

You are playing Campaign Mode.
Setup: Put Mendor into play.
If Mendor leaves play, the players lose the game.
King Thranduil has assigned a guide, Mendor, to assist you in your passage through Mirkwood Forest.

Resolution: Each player earns 1 copy of the Mendor's Support boon card. Add the earned cards to the Campaign Pool.
If Stage 3B was Beorn's Path, add the Ungoliant's Swarm burden card to the Campaign Pool.
If Stage 3B was Don't Leave the Path, add the Lingering Venom burden card to the Campaign Pool.
“The forest is dangerous, but that was beyond what one might expect to find.” Mendor seems shaken. “I fear something is not right in the land. I shall continue to travel with you.”


You are playing Campaign Mode.
Setup: Put Mendor into play. Set each copy of Valor and Scarred aside, out of play.
Response: After a Hill Troll is defeated, each player attaches 1 set-side copy of Valor to a hero they control, if able.
Forced: After a character is destroyed by a Hill Troll, each player attaches 1 set-aside copy of Scarred to a hero they control. (Limit once per game.)
If Mendor leaves play, the players lose the game.

Resolution: Add each copy of Valor and Scarred in play to the Campaign Pool. Record the names of the heroes with Valor and/or Scarred attached in the notes section of the Campaign Log and attach them to those heroes when setting up each subsequent scenario in this campaign.
The hero with the most damage will be taken prisoner at the beginning of Escape from Dol Guldur (in case of a tie, randomly select among the heroes with the most damage.) Record the name of the “prisoner” in the notes section of the Campaign Log.
“Our pursuers were too persistent and their ambush too well planned to be mere coincidence,” says Mendor after finally reaching the shores of Lórien. “I fear a greater evil directs them from the shadows.”


You are playing Campaign Mode.
Setup: Put Mendor into play. Attached Appointed by Fate to a hero of the first player's choice.
Forced: When a hero would be randomly selected to be a “prisoner”, the “prisoner” from the Campaign Log is selected instead. Each card attached to that hero is turned facedown until that hero is “rescued.” Mendor is captured as well. Place Mendor facedown next to the prisoner (this does not cause him to leave play). Flip this card over.
Your guide, Mendor, has also been taken by the enemy!

Response: After the first objective is claimed, flip Mendor face-up and place 1 damage token on him.
Resolution: Determine one of the following:
1) If Mendor is still in play, add Mendor to the Campaign Pool.
If you do, put Mendor into play at the start of each scenario during your next campaign. Each player may include 1 copy of Mendor's Support in their deck during that campaign.
“It has been an honor to share such a perilous adventure with you, friends,” says Mendor. “If you ever need my aid again, I would be glad to journey with you once more.”
2) If Mendor is not in play, do not adjust the Campaign Pool for your next campaign.
Sadly, you bear Mendor's body back to Galadriel to prepare for his passing into the West.


You are playing Campaign Mode.
Setup: Each player chooses 1 Adaptation boon attachment and attaches it to one of their heroes. Shuffle the Stalking Goblin burden enemy into the encounter deck. Add Stalking Goblin and each attached Adaptation to the Campaign Pool.
Forced: At the end of each round, place 1 resource token here.

Resolution: If there are 6 or more resource tokens here, the thought of the captured villagers suffering weighs heavily on you. Add the Guilty Conscience treachery burden to the Campaign Pool.
You have defeated the enemy rearguard, but the rest have escaped into the Mountains of Mirkwood with their prisoners. You must track the goblins to their hold if you are to fulfill your oath.


You are playing Campaign Mode.
Setup: Each player adds a copy of the “No Time to Waste!” boon to their hand after drawing their starting hand (including taking a mulligan). Add each copy of “No Time to Waste!” in a player's hand to the Campaign Pool. Shuffle the Shiny Distraction burden into the encounter deck and add it to the Campaign Pool.
That, of course, is the dangerous part about caves: you don't know how far they go back...
–The Hobbit

Resolution: Check the final threat of the player with the highest threat: If it is under 40, you have rescued a retired Ranger who shares his wisdom with you. Each player may add 1 copy of Ranger Sense to their deck and to the Campaign Pool. At the start of your next campaign, each player may also shuffle 1 copy of Ranger Sense into their deck and add it to the Campaign Pool.
You have rescued the captives and fulfilled your oath. What Goblins remain flee in terror of your wrath, and your return journey is untroubled. The villagers who survived thank you endlessly for returning them to their village. They invited you to stay and live among them in honor, but your allegiance is to other lords and many journeys still await you. After a good night's rest, you depart in the morning.


You are playing campaign mode.
Setup: Attach Iârion's Pendant to Iârion and add the Protect the Innocent side quest to the staging area. Starting with the first player, each player may place 4 damage on Protect the Innocent to add 1 resource to each of their heroes' resource pools.
"Orcs have been discovered west of the Weather Hills in greater number than we have seen them in many years. They are spying out the land, and we believe they plan to attack."
–Iârion

Resolution: Note the amount of damage on Protect the Innocent in the Campaign Log and add Protect the Innocent to the Campaign Pool.
"I'm afraid our work is not yet finished, my friends," said Iârion, gazing into the distance. "There is to be a gathering of the Dúnedain at Fornost in a few days to celebrate the Autumnal Equinox. I must go thither with news of this attack for I fear it is but a prelude of things to come, and the Rangers must be ready for what follows. However, we cannot allow those Orcs that fled to escape, or they may return again in even greater numbers. Since I must go to Fornost, I ask you: will you track them in my stead?"
From the strained look in his eyes, the heroes could see how hard it was for the honorable ranged to burden them with this dangerous task, so they made him an oath that none of the Orcs who had ventured so close to Bree would live to return again.
"Well said," replied Iârion. Then, he raised his sword in salute and spoke, "May the spirit of Oromë guide you on your hunt!"


You are playing campaign mode.
Setup: Add the Myterious Omens side quest to the Campaign Log and shuffle it into the encounter deck. Add the Protect the Innocent side quest to the staging area and place damage on it equal to the amount of damage noted for it in the Campaign Log.
There was some murmur of agreement among the company. "It matters not whence the rain comes or if the trail ends; our quarry hides somewhere in these hills, and we must find them or forsake their captives and our oath."

