camp.

Forced: After The Barracks becomes the active location, add the enemy under it to the staging area. That enemy cannot take damage this round.

Forced: When The Baracks is explored, the first player gains control of the objective ally it was guarding.

The Land of Sorrow (x1)
1
3
Camp.

Forced: After Slave Quarters becomes the active location, the enemy under it engages the first player and makes an immediate attack.

Forced: When Slave Quarters is explored, the first player gains control of the objective ally it was guarding.

The Land of Sorrow (x1)
1
4
Camp.

Forced: After The Storehouse becomes the active location, add the enemy under it to the staging area. That enemy gets +3Attack and -30 engagement cost until the end of the round.

Forced: When The Storehouse is explored, the first player gains control of the objective ally it was guarding.

The Land of Sorrow (x1)
3 1 0 3
Captive. Silvan.

Immune to player card effects.

Response: After Edrahil quests successfully, choose a player to draw 1 card.

If Edrahil leaves play, the players lose the game.

The Land of Sorrow (x1)
0 1 3 5
Captive. Gondor.

Immune to player card effects.

Response: After Arador is declared as a defender, ready him. (Limit once per round.)

If Arador leaves play, the players lose the game.

The Land of Sorrow (x1)
1 3 0 4
Captive. Dwarf.

Immune to player card effects.

Response: After Farin is declared as an attacker against an enemy, deal 1 damage to an enemy engaged with a player.

If Farin leaves play, the players lose the game.

The Land of Sorrow (x3/x2)
32 3 4 2 5
Easterling.

Archery 2.

When Revealed: Assign X damage among characters in play. X is the current archery total.

Shadow: Defending character cannot ready this round.

The Land of Sorrow (x4/x3)
23 2 3 2 6
Easterling.

While the number of Camp locations in the staging area is less than the number of players, Nurn Slavers gains surge.

Shadow: Attacking enemy gets +1 Attack for each Camp location in the victory display.

The Land of Sorrow (x3)
3
4
Plains.

While Working Fields is in the staging area, characters cannot be healed.

Travel: Each player deals 1 damage to a character he controls.

Neither he nor Frodo knew anything of the great slave–worked fields away south in this wide realm...
–The Return of the King

The Land of Sorrow (x3/x1)
X
5
Plains.

While Watch Tower is in the staging area, it gains archery X.

X is 1 more than the number of Captive objective allies the players control.

Travel: Reveal the top card of the encounter deck.

The Land of Sorrow (x2/x1)
Easterling.

Surge.

While attached to an enemy, counts as a Weapon attachment with the text:"Forced: When attached enemy attacks, deal 1 damage to an exhausted character you control.

When Revealed: Attach to the Easterling enemy with the lowest engagement cost.

The Land of Sorrow (x3/x2)

When Revealed: Each player deals 1 damage to a character he controls. Then, each player must choose: either deal 1 damage to each damaged character you control, or raise your threat by 1 for each damaged character you control.

Shadow: Attacking enemy gets +2 Defense until the end of the phase.

The Land of Sorrow (x2/x1)

When Revealed: Exhaust each damaged character. If no characters are exhausted by this effect, Broken Captives gains surge and doomed 1.

Shadow: If attacking enemy is a Warden it makes an additional attack against you after this one.

The Land of Sorrow (x1)
Stage
1 A

You've decided to risk everything to rescue Ulchor's captives from slavery.

Setup: Add each Camp location to the staging area. Attach a random Captive objective-ally to each Camp location as a guarded objective. Place 1 random Warden enemy faceup (but not in play) under each Camp location. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is 1 less than the number of players. Add each location discarded this way to the staging area.

1 B
15

Each Camp location is immune to player card effects, and player cannot travel there while a Warden enemy is in play.

Forced: At the end of the round, raise each player's threat by 1 for each Camp location in the staging area.

This stage cannot be defeated unless players control all 3 Captive objective-allies.

The Land of Sorrow (x1)
Stage
2 A

You've freed Ulchor's slaves, but his lieutenants are advancing with a garrison to recapture them. You must lead the prisoners in a desperate fight to win their freedom.

When Revealed: The first player returns each Warden enemy in the victory display to the staging area. Each other player discards cards from the top of the encounter deck until he discards an enemy and adds that enemy to the staging area.

2 B
10

This stage gets +10 quest points per player.

Forced: After a player commits characters to the quest, if he is not engaged with a Warden enemy he must reveal an encounter card.

This stage cannot be defeated while a Warden enemy is in play. When this stage is defeated, the players win the game.