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128 Results Found

Core Set (x2)
2 (2)
Forest.  
Travel: Each player must exhaust 1 hero he controls to travel here.

Core Set (x3)
2 (3)
Forest.   Mountain.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Core Set (x2/x0)
3 (2)
Stronghold.   Dol Guldur.  
Travel: The first player must discard 2 cards from his hand at random to travel here.

A Journey To Rhosgobel (x1)
X (4)
Forest.  
X is the number of players in the game. While Rhosgobel is in the staging area, Wilyador cannot be healed. Travel: Players must complete stage one of this quest before they can travel to Rhosgobel.

The Hills of Emyn Muil (x4)
1 (1)
Emyn Muil.  
Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.

The Hills of Emyn Muil (x3)
2 (2)
Emyn Muil.  
Travel: The first player must discard 1 event card from his hand to travel to this location.

Shadow: After this attack resolves, return attacking enemy to the staging area.

Return to Mirkwood (x3)
2 (2)
Forest.  
Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman's Glade.Response: After exploring Woodman's Glade, reduce the threat of each player not guarding Gollum by 2.

Khazad-dûm (x1)
2 (2)
Underground.  
Travel: Each player must raise his threat by 3 to travel here.Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dum to the staging area.

Khazad-dûm (x2/x1)
4 (4)
Underground.   Dark.  
Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.

Khazad-dûm (x2)
2 (4)
Underground.  
Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.

The Redhorn Gate (x3/x1)
4 (2)
Mountain.  
Travel: Each player must deal 2 damage to 1 character he controls to travel here.

Shadow: attacking enemy gets +1 Attack for each progress token on the active location.

The Redhorn Gate (x1)
2 (3)
Stair.  
Travel: Reshuffle all locations in the discard pile and victory display back into the encounter deck. If you reshuffled at least two locations, reduce each player's threat by 11 and discard all copies of Freezing Cold from play.

The Watcher in the Water (x1)
2 (4)
Stair.  
Travel: The first player must exhaust 2 characters to travel here.

Shadow: Remove 1 progress token from the current quest.

Heirs of Númenor (x2)
3 (1)
City.  
Immune to player card effects. Travel: Each player must spend 1 resource from one of his heroes' resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.

The Drúadan Forest (x1/x0)
4 (3)
Forest.  
The cost to play each player card is increased by 1. Travel: Exhaust a hero to travel here.

The Drúadan Forest (x3)
2 (3)
Forest.  
Heroes cannot gain resources from card effects. Travel: Each player must pay 1 resource to travel here.

Encounter at Amon Dîn (x3)
3 (3)
Gondor.  
Villagers 2.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Assault on Osgiliath (x1)
2 (3)
Osgiliath.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here. Forced: After the player who controls the King's Library lets an attack go undefended, return the King's Library to the staging area.

Assault on Osgiliath (x3)
2 (2)
Osgiliath.  
Travel: If there is 1 active location, exhaust a character to travel here. (There are now 2 active locations.) Forced: After the player who controls Ruined Tower loses control of a location, return Ruined Tower to the staging area.

The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  
Travel: The first player must take 1 hidden card to travel here.

The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  
Western Road gets +5 quest points while it is in the staging area. Travel: The first player must take 1 hidden card to travel here.

The Blood of Gondor (x1)
4 (3)
Ithilien.   Road.  
Travel: The first player must take 1 hidden card to travel here.

The Blood of Gondor (x1)
4 (2)
Ithilien.   Road.  
Easter Road gets +5 quest points while it is in the staging area. Travel: The first player must take 2 hidden cards to travel here.

The Blood of Gondor (x1)
X (2)
Ithilien.  
The current quest card gains Siege (and loses Battle). X is the number of players in the game. Travel: The first player must take 1 hidden card to travel here.

The Voice of Isengard (x3/x3)
3 (4)
Mountain.   Cave.  
Forced: After Orc Cave leaves play as an explored location, the first player Searches 5. Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.

The Voice of Isengard (x1/x1)
2 (2)
Forest.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

The Voice of Isengard (x3/x3)
2 (4)
Forest.  
While Tangled Woods is in the staging area, each Forest location in plays gains: "Travel: Exhaust a hero to travel here." This ability does not stack with other copies of Tangled Woods.

The Dunland Trap (x4/x2)
2 (3)
Enedwaith.   Hills.  
While Hills of Dunland is in the staging area, it gains: "Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland." Travel: Each player draws a card to travel here.