Resolution: Note the amount of damage on Protect the Innocent in the Campaign Log (replacing the previous number).
The heroes forced the door open and thrust a torch inside. The flickering orange light revealed a small group of survivors huddled together in a corner. They appeared half–starved, and they shivered in the cold dungeon. The heroes removed their cloaks and placed them around the unfortunate prisoners to help warm them.
"Who has done this?" asked one of the heroes, but they were too distraught to answer.
At length, an older man named Thaurdir spoke, "We could hear the harsh voices of Orcs, but there was another voice that commanded them. I don't know what kind of creature it was, but it was terrifying to hear."
"We found none but Orcs when we arrived here," spoke one of the heroes.
"Then it must have escaped," answered the old man.
The hero turned to their companions and said, "We should take these people to Fornost where the Rangers are gathered. Iârion will want to hear what they can tell him of their capture."


You are playing campaign mode.
Setup: Attach Iârion's Pendant to Iârion. Add the Protect the Innocent side quest to the staging area and place damage on it equal to the amount of damage noted in the Campaign Log.
Forced: After Thaurdir enters play, randomly select one of the following burdens and attach it to Thaurdir: Thaurdir's Legacy, Thaurdir's Majesty, or Thaurdir's Spite. Add that card to the Campaign Pool.
"To arms, Dúnedain! The wraiths of Angmart are upon us!"
–Aragorn

Resolution: Note the amount of damafge on Protect the Innocent in the Campaign Log (replacing the previous number) and remove Protect the Innocent from the Campaign Pool. Add Arnor Ravaged to the Campaign Pool in its place (found on the opposite side of Protect the Innocent). The players as a group must select either Iârion's Pendant or Amarthiúl's Courage to add to the Campaign Pool. Any player may add Iârion's Pendant to their deck if it is chosen.
"The wraith that attacked us was a powerful sorcerer. It was he that took Iârion."
"Why?", asked Amarthiúl, but none could answer. On the ground, the young Ranger found the hawk pendant of Iârion and regarded it in his hand. "It matters not,", said the Dúnadan clutching the pendant and rising to his feet. "Thaurdir has taken my friend, so I will pursue him."
"We will aid you in this quest," spoke the heroes with one voice. "We cannot abandon Iârion to the same fate as those village people."


You are playing campaign mode.
Setup: Each player may change hero cards without incurring the +1 threat penalty. Each player adds 1 copy of Determination to their starting hand. Add each of those events to the Campaign Pool. Shuffle the Fend Off Despair side quest into the encounter deck.
"We cannot tarry. The wolves here are evil and vicious, and the darkness of night is their hunting ground. I fear our hunt has just become theirs..."
–Amarthiúl

Resolution: Add Fend Off Despair to the Campaign Pool.
The Goblins emerged under the cover darkness, clad in white fur that blended with the snow. The sentries that kept watch were taken from behind, pulled to the ground and gagged. One spotted the approaching Goblins and called out, but was immediately struck by Goblin–arrows. The sentry's shouts woke the rest of the company, but taken by surprise and outnumbered nearly ten to one, the odds were grim. TYhe largest of the Goblins stepped forward and grinned wickedly. "Surround them! Don't let any escape!" if bellowed, "Gornákh wants them alive!"
The heroes were forced to submit, disarmed of their weapons, and bound. They looked amongst themselves for a moment before they realized that Amarthiúl was no longer standing among them. They weren't sure if his body was among the slaim.
"Come alonmg now, lads," the larger Goblin growled, pulling one of the heroes to his feet and forcing him to march at spear–point. "Mount Gram awaits."


You are playing campaign mode.
Setup: Set aside any permanent boon attachments on heroes that are added to a player's captured deck. Add the Loot the Dungeons side querst to the staging area, capturing the bottom 5 cards of each player's captured deck underneath it. Flip this card over.
"There are many more of our company imprisoned here. Find them and make your way to the southern gate. I will try to find Iârion, and meet you there."
–Amarthiúl

Forced: Instead of raising their threat by 1 during the refresh phase, each player raises their threat by the number of completed quest cards plus the number of side quests in the victory display.
Forced: After a hero enters play, attach to that hero each set-aside permanent boon attachment assigned to that character in the Campaign Log.
Resolution: Each player must make note of which unique cards are still in their captured deck and not in play at the end of the game. Those cards cannot be included in that player's deck for the rest of the campaign.
"Thaurdir is aware of our escape. Our fortunes have turned. Now we are the ones being pursued."
–Amarthiúl


You are playing campaign mode.
Setup: Set all 5 Losing Time treacheries aside, out of play.
Forced: At the beginning of the quest phase, place 1 resource on this card. Then, if there are 3 or more resources on it, remove 3 resources from it to reveal 1 set-aside copy of Losing Time and place it in the encounter discard pile.
Heading south from Mount Gram, the company foundthe return to Rivendell fraught with peril at every turn. The need for haste forced them to travel into the wildlands of the Ettermoors, a decision they quickly regretted.

Resolution: Add each copy of Losing Time in the encounter deck or encounter discard pile to the Campaign Pool.
"This is the land of Rhudaur; one of the three kingdoms of old Arnor. The line of Isildur did not survive in Rhudair; and over time the number of Dúnedain here dwindled. The elders tell us that evil men, hillmen in league with the realm of Angmar; usurped the last king of Rhudaur many hundreds of years ago. From that moment on, Rhudaur was a vassal of the Witch–king and those Dúnedain still remaining in this land were either slain in cold blood, or fled west."
–Amarthiúl


You are playing campaign mode.
The company exchanged anxious glances. "If Amarthiúl is right and the Wraith was after Iârion in particular; these ruins might hold the answer to this mystery."

