Setup: Set aside each of the 3 Across the Enttenmoors side quests and each of the 4 locations with the safe keyword. Reveal 1 of those side quests at random and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Search the encounter deck for 1 copy of Savage Trollspawn per player and add them to the staging area. Shuffle the remaining side quests and safe locations back into the encounter deck. The first player gains control of Amarthiúl.
You have escaped from the prisons of Mount Gram, but you are not safe yet.
Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.
Forced: When a side quest is defeated, place progress tokens on Into the Ettenmoors equal to that side quest's quest points.
Your trek through the Ettenmoors only gets worse as your injured company is pursued by hungry trolls and bettered by cold and rain.
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.
This land is barren and untamed. Food is scarce, and you must take care to avoid the Trolls and other creatures that roam the moors. If you are lucky, you may find a safe place to hide and rest for a short time before your journey continues.
Reveal 1 additional encounter card during the quest phase unless there is an active location with the safe keyword.
You are getting closer to the edge of the Troll–fells, but exhaustion has taken its toll. One way or another, this journey is nearing its end...
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.
Your wounded companions only slow your progress. With Trolls on your heels and foul weather overhead, you press onward.
Each damaged character gets -2 unless there is an active location with the safe keyword.
If the players defeat this stage, they have escaped the Ettenmoors with their lives, and win the game.
Savage Trollspawn gets +1 for each damaged character the engaged player controls.
Shadow: Attacking enemy gets +1 for each damaged character the defending player controls.
Forced: After Coldfell Giant engages you, deal 1 damage to 3 different characters you control.
Shadow: If the defending character has at least 1 damage token on it, attacking enemy makes an additional attack after this one.
For each excess point of combat damage dealt by Cruel Mountain-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must remove 1 progress from each quest card in play.
Trolls were abroad, no longer dull–witted, but cunning...
–The Fellowship of the Ring
Ruthless Hill-troll gets +2 and +2 while it has 3 or more damage on it.
Shadow: Shuffle 1 location with the safe keyword (but not its attached encounter) back into the encounter deck.
Damaged characters cannot be declared as attackers or defenders against Goblin Pursuer.
Shadow: Attacking enemy gets +1 (+3 instead if this attack is undefended).
While Troll-fells is the active location, Weather cards gain doomed 1.
When Revealed: If Troll-fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.
While Barren Moorland is in the staging area, it gains:
Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.
Travel: Deal 1 damage to each exhausted character.
When Revealed: Starting with the first player, each player must either engage an enemy in the staging area with a higher engagement cost than his threat, or search the encounter deck and discard pile for a Troll or Giant enemy and add it to the staging area. Deal each enemy that engages a player through this effect 2 shadow cards.
When Revealed: Attach to an exhausted hero, or a ready hero is there are no exhausted heroes. Counts as a Condition attachment with the text:
Limit 1 per hero. Attached hero cannot ready and does not collect resources during the resource phase. Discard No Rest if the players travel to a safe location.
Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round.
Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.
Trolls and Giants have been pursuing you since your arrival in these moors. Your company must cover their tracks so the vile creatures do not follow.
Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero.
Response: After this stage is defeated, heal 1 damage from each hero.
What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.
The cost to play each player card is increased by 1.
Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.
You risk drawing the attention of nearby Trolls by venturing into their lair. Perhaps inside you can find supplies to help you get back to Rivendell...