The Three Trials (x1)
X (12)
Forest.   Hills.  
Immune to player card effects. X is the number of players in the game. Travel: The players must exhaust 3 Key objectives. Forced: After the players travel here, each engaged Guardian enemy makes an immediate attack.

The Three Trials (x2)
3 (3)
Forest.  
Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.

Trouble in Tharbad (x2/x1)
3 (3)
City.  
Travel: Search the encounter deck and discard pile for a Spy enemy and add it to the staging area. Shuffle the encounter deck.

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.

Trouble in Tharbad (x2)
3 (5)
City.  
Travel: Raise each player's threat by X to travel here. X is the number of enemies in play. Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.

The Nîn-in-Eilph (x2)
3 (4)
Marsh.  
Response: After Hidden Eyot leaves play as an explored location, place 2 time counters on the current quest. Travel: Each player must exhaust a character he controls to travel here.

Celebrimbor's Secret (x1)
X (6)
Ost-in-Edhil.   Ruins  
X is the number of players in the game. Immune to player card effects. Travel: Remove 3 progress from the current quest to travel here. If the Secret Chamber is placed underneath The Orcs' Search, the players lose the game.

Celebrimbor's Secret (x4)
2 (4)
Ost-in-Edhil.   Ruins.  
Scour: Assign X damage amoung locations in play. X is the number of locations in play. This ability does not stack with other copies of Ancient Foundation. Travel: Place 1 damage on this location to travel here.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Forest.  
Travel: One player chooses and engages an enemy in the staging area.

Shadow: Defending player either exhausts a hero he controls, or returns attacking enemy to the staging area after this attack.

The Lost Realm (x3/x2)
2 (8)
Arnor.  
Doomed 1.  
While Outlying Homestead is in the staging area, players cannot reduce their threat. Travel: Reveal a card from the encounter deck.

The Lost Realm (x2)
2 (4)
Arnor.   Hills.  
While Sheltered Valley is the active location, it gains: "Response: When Sheltered Valley is explored, heal all damage from 1 character." Travel: Remove 1 resource token from the Mission objective.

The Lost Realm (x3)
2 (2)
Arnor.   Hills.  
While Concealed Orc-camp is the active location is gains: "Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective." Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Lost Realm (x3/x2)
2 (6)
Fornost.   Ruins.  
Time 3.  
Forced: After the last time counter is removed from Broken Battlements, each player discards the top 5 cards of his deck and places 1 time counter here. Travel: Each player discard the top card of his deck.

The Lost Realm (x2)
2 (5)
Fornost.   Ruins.  
While Norbury Tombs is the active location, it gains: "Respnse: When Norbury Tombs is explored, each player shuffles the top 5 cards of his discard pile into his deck." Travel: Return the topmost enemy in the encounter discard pile to the staging area.

The Wastes of Eriador (x2)
3 (5)
Arnor.   Plains.  
While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round. Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.

The Wastes of Eriador (x2/x1)
4 (1)
Arnor.  
Immune to player card effects. Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

Escape from Mount Gram (x2)
3 (2)
Underground.  
Capture 2.  
Travel: Each player raises his threat by 3 to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player's threat is 20 or higher).

Across the Ettenmoors (x2/x0)
2 (4)
Ettenmoors.  
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.

The Treachery of Rhudaur (x2/x0)
4 (4)
Ruins.  
Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck. Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.

The Battle of Carn Dûm (x3)
3 (3)
Blight.   Plains.  
Forced: After an enemy attacks, heal 1 damage from it. Travel: Deal each enemy in play 1 shadow card to travel here.

Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.

The Dread Realm (x3/x0)
3 (3)
Carn Dûm.   Underground.  
ForcedL At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect. Travel: Deal 1 shadow card to each Undead enemy in play to travel here.

The Grey Havens (x2)
3 (2)
Ocean.  
While you are off-course (Cloudy, Rainy, or Stormy), Starlit Sea gains: "Travel: Raise each player’s threat by 3."

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you are off-course).

The Grey Havens (x2/x1)
4 (6)
Grey Havens.   Ship.  
Aflame 4.  
Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck. Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.

The Grey Havens (x2/x1)
3 (5)
Grey Havens.   Ship.  
Aflame 4.  
Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel. Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.

The Grey Havens (x3/x1)
4 (3)
Ocean.  
Travel: Shift your heading off-course to travel here. Shadow: If this attack deals damage to a Ship objective, shift your heading off-course.

Flight of the Stormcaller (x2)
3 (3)
Coastland.   Ocean.  
Travel: Move 2 progress from the main quest to the Stormcaller's quest stage. Response: After Hidden Cove becomes the active location, heal 4 damage from each Ship objective.