Resolution: For each Clue a player controls, that player may add the book with the same name to the Campaign Pool and their deck.
"Look!" the hero holding the tome shouted, pointing to the tree. "I recognize this name: Daechanar. That is the same name as the one who commands Thaurdir – the 'lord of Angmar' mentioned in the Goblin dungeons!"
One of the companions shook her head, pondering what they had learned. "It cannot be the same person. It's been over a century. The Dúnedain are long–lived, but they are not immortal. The Daechanar in this family tree should be long dead by now..."
"We should continue to Rivendell," one of the heroes declared at last. "Even Thaurdir cannot pursue us there, and we can consult Elrond about these matters. If there is anyone who will understand what we are dealing with, it is he."


You are playing campaign mode.
Setup: Each player may change hero cards without incurring the +1 threat penalty, and Amarthiúl may be included among a player's heroes. Then, each player in turn order may select one of the following boons and add it to their opening hand: Elrond's Champion, Lore of Ancient Arnor, Raiment of the Second Age, or Rivendell Skirmishers. Add the chosen cards to the Campaign Pool.

Resolution: Note the amount of damage on each hero at the end of the game.
As the heroes slew Thaurdir, his remains crumbled and decayed into ash before their very eyes, and his armor and weapon clattered to the ground harmlessly. But before they could rejoice in their victory, the howling of wolves sounded in the air, as if all around them.
"Goblins!" one of the Rangers in the rear ranks shouted, "Goblins from Mount Gram!" The company found themselves assaulted from the south by Goblins while the Orcs of Carn Dûm rallied their defenses once more. They had but a moment to slip into the fortress before they were surrounded on all sides. One of the Elves that had accompanied them from Rivendell turned to the heroes with a grim expression and shouted over the clamour of battle, "You must make your way into the fortress and stop Daechanar's ritual!"


You are playing campaign mode.
Setup: Each player may search their deck for a boon card and add it to their opening hand. Each hero begins the game with damage on them equal to the amount noted for them in the Campaign Log.
Somewhere within these catacombs, surrounded by the watchful dead, Iârion was struggling in torment. Spurred onward by steely resolve, the heroes began their search...

Resolution: The players win the campaign!
The dark clouds above the fortress scattered, and the light of day washed over the battlefield. With the defeat of their master and the sun glaring down at them, the Goblins fled south to their mountain refuge. The remaining Elves and Rangers, rallied by the turning tide, drove the Orcs into full rout. The battle was won... but the victory was bittersweet. As the heroes emerged from the fortress carrying Iârion's body, their company was filled with a great sorrow. Though they were able to defeat Daechanar and stop his plans from coming to fruition, they were too late to save their friend. The tragedy of slaying the Ranger with their own hand was something the heroes would never forget, although they had his final words to comfort them.


You are playing Campaign Mode.
Setup: Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. For each ship-objective, its controller may deal 2 damage to it to add 1 resource to a hero's resource pool. Shuffle Ominous Fate and Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.
As the magnificent Grey Havens slowly disappears behind you, a strong wind catches in the towering sails above. Turning your gaze to the open seas, you're filled with anticipation for the adventure that lies ahead.

Resolution: Add Ominous Fate to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP if 4 stage 2B quest cards are in the victory display.
• 1 XP if you ended the game on-course (☀️).
• 1 XP if no Ship enemies are in play.
• 1 XP for each Corsair Warship in the victory display.
• 1 XP if Crowley is in the victory display.
• 2 XP if Thunderstruck is in the victory display.
• -1 XP if Ominous Fate is in the victory display.
A wave of relaxation washed over the heroes and crew as the black sails receded over the horizaon. The Corsairs vanished just as quickly as they had appeared.
"May that be the last we see of them," quipped Calphon, "though I have my doubts."


You are playing Campaign Mode.
Setup: Attach Spyglass to Calphon. Shuffle Revenant into the encounter deck. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1.
"Can it be? Are we standing on the fabled island of lost Númenor?" asked Calphon, excitedly. He raised his spyglass and peered through it. "Long have I yearned to stand on such revered land. What a sight to behold!"

Resolution: Gain the following:
• 1 XP for each surviving player.
• 1 XP for each Lush Jungle and Drowned Graves in the victory display.
• 1 XP for each resource on this card (to a maximum of 3 XP).
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.
Calphon gazed at the black key, deep in thought. "An ancient relic of Númenor," he whispered, "but what is its purpose?" The perilous journey ended with a profound discovery, and he sensed an even more dangerous adventure lie ahead.


You are playing Campaign Mode.
Setup: The first player takes control of Calphon and attaches Spyglass and Black Key (boon) to him. Shuffle Graxar into the encounter deck. Each player may choose one copy of Galdor's Counsel and add it to their hand. For this game, X is plus 1 for each of those copies.
Forced: After stage 2B is revealed, remove Calphon and each attachment on him from the game, ignoring his "leaves pla" ability.

Resolution: If Gaxar is in the victory display, choose either Parrying Cutlass or Throwing Axe, add it to the Campaign Pool, and record which hero you attach it to.
Add the copies of Galdor's Counsel chosen during setup to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP if 2 or fewer cards are underneath The Havens Burn (2 XP instead if no cards are underneath it).
• 1 XP for each Elven Wave-runner in the victory display.
• 1 XP if Na'asiyah is in the victory display.
• 1 XP if no enemies are in play.
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.
Calaerion's expertise proved invaluable in the pursuit of the swift Stormcaller. Anticipation builds as the horoes perpare to confront Captain Sahír on the deck of his flagship to avenage the death of Calphon.


You are playing Campaign Mode.
Setup: Flip the Stormcaller to its "Campaign Mode only" side, then attach Black Key (burden) to it. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck. Put Calaerion into play under the control of the player with the Dream-chaser.
The fierce attack on the Grey Havens has stoked the flames of vengeance. An experienced sailor, Calaerion, offers his aid and joins the crew abroad the Dream–chaser.

Resolution: Gain the following:
• 1 XP for each surviving player.
• 1 XP if you ended the game on-course (☀️).
• 1 XP if you ended the game on stage 2B
• 2 XP if you destroyed the Stormcaller.
• 1 XP if Crowley is in the victory display.
• 2 XP if Thunderstruck is in the victory display.
• 1 XP if each hero has no damage on it.
• -1 XP if Ominous Fate is in the victory display.
Calaerion's expertise proved invaluable in the pursuit of the swift Stormcaller. Anticipation builds as the horoes perpare to confront Captain Sahír on the deck of his flagship to avenage the death of Calphon.


