Le Seigneur Des Anneaux JCE

The Nîn-in-Eilph

The Nîn-in-Eilph

Ennemi

Deadly Marsh Adder (ennemi - The Nîn-in-Eilph - 2)

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Creature.

Forced: After Deadly Marsh Adder engages you, discard a damaged character you control.
Forced: After the players advance to a quest stage return Deadly Marsh Adder to the staging area.

Swarms of Mosquitoes (ennemi - The Nîn-in-Eilph - 3)

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Creature. Insect.

Cannot have attachments.
While Swarm of Mosquitoes is in the victory display, it gains: « Forced: After the players advance to a quest stage, return Swarm of Mosquitoes to the staging area. »

Lieu

Desolate Meadow (lieu - The Nîn-in-Eilph - 4)

25

Marsh.

While Desolate Meadow is in the staging area, it gains: « Forced: After any number of time counters are removed from the current quest, heal 2 damage on each Creature enemy in play. »

Shadow: If this attack destroys a character, remove all progress from the current quest.

Peat Bog (lieu - The Nîn-in-Eilph - 5)

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Marsh.

While Peat Bog is in the staging area, it gains: « Forced: After the players advance to a quest stage, each player discards 1 random card from his hand. »

Dead grasses and rotting reeds loomed up in the mists like ragged shadows of long-forgotten summers. - The Two Towers

Traîtrise

Quicksand (traîtrise - The Nîn-in-Eilph - 6)

When Revealed: Either remove 1 time counter from the current quest or remove each character with 3 or morevolontefrom the quest.

Shadow: Defending character cannot ready until the end of the round.

Rotten Stench (traîtrise - The Nîn-in-Eilph - 7)

When Revealed: Return the topmost location in the encounter discard pile to the staging area. Until the end of the phase, each location in the staging area gets +1menace.

Shadow: Deal 1 damage to the defending character.

Préparation

The Nîn-in-Eilph (préparation - The Nîn-in-Eilph - 1)

You are playing Nightmare mode.

Forced: When the players advance to stage 2A, add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player).

There was a deep silence, only scraped on its surfacess by the faint quiver of empty seed-plumes, and broken grass-blades trembling in small air-movements that they could not feel. - The Two Towers

Begin with the standard quest deck and encounter deck for The Nîn-in-Eilph scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

  • 1x A Weary Passage (Stage 1B)
  • 1x Impassable Marshland (Stage 2B)
  • 3x Neekerbreekers
  • 1x Hidden Eyot
  • 3x Finger of Glanduin
  • 2x Off Track
  • 1x Low on Provisions

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Nin-in-Eilph encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

Quête

Les Nîn-in-Eilph (The Nîn-in-Eilph - 8)

Through the Marsh

13

1A

As you trudge through endless swamp, you begin to wonder if you will ever reach the other side...

When Revealed: Raise each player's threat by 1.


1B

Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
Allies enter play exhausted.
Forced: When the players defeat this stage, advance to a random stage 3A.

Les Nîn-in-Eilph (The Nîn-in-Eilph - 9)

Lost in the Swanfleet

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3A

Lost as you are, your presence in the marsh has not gone unmoticed. An ancien and foul swamp creature stalks your company...

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.


3B

Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.
Treachery card effects cannot be canceled.