The Thing in the Depths (x2)
2 (3)
Ship.   Deck.  
While Weather Deck is in the staging area, each other Deck location in play gains "Travel: Each player must exhaust a character he controls to travel here."

Shadow: Exhaust a character you control.

The Thing in the Depths (x2)
1 (4)
Ship.  
Travel: Add 1 resource to each Raider card in play to travel here.

Shadow: Attacking enemy gets +2 Attack.

A Storm on Cobas Haven (x3/x1)
3 (3)
Coastland.   Ocean.  
If you are off-course (Cloudy, Rainy, Stormy), Coast of Anfalas gets +2 Threat. Travel: Exhaust a Ship objective to travel here.

Shadow: If you are off-course (Cloudy, Rainy, Stormy), attacking enemy gets +2 Attack.

The City of Corsairs (x2)
3 (5)
Ocean.   Coastland.  
Travel: One player must reveal the top card of the Corsair deck and engage it to travel here.

Shadow: If this attack destroys a character, discard an ally controlled by the defending player.

The City of Corsairs (x2/x1)
X (4)
Umbar.   City.  
X is the highest number of resources on a Raider enemy in play. Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.

The Sands of Harad (x3)
2 (3)
City.  
While Umbar Square is the active location, it gains: "Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location." Travel: Reveal the top card of the encounter deck to travel here.

The Sands of Harad (x2)
X (4)
City.  
X is the number of engaged enemies. Travel: Assign X damage among characters in play to travel here.

The Sands of Harad (x2)
3 (1)
City.  
While Haradrim Estate is in the staging area, progress cannot be placed here. Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.

The Sands of Harad (x2)
X (4)
Forest.   Village.  
X is the stage number of the main quest. Travel: Each player spends 1 resource to travel here.

Shadow: If the defending character is an objective-hero, ready it and cancel all damage from this attack.

The Sands of Harad (x2)
2 (2)
Forest.   Village.  
Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted. Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Sands of Harad (x2/x1)
4 (4)
Forest.  
While Jungle Trail is the active location, each location in the staging area gets -1 Threat. Travel: Reveal the top card of the encounter deck to travel here.

The Mûmakil (x4)
2 (3)
Forest.  
While Mumak Trail is the active location, it gains: "Response: When Mumak Trail leaves play as an explored location, search the encounter deck and discard pile for a Wild Mumak and add it to the staging area. Shuffle the encounter deck." Travel: Raise each player's threat by 1 to travel here.

Race Across Harad (x1)
4 (10)
Desert.   River.  
Immune to player card effects. The players cannot travel here unless there are at least 20 progress tokens on stage 4B. Travel: Reveal 1 encounter card per player. Stage 4B cannot be defeated while River Harnen is in play.

Beneath the Sands (x2)
X (5)
Underground.  
Track 4.  
X is the number of characters controlled by the first player. Travel: Reveal the top card of the encounter deck to travel here.

Beneath the Sands (x2)
3 (4)
Underground.  
Track 3.  
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add the discarded enemy to the staging area.

The Black Serpent (x2/x1)
4 (4)
Desert.   Ruins.  
While The Serpent's Redoubt is in the staging area, it gains: "Forced: After a player plays an ally from his hand, either remove 1 progress from the main quest, or exhaust that ally." Travel: The first player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Black Serpent (x2/x1)
2 (4)
Desert.   Ruins.  
While Roofless Tower is in the staging area, it gains: "Forced: When a player plays an event, either remove 1 progress from the main quest, or cancel the effects of that event." Travel: Exhaust a hero to travel here.

The Black Serpent (x3)
3 (3)
Desert.   Ruins.  
While Southron Camp is in the staging area, it gains: "Forced: At the end of the round, remove all progress from each location in play." Travel: Raise each player’s threat by 1 to travel here.

The Hobbit: On the Doorstep (x3)
3 (1)
Forest.   Mountain.  
While Hidden Path is the active location, locations in the staging area get -1 Threat.Travel: Spend 2 Baggins resources to travel here.

The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Mountain.  
Immune to player card effects. Forced: Remove 2 progress from stage 4B at the end of each round, if able.Travel: Spend 3 Baggins resources to travel here. (1 Baggins resource instead if stage 4B is the current quest.)

The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Valley.  
Immune to player card effects. Forced: Remove 2 progress from stage 3B at the end of each round, if able.Travel: Spend 3 Baggins resources to travel here. (1 Baggins resource instead if stage 3B is the current quest.)