Campaign Mode only.
Immune to player card effects. Cannot be engaged.
The Thing in the Depths gets +3 hit points per player.
Forced: When a Creature enemy is destroyed, deal 2 damage to The Thing in the Depths.

Resolution: The player may add Come Together to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP if Captain Sahír has 5 or more resources.
• 1 XP if Na'asiyah has 5 or more resources.
• 1 XP if Sea Serpent (Enraged side) is in play (2 XP instead if it is in the victory display).
• 1 XP if each hero has no damage on it.
• 1 XP if each surviving player's threat is 40 or less (2 XP instead if their threat is 30 or less).
• -1 XP if Ominous Fate is in the victory display.


You are playing Campaign Mode.
Setup: Attach Black Key (boon) to Captain Sahír. Shuffle Revenant into the encounter deck. Shuffle Starla and both Recurring Nightmares together and place one facedown under each Temple of the Deceived location, as secrets. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1. One player may raise their threat by 4 to attach Spyglass to a hero.
Travel Action: Flip over a secret at your location. If it is a Recurring Nightmare, it engages you. If it is Starla, you gain control of her (ready).
A member of your party has disappeared. Can you find her?

Resolution: If Starla is under a player's control, add her to the Campaign Pool. For each Recurring Nightmare that is not a secret, add it to the Campaign Pool and choose a player. For the remainder of the campaign, that player shuffles that Recurring Nightmare into their deck after they draw their starting hand.
Gain the following:
• 1 XP for each surviving player.
• 1 XP for each resource on this card (to a maximum of 3 XP).
• 1 XP for each faceup Temple Halls.
• 1 XP if 4 or fewer Uncharted locations are faceup.
• 1 XP if Temple Guardian is in the victory display.
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.


You are playing Campaign Mode.
Setup: Attach Black Key (boon) to Captain Sahír. Shuffle Revenant into the encounter deck. Each player may choose one copy of Command and add it to their hand. For this game, X is plus 1 for each of those copies.
One player may choose one copy of Círdan's Blessing and add it to their hand. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1.

Resolution: Add each copy of Command and Círdan's Blessing chosen during setup to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP for each resource on this card (to a maximum of 3 XP).
• 1 XP if Na'asiyah has 5 or more resources.
• 1 XP if no enemies are in play.
• 1 XP if 5 or more Underwater locations are in the victory display.
• 2 XP if Shrine to Morgoth (Grotto side) is in the victory display.
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.
"I knew we shouldn't have trusted him!" one of the heroes exclaims. "That fleabag is rotten to the core!"
"Don't worry," another replies. "We're not through with him. Captain Sahír's fate is entwined with our destiny."


You are playing Campaign Mode.
Setup: Attach Black Key (burden) to Raider Flagship. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.
Put Calaerion into play under the control of the player with the Dream-chaser. Put Gavin into play under any player's control. One player may choose a copy of Círdan's Blessing not in the Campaign Pool and add it to their hand.

Resolution: Add the Círdan's Blessing chosen during setup to the Campaign Pool. The players may spend 4 XP on Gavin to record in the Campaign Log that "Gavin returned."
Gain the following:
• 1 XP for each surviving player.
• 1 XP if you ended the game on-couse (☀️).
• 1 XP if 2 Dol Amroth Warships are in play.
• 1 XP if the players control 2 Corsair Skirmishers.
• 1 XP if the players control 4 Dol Amroth objectives.
• 1 XP for each Corsair Warship in the victory display.
• 1 XP if Crowley is in the victory display.
• 2 XP if Raider Flagship is in the victory display.
• 2 XP if Thunderstruck is in the victory display.
• -1 XP if Ominous Fate is in the victory display.


You are playing Campaign Mode.
Setup: Flip the Stormcaller to its "Campaign Mode only" side, then attach Black Key (burden) to it. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.
Put Calaerion into play under the control of the player with the Dream-chaser. One player may choose a copy of Círdan's Blessing not in the Campaign Pool and add it to their hand. If "Gavin returned," put him into play under any player's control. Flip this card over.

Forced: When stage 2B is revealed, search the encounter deck and discard pile for each boon and non-Ship burden and shuffle them into the second enconter deck.
Forced: When Captain Sahír enters play, attach Black Key (burden) and The Black Sword to him.
Refresh Action: Ehxaust a hero to move 1 resource from The Black Sword to that hero's resource pool. If The Black Sword has no resources on it, remove it from the game. (Group limit once per round.)
Resolution: The players win the campaign!
Gain the following:
• 1 XP for each surviving players.
• 1 XP for each of the following cards in the victory display: Corsair Warship, Shattered Monument, Crowley, and Stormcaller.
• 2 XP if Thunderstruck is in the victory display.
• -1 XP if Ominous Fate is in the victory display.
After a long and arduous quest, the heroes are greatly relieved to finally witness Captain Sahír demise.
When one adventure ends, a new one is bound to begin...


You are playing campaign mode.
Setup: Any player gains control of Turayn. Shuffle A Growing Threat into the encounter deck.
Response: After you explore a non-unique location, put a resource here. Then, if there are X resources here, the players look at 3 random undiscovered treasures and choose 1 to attach to an eligible character. X is 3 more than the number of players in the game.

Resolution: The heroes’ selfless valor in protecting the refugees from Harad has inspired Turayn. If the heroes choose to accept his aid, add Turayn to the campaign pool (any player may add him to their deck). Otherwise, mark in the campaign log that “Turayn has taken an oath of vigilance” (he will follow the heroes’ example and continue to protect the free folk of Wilderland).
The players discover each treasure they control.
Add A Growing Threat and each Evil Creatures enemy in play to the campaign pool.
It didn;t feel like one of their raids. It was more like an act of desperation than an attack. They've been a fair few of these Goblins and other creatures trying to sneak across the Ford recently. It's as if they're trying to get away from something up north.
"But what could be driving the Goblins and Trolls from their holes in the mountains?"
-Grimbeorn and Haldan the Woodsman


You are playing campaign mode.
Setup: Any player gains control of Melanwar. The first player may search the encounter deck for a copy of Twilight Hall and add it to the staging area. If they do, the players look at 3 random undiscovered treasures and attach 1 of them to Twilight Hall as a guarded objective. When free of encounters, the players claim the treasure and attach it to any character.
To wander off the trail in either direction was to risk becoming lost forever, and it was a long way to the other side of the forest.

Resolution: At the edge of the forest, Melanwar pledged his friendship to the heroes, moved by their altruism and their willingness to trust a stranger. If the heroes choose to invite him to join their quest, add Melanwar to the campaign pool (any player may add him to their deck). Otherwise, mark in the campaign log that “Melanwar has given you guidance on traversing Wilderland” (you can more safely navigate the mountains).
The players discover each treasure they control.
Discard cards from the encounter deck until X cards from either the Spiders of Mirkwood or Dol Guldur Orcs encounter set have been discarded and add those cards to the campaign pool. X is equal to the number of players in the game.
“This is where we part ways,” said Haladan. “The river will carry you north to Lake-town and then to Dale, but my home lies back west.”
One of the heroes clasped hands with the Woodman and said, “Thank you for your help. You are a brave man, Haldan. I wish you safe travel on your return journey.”


You are playing campaign mode.
Setup: Each player may change hero cards without incurring the +1 threat penalty, and Haldan may be included among a player’s heroes. Any player gains control of Isolde. Add The Threat to Wilderland to the staging area, shuffle Dagnir’s Spawn into the encounter deck, and shuffle Abandoned Ruin into the Caves deck. If “Turayn has taken an oath of vigilance,” search the encounter deck for 3 treacheries and remove them from the game.

Resolution: While the Fire-drake has been vanquished, it was not the beast the heroes were sent to defeat. With the Fire-drake’s mother still at large, Isolde has resolved to continue the hunt. If the heroes choose to fight alongside her, add Isolde to the campaign pool (any player may add her to their deck). Otherwise, mark in the campaign log that “Isolde is on the hunt” (the dragon’s minions will pose less of a threat on your quest).
The players discover each treasure they control.
Add Abandoned Ruin to the campaign pool. The first player chooses either Threat to Wilderland or Dagnir’s Spawn and add it to the campaign pool.
The Fire-drake coughed and cackled, “Fools! When my mother learns of my death, she will set all Wilderland ablaze!”
There was a long silven as each member of the company reeled at the dragon's words.
“If that is true, then we must seek the mother before she hears of what has happened here, or else the Bardings and many more will pay the price for our victory,” said one of the companions at last.


You are playing campaign mode.
Setup: A player may search their deck for a unique boon ally and add it to their hand. If “Melanwar has given you guidance on traversing Wilderland,” search the encounter deck for 2 non-unique locations and the Caves deck for 1 location and remove them from the game. If “Isolde is on the hunt,” search the encounter deck for 3 non-unique enemies and remove them from the game. Flip this card over.

Forced: After a main quest stage is defeated, any player who does not control an Accolade boon may attach one of the following boons to one of their heroes and memorialize their valorous deeds, based on which quest stage was defeated:
Stage 1: Attach Master of the Hunt to a hero.
Stage 2: Attach Unbroken to a hero.
Stage 3: Attach The Steadfast to a hero.
Stage 4: Attach Dragon-slayer to a hero.
Resolution: Add each Accolade boon in play to the campaign pool. Each player may choose one of the following boons and add it to the campaign pool: The Canny Huntsman, A Tale of Victories, Lay of Courage, Rhyme of the Slayer.
If there are 4 Dragon Sign objectives in the victory display, the players also look at 3 random undiscovered treasures and choose 1 to attach to an eligible character.
The players discover each treasure they control.


You are playing campaign mode.
Setup: A player may search their deck for a unique boon ally and add it to their hand. If “Melanwar has given you guidance on traversing Wilderland,” search the encounter deck for 3 non-unique enemies not named Grey Mountain Giant and remove them from the game. The first player may put their trust in Urdug by placing a resource on him (from the token pool). If they don’t, shuffle a copy of the Urdug’s Cunning burden into the encounter deck. Flip this card over.

Forced: After the first player claims an objective, they may put their trust in Urdug by placing a resource on him (from the token pool). If they don’t, shuffle a copy of the Urdug’s Cunning burden into the encounter deck.
Ignore the deep keyword. Urdug gets +1 , +1
, +1
, and +1
for each resource on him.
Resolution: If there are 3 or more resources on Urdug, each player adds a copy of Misplaced Trust to the campaign pool (and their deck). Otherwise, each player adds a copy of Urdug’s Cunning to the campaign pool.
Each player chooses a location in the staging area and adds a copy of it to the campaign pool. Players must choose different locations, if able.
“We have the key to the Goblin's door but it is still a long way to Mount Gundabad, and we are ill supplied for a such a journey,” said one of the heroes.


You are playing campaign mode.
Setup: The first player gains control of Beldis. If “Turayn has taken an oath of vigilance,” search the encounter deck for 3 non-unique locations and remove them from the game. If “Isolde is on the hunt,” search the encounter deck for 3 non-unique enemies and remove them from the game.
Ignore the deep keyword.
(Note: If you make 5 or more progress on the main quest, you will earn a treasure during quest resolution.)

Resolution: While repairs begin on Hrogar’s Hill, Beldis attends to the wounded heroes. If the heroes choose to accept her offer to join their quest, add Beldis to the campaign pool (any player may add her to their deck). Otherwise, mark in the campaign log that “Beldis’s care has bolstered the heroes’ spirits” (fear will have less of a hold on them).
If there is at least 5 progress on Hrogar’s Hill, the players look at 3 random undiscovered treasures and and choose 1 to attach to an eligible character.
The players discover each treasure they control.
Each player may remove a non-burden card from the campaign pool.
The heroes had driven back the Dragon, but only after she had grown tired of hundreds of stining arrows and sword strokes. No weapon had been able to pierce Dagnir's thick armor enough to do her any real harm. When she retreated into the night, it was only because she had grown tired of smashing homes, and her fires burned low.