The Hobbit: On the Doorstep (x2)
1 (1)
Mountain.  
While Secret Entrance is the active location, The Lonely Mountain's Threat is reduced by half (round up). Travel: The first player must exhaust a hero and name a card type to travel here. Then, look at the top card of the encounter deck. If the looked at card is not the named type, return Secret Entrance to the staging area. (The players cannot travel again this round.)

The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Mountain.  
Immune to player card effects. Forced: Remove 2 progress from stage 2B at the end of each round, if able.Travel: Spend 3 Baggins resources to travel here. (1 Baggins resource instead if stage 2B is the current quest.)

The Hobbit: On the Doorstep (x1)
1 (9)
Forest.  
Immune to player card effects. Travel: Exhaust Bilbo Baggins to travel here.Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this stage.) Shuffle the encounter deck.

The Black Riders (x1/x1)
3 (9)
River.  
Immune to player card effects. While there is at least 1 other location in play, players cannot travel here. Travel: The first player must make a Hide 3 test to travel here. After Bucklebury Ferry leaves play as an explored location, the players win the game.

The Black Riders (x3/x1)
3 (3)
Road.  
While Stock Road is in the staging area, add 2 to the total Threat of the discarded cards when a player resolves a Hide test. Travel: The first player must make a Hide 1 test to travel here.

The Black Riders (x1/x1)
4 (4)
Hills.   Ruins.  
Immune to player card effects. While Weathertop is in the victory display, each enemy in play gets -1 Threat. Travel: The first player must exhaust The One Ring to travel here.

The Black Riders (x1/x1)
X (4)
Bridge.   River.  
Immune to player card effects. X is the number of players in the game. Travel: The first player must reveal the top card of the burden deck and resolve that card as if it were just revealed from the encounter deck to travel here.

The Black Riders (x1/x1)
2 (6)
River.  
Immune to player card effects. Response: After Ford of Bruinen leaves play as an explored location, all engaged enemies are discarded. Travel: The first player must reveal the top card of the encounter deck to travel here.

The Road Darkens (x1)
4 (4)
Underground.  
Immune to player card effects. The player cannot advance to the next stage. Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.

The Road Darkens (x2)
3 (3)
Underground.  
While Ancient Guardroom is the active location, each enemy in play gets -1 Attack. Travel: Discard the top card of the encounter deck to travel here. Each player raises his threat by X, where X is the discarded card's Threat.

The Road Darkens (x1)
2 (4)
River.   Lawn.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck. While Parth Galen is in play, the players cannot win the game.

The Road Darkens (x3/x1)
3 (4)
River.   Forest.  
While Wooded Shoreline is in the staging area, it gains archery 2. Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.

The Road Darkens (x3)
3 (3)
Forest.   Hills.  
Travel: A player at this staging area must engage an enemy in any staging area to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has fewer printed hit points than the attacking enemy).

The Treason of Saruman (x3)
2 (2)
Plains.   Hills.  
While the Wold is the active location, it gains: "Response: After The Wold is explored, each player draws 1 card." Travel: Increase the pursuit value by 1.

The Treason of Saruman (x3)
2 (3)
Plains.  
While Eastemnet is the active location, it gains: "Response: After Eastemnet is explored, add 1 resource to each hero's resource pool." Travel: Increase the pursuit value by 1.

The Land of Shadow (x3/x2)
3 (4)
Marsh.  
Mire 3.  
Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character. Travel: Raise each player’s threat by 1 to travel here.

Shadow: Deal 1 damage to defending character.

The Land of Shadow (x2)
1 (3)
Marsh.  
Surge.   Mire 1.  
Forced: When Shifting Quagmire is discarded by the Mire keyword, either return a random location from the victory display to the staging area, or raise each player's threat by 1 for each location in the victory display. Travel: Spend 1 Fellowship resource to travel here.

The Land of Shadow (x3)
4 (5)
Marsh.  
Mire 2.  
Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. Travel: Exhaust Smeagol to travel here.

The Land of Shadow (x2)
3 (7)
Marsh.  
Mire 5.  
Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5. Stagnant Pools gets +1 Threat for each mire token on it. Travel: Exhaust Smeagol to travel here.

The Land of Shadow (x4/x3)
2 (4)
Marsh.  
Mire 1.  
Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card. Travel: Raise each player's threat by 1 to travel here.

The Land of Shadow (x2/x1)
4 (5)
Road.  
While Southward Road is the active location, each player may optionally engage an additional enemy during the encounter phase. Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.