You are playing campaign mode.
Setup: Each player may change hero cards without incurring the +1 threat penalty. Shuffle Ashen Brazier, Gundabad Hunter, and Gundabad Stalker into the encounter deck. A player may search their deck for a unique boon ally and add it to their hand. If “Isolde is on the hunt,” search the encounter deck for 3 treacheries and remove them from the game. If “Beldis’s care has bolstered the heroes’ spirits,” search the encounter deck for 3 non-unique locations and remove them from the game. Flip this card.

Ignore the deep keyword.
Response: After Fram’s Shade engages a player while the players are at stage 1B or 2B, look at 3 random undiscovered treasures and attach 1 of them to Fram’s Shade as a guarded objective. When the treasure is free of encounters, the players claim it and attach it to an eligible character. (Group limit once per game.)
Action: Raise each player’s threat by 1 to shuffle the encounter discard pile into the encounter deck. (Any player may trigger this ability.)
Resolution: The players discover each treasure they control.
Add either Gundabad Hunter or Gundabad Stalker to the campaign pool.
Shuffle the encounter discard pile into the encounter deck and discard cards from the top until 2 Hazard cards are discarded. The players, as a group, must choose 1 of those cards and add it to the campaign pool.


You are playing campaign mode.
Setup: If there are 6 or more treasures recorded in the campaign log, shuffle Dragon-sickness into the encounter deck. A player may search their deck for a unique boon ally and add it to their hand. If “Melanwar has given you guidance on traversing Wilderland,” search the encounter deck for 2 non-unique locations and the Caves deck for 1 location and remove them from the game. If “Beldis’s care has bolstered the heroes’ spirits,” search the encounter deck for 3 treacheries and remove them from the game. Flip this card.

Ignore the discover keyword. Unique locations cannot be discarded from play by encounter card effects.
Resolution: The players may, as a group, look at 3 random undiscovered treasures and choose 1 to attach to an eligible character.
The players discover each treasure they control.
Remove A Growing Threat from the campaign pool.
If there are 6 or more treasures recorded in the campaign log, add Dragon-sickness to the campaign pool.
The blade of Fram son of Frumgar bit deep into Dagnir's chest and the Dragon bellowed in pain. Her roars shook the walls of the great hall, and her mighty tail smashed against a tall pillar, toppling it. As she trashed about in her death throes, Wormsbane was wrested from the hero who dealt the final blow. Then, the giant Dragon toppled over the edge of a deep chasm and disappeared into utter darkness. Dagnir the Terrible was dead and Wormsbane lost to the world forever, but all about the heroes lay the glittering treasure of Gundabad.


You are playing campaign mode.
Setup: Each player may search their deck for a boon or treasure card and add it to their hand. If “Turayn has taken an oath of vigilance,” search the encounter deck for 3 non-unique enemies and remove them from the game. If “Beldis’s care has bolstered the heroes’ spirits,” search the encounter deck for 3 treacheries and remove them from the game.
Ignore the deep and discover keywords.
“Har, har! I told you lads! Just like I promised: Dagnir is dead and Gundabad is ours!” –Urdug

Resolution: The players win the campaign!
King Brand stood and greeted the heroes, “Well met once again, my friends. All Wilderland sings of your deeds. Honored shall you ever be among my people. Come, sit at my table and enjoy the celebration.”
The heroes bowed, and one spoke, “Thank you, my lord. You give us great honor, but there is one thing that remains unsettled in Rhovanion.”
“Yes, indded,” said Brand, “Your friends, the Haradrim.”
He lifted his cup and spoke, “I swear to you, but this time next year they will be safely settled within my realm as honored friends.”
The heroes enjoyed the greatest meal of their lives, sweetened with the success of their quest. They regaled the king's court with the details of their journey: the Withered Heath, the cold-drake, Urdug, Dagnir's attack on Hrogar's Hill, the ghost of Fram, Wormsbane, the Dragon's death, and the battle of Mount Gundabad.
“My friends,” said King Brand, “You have journeyed far and done much. Wilderland is in your debt. These deeds of yours will live forever in the songs of Dale.”


You are playing Campaign Mode.
Setup: Attach Mr. Underhill to the Ring-bearer. Add Gandalf's Delay to the staging area. Shuffle Gildor Inglorion and The Ring Draws Them into the encounter deck.
"The Shire, he may be seeking for it now, if has has not already found out where it lies. Indeed, Frodo, I fear that he may even think that the long-unnoticed name of Baggins has become important."
-Gandalf, The Fellowship of the Ring

Resolution: Choose Gandalf's Delay or The Ring Draws Them and add it to the Campaign Pool. Then, choose Gildor Inglorion or Mr. Underhill and add it to the Campaign Pool. The chosen cards have been earned by the players.


You are playing Campaign Mode.
"Black horsemen have passed through Bree. On Monday one came down the Greenway, they say; and another appeared later, coming up the Greenway from the south.
-Aragorn, The Fellowship of the Ring

Resolution: Starting with the first player, each player may choose one of the following boon cards and attach it to a hero he controls: Tireless Ranger, Skilled Healer, Valiant Warrior, Noble Hero. The chosen cards have been earned by the players.


You are playing Campaign Mode.
Response: After an ememy is declared as an attacker, shuffle the top card of the burden deck into the encounter deck to cancel that attack. (Any player may trigger this ability.)
"They have drawn off for the time being. But not far, I fear. They will come again another night, if we cannot escape. They are only waiting, because they think that their purpose is almost accomplished, and that the Ring cannot fly much further."
-Aragorn, The Fellowship of the Ring

Resolution: Add each burder card in play, in the encounter deck, and in the discard pile to the Campaign Pool. The added cards have been earned by the players.


You are playing in Campaign Mode.
Setup: Each player may change hero cards he controls without incurring the +1 threat penalty. The players have earned the boon cards: Sting, Mithril Shirt, Glamdring, and Andúril. Each player chooses one and adds it to his hand. If any of those boon cards remain unchosen, shuffle them into the first player's deck.
"I think that this task is appointed for you, Frodo; and that if you do not find a way, no one will." –Elrond, The Fellowship of the Ring

Resolution: If Lust for the Ring is attached to a hero, the players have earned that burden.
They were just in time. Sam and Frodo were only a few steps up, and Gandalf had just begun to climb, when the groping tentacles writhed across the narrow shore and fingered the cliff–wall and the doors. One came wriggling over the threshold, glistening in the starlight. Gandalf turned and paused. If he was considering what word would close the gate again from within, there was no need. Many coiling arms seized the doors on either side, and with horrible strength, swung them round. With a shattering echo they slammed, and all light was lost. –The Fellowship of the Ring


You are playing in Campaign Mode.
Setup: Shuffle the burder treachery cards Pursued by the Enemy and Shadow of Fear into the encounter deck. Add the burden objective cards Grievous Wound and Overcome by Grief to the staging area.
"Well, well!" said the wizard. "The passage is blocked behind us now and there is only one way out – on the other side of the mountains." –The Fellowship of the Ring

Resolution: The first player must choose one of the burden treachery cards (Pursued by the Enemy or Shadow of Fear), and one of the burden objective cards (Grievous Wound or Overcome by Grief) and add to the Campaign Pool. If The Balrog is still in play, the first player must choose all 4 burden cards instead. The chosen burdens have been earned by the players.
They ran on. The light grew before them; great shafts pierced the roof. They ran swifter. They passed into a hall, bright with daylight from its high windows in the east. They fled across it. Through its huge broken doors they passed, and suddenly before them the Great Gates opened, an arch of blazing light. –The Fellowship of the Ring


You are playing in Campaign Mode.
Setup: Starting with the first player, each player chooses 1 of the following boon cards: Phial of Galadriel, Three Golden Hairs, Lórien Rope, or Leaf-wrapped Lembas, and attaches it to a hero he controls. The chosen boon cards have been earned by the players. Shuffle Followed by Night and Ill Fate into the encounter deck.
"But this I will say to you: your Quest stands upon the edge of a knife. Stray but a little and it will fail, to the ruin of all." –Galadriel, The Fellowship of the Ring

Resolution: If Fallen into Evil is attached to a hero, add that hero to the list of Fallen Heroes in the Campaign Log.
The first player chooses either Followed by Night or Ill Fate to be added to the campaign pool. The chosen burden card has been earned by the players.
Each player chooses 1 hero he controls (other than the Ring-bearer or Aragorn) to be taken captive. Record the name of each "captive" in the Notes section of the Campaign Log.
I would have guided Frodo to Mordor and gone with him to the end; but if I seek him now in the wilderness, I must abandon the captives to torment and death. My heart speaks clearly at last: the fate of the Bearer is in my hands no longer. The Company has played its part. Yet we that remain cannot forsake our companions while we have strength left. Come! We will go now. Leave all that can be spared behind! We will press on by day and dark! –Aragorn, The Two Towers


You are playing campaign mode.
Setup: Remove Gildor Inglorion and Mr. Underhill from the Campaign Pool. Remove each burden with the following burden set icons from the encounter deck:
A Shadow of the Past, Flight to the Ford, The Ring Goes South
They followed their enemies now by the clear light of day. It seemed that the Orcs had pressed on with all possible speed. –The Two Towers

Resolution: If the pursuit value is 25 or lower, the players must choose: either each player earns one of the Skill boons (Intimidation, Hands of a Healer Forewarned, or Leader of Men) and attached it to a hero he controls, or one player ears the boon Beyond All Hope and chooses a hero from the list of fallen heroes. That player takes control of the chosen hero (removing it from the list of fallen heroes) and attaches Beyond All Hope to it. If a player controls more than 3 non- heroes, he must remove heroes from the Campaign Log until he controls only 3 heroes. Changing heroes as a result of earning Beyond All Hope does not incur a +1 threat penalty. Add the earned cards to the Campaign Pool.
Then when they had laid their fallen comrades in a mound and had sung their praises, the Riders made a great fire and scattered the ashes of their enemies. So ended the raid, and no news of it came ever back either to Mordor or Isengard; but the smoke of the burning rose hight ot heaven and was seen by many watchful eyes. –The Two Towers


You are playing campaign mode.
Setup: Each player may change hero cards without incurring the +1 threat penalty. Remove each burden with the following burden set icons from the encounter deck:
A Shadow of the Past, Flight to the Ford, The Ring Goes South
"The shield–wall was broken. Erkenbrand of Westfold has drawn off those men he could gather towards his fastness in Helm's Deep." –Ceorl, The Two Towers

Resolution: Each player with a copy of Poisoned Counsels in his hand, deck or discard pile has earned that burden. Add the earned cards to the campaign pool.
Down through the breach of the Dike charged the king's company. Down from the hills leaped Erkenbrand, lord of Westfold. Down leaped Shadowfax, like a deer that runs surefooted in the mountains. The White Rider was upon them, and the terror of his coming filled the enemy with madness. The wild men fell on their faces before him. The Orcs reeled and screamed and cast aside both sword and spear. Like a black smoke driven by a mounting wind they fled. –The Two Towers


You are playing campaign mode.
Setup: Shuffle Saruman's Voice into the encounter deck. Remove each burden with these burden set icons from the encounter deck:
A Shadow of the Past, Flight to the Ford, The Ring Goes South
"Only lately did I guess that Saruman was to blame, and that long ago he had been spying out all the ways, and discovering my secrets. He and his folk are making havoc now." –Treebeard, The Two Towers

Resolution: If any player has 3 or fewer cards in his hand, the players have earned the Saruman's Voice burden card. If any player has 3 or more cards in his hand, the first player has earned the Palantír of Orthanc boon card. Add the earned cards to the Campaign Pool.
"You have become a fool, Saruman, and yet pitiable. You might still have turned away from folly and evil, and have been of service. But you choose to stay and gnaw the ends of your old plots. Stay then! But I warn you, you will not easily come out again. Not unless the dark hands of the East stretch out to take you."
–Gandalf, The Two Towers