The Land of Shadow (x3)
3 (6)
Hills.  
While Foothills of Ephel Dúath is the active location, each Harad enemy gets -1 Threat. Travel: The first player engages an enemy in the staging area to travel here.

The Land of Shadow (x2)
2 (3)
Forest.  
While Ithilien Woods is the active location, it gains: "Forced: After a player engages a Harad enemy, he readies a character he controls." Travel: The first player reveals an encounter card to travel here.

The Land of Shadow (x1)
2 (2)
Mountain.  
Immune to player card effects. Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand. Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

The Land of Shadow (x1)
4 (4)
Mountain.  
Immune to player card effects. While The Cleft of Cirith Ungol is in the victory display, Shelob gets +2 Attack, loses the Indestructible keyword, and gains: "Shelob engages the first player." Travel: Place 1 resource on Shelob to travel here.

The Land of Shadow (x3)
2 (5)
Underground.  
While Deep Dark Passage is in the staging area, it gains: "Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount by 1." Travel: Exhaust Sméagol to travel here.

The Land of Shadow (x3)
1 (4)
Underground.  
While Den of Night is in the staging area, it gains: "Forced: After a ‘When Revealed’ effect is canceled, place 1 resource on Shelob." Travel: Place 1 resource on Shelob to travel here.

The Flame of the West (x1)
5 (5)
Hill.  
Immune to player card effects. Forced: After The Stone of Erech becomes the active location, each player searches the encounter deck and discard pile for an Oathbreaker enemy and adds it to the staging area. Shuffle the encounter deck. Travel: Remove 5 progress from stage 3B to travel here.

The Flame of the West (x2/x1)
4 (4)
Underground.  
While Dark Door is in the staging area, progress cannot be placed on locations in the staging area. Travel: The first player reveals an encounter card to travel here.

The Flame of the West (x3/x2)
3 (3)
Underground.  
While Trysting Place is in the staging area, each enemy in the staging area cannot take damage. Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Flame of the West (x3)
2 (3)
Underground.  
While Deadly Road is in the staging area, it gains: "Forced: After a 'when revealed' effecvt is canceled, raise each player's threat by 1." Travel: Spend 1 Fellowship resource to travel here.

The Flame of the West (x3)
1 (4)
Underground.  
Haunted Path gets +1 Threat for each player with a threat of 35 or higher. Travel: Raise each player's threat by 1 to travel here.

Shadow: Either raise your your threat by 2, or return attacking enemy to the staging area after this attack.

The Flame of the West (x1)
X (5)
Ship.  
X is the number of resources on The Corsair Fleet. The players cannot travel here unless there are at least 3 ship locations in the victory display. Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. Once of those enemies must be Corsair Captain, if able.

The Flame of the West (x3)
3 (3)

While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x3)
2 (2)
Ship.  
While Corsair Dromon is the active location, each Corsair enemy gains Archery 1. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x1)
X (3)
Siege.  
Immune to player card effects. X is the number of resources on Grond. Forced: At the beginning of the quest phase, place 1 resource on Grond. Then, deal X damage to Minas Tirith. Travel: The Witch-king makes an immediate attack against each player, in turn order.

The Battle of Lake-town (x4)
2 (2)
Lake-town.  
Burn 1.  
Travel: If there is 1 active location exhaust a hero to travel here (There are now 2 active locations)

Shadow: Add this location to the staging area.

The Stone of Erech (x1)
X (6)
Blackroot Vale.  
Immune to player card effects. X is twice the number of players in the game. While The Stone of Erech is that active location, characters with less than 2 Willpower cannot ready. Travel: Exhaust each character with less than 2 Willpower.

Fog on the Barrow-downs (x1)
3 (3)
Ruins.   Downs.  
Immune to player card effects. Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.

Fog on the Barrow-downs (x1)
4 (4)
Ruins.   Downs.  
Immune to player card effects. Travel: The first player searches the encounter deck, discard pile and victory display the a Great Barrow and adds it to the staging area. Shuffle the encounter deck.

The Ruins of Belegost (x1)
4 (6)
Underground.  
Discover 5.  
Immune to player card effects. Forced: When Naurlhûg's Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup. Travel: Place X resources on Stalking the Ruins, where X is the number of players.

The Ruins of Belegost (x2)
3 (3)
Underground.  
Discover 2.  
While Darkened Tunnel is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, discard the top card of the encounter deck. If the discarded card has the Hazard trait, resolve its staging as if it was just revealed from the encounter deck." Travel: Place 1 resource on Stalking the Ruins.

The Ruins of Belegost (x3)
1 (4)
Underground.  
Discover 3.  
Sunken Treasury