You are playing campaign mode.
Setup: Each player may change hero cards he controls without incurring the +1 threat penalty. Each player shuffles 1 copy of The Searching Eye into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard
"It's that Gollum! Snakes and adders! And to think that I thought that we'd puzzle him with our bit of a climb! Look at him! Like a nasty crawling spider on a wall." -Sam Gamgee, The Two Towers

Resolution: Each player must choose: either take a permanent +2 starting threat penalty, or earn 1 copy of The Searching Eye. Record each player's choice in the campaign log.
The marshes were at an end, dying away into dead peats and wide flats of dry cracked mud. The land ahead rose in long shallow slopes, barren and pitiless, towards the desert that lay at Sauron's gate.
–The Two Towers


You are playing campaign mode.
Setup: Each player must choose: either add 1 resource to each of his heroes' pools, or shuffle 1 copy of Brace of Coneys into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard
So they passed into the northern marches of that land that Men once called Ithilien, a fair country of climbing woods and swift–falling streams. -The Two Towers

Resolution: Each player who chose to shuffle a copy of Brace of Coneys into his deck during setup has earned that boon. Add each earned copy to the campaign pool. Record the name and quantity of each enemy underneath The Black Gate in the notes section of the campaign log.
"Here is the last parting of our ways," said Faramir.
"If you take my counsel, you will not turn eastward yet. Go straight on, for thus you will have the cover of the woodland for many miles." –The Two Towers


You are playing campaign mode.
Setup: Attach A Heavy Burden to the Ring-bearer. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard
"There is another way. O yes indeed there is. Another way, darker, more difficult to find, more secret. But Sméagolnknows it. Let Sméagol show you!" -The Two Towers

Resolution: Add a Heavy Burden to the campaign pool. The players have earned that burden.
"Master, dear master," he said, but Frodo did not speak. Ass hehad run forward, eager, rejoicing to be free, Shelob with hideous speed had come behind and with one swift stroke had stung him in the neck. He lay now pale, and heard no voice, and did not move.
–The Two Towers


Setup: Each player may trade heroes without incurring a threat penalty. The first player may raise each player’s threat by 1 to search his deck for Anduril and add it to his hand. Remove each burden with these burden set icons from the encounter deck: A Shadow of the Past, Flight to the Ford, The Ring Goes South, The Passage of the M
"...there is only one way through the mountains that will bring me to the coastlands before all is lost. That is the Paths of the Dead." -Aragorn, The Return of the King

Resolution: Add each copy of Overcome by Fear attached to a player's threat dial to the campaign pool and record the name of each player it was attached to. If Army of the Dead is in the victory display, add the Army of the Dead boon to the campaign pool. The players have earned each card added


Setup: The first player may raise each player's threat by 1 to search his deck for Andúril and add it to his hand. Remove each burden with the following burden set icons fro
"There is a great fleet drawing near to the mouths of Anduin, manned by the Corsairs of Umbar in the South. They have long ceased to fear the might of Gondor, and they have allied with the Enemy, and now make a heavy stroke in his cause."
-Beregond, The Return of the King

Resolution: Count the number of resources on The Corsair Fleet and record that number in the notes section of the quest log. Remove Army of the Dead fr


Setup: Set each Harad enemy recorded in the campaign log aside, out of play. The first player attaches Andúril and Banner of Elendil to Aragorn and set him aside, out of play. Add The Corsair Fleet to the staging area (Gondor side faceup) and place X resources on it, where X is the number recorded in the campaign log. Remove each burden with the following burden set icons from the encounter deck, then

Forced: When the players advance to stage 5B, add each set aside Harad enemy to the staging area.
Resolution: Add 1 copy, per player, of Wraith on Wings to the campaign pool. The players have earned those burdens. If Esquire of Gondor, or Esquire of Rohan, is attached to a hero, that hero's controller


Setup: Each player may change heroes he controls without incurring the +1 threat penalty. Attach A Heavy Burden to the hero with Last of the Company attached. Each player chooses an Item boon (excluding Andúril) from the campaign pool and sets it aside, out of play. Remove each burden with the following burden set icons from the encounter deck, then flip this card over: Helm's Deep, The Road to Isengard, and The Passin

Forced: When the players advance to stage 3A, attach A Heavy Burden to the Ring-bearer. Attach each set aside Item boon to Shagrat as a guarded objective. When Shagrat is defeated, return each guarded boon to its owner's hand.
Resolution: If Shagrat is in play, remove each Item boon attached to it from the campaign pool. (The players ha


Setup: Each player may change heroes he controls without incurring the +1 threat penalty. The first player may raise each player's threat by 1 to search his deck for Anduril and add it to his hand. Remove each burden with the following burden set icons from the encounter deck: A Shadow of the Past, Flight to the Ford, The Ring Goes South, The Passage of the M
They were come to the last end of their folly, and stood forlorn and chill in the grey light of early day before towers and walls which their army could not assault with hope...
-The Return of the King

Resolution: Record the number of resource tokens on The Black Gate in the notes section of the campaign log. If a Wraith on Wings is in the victory display, remove that copy from the campaign pool. If the first player controls Gwaihir, add him to the campaign pool. The players have earned that boon. If a hero is in its controller's discard pile, do not add that hero's name to the l


Setup: Each player may change heroes he controls without incurring the +1 threat penalty. Place X resource tokens on this card, where X is the number of resource tokens on The Black Gate, as recorded in the campaign log. Remove each burden with the following burden set icons from the encounter deck: Helm's Deep, The Road to Isengard, The Passing of the Grey Company
Forced: At the end of the round, remove 1 resource token from this card. Then, if there are no resource tokens here, the p

Resolution: The first player must choose: - Keep The One Ring card and succumb to the power of Sauron. Then, the players lose the campaign.
- Destroy The One Ring card and defeat the power of Sauron. Then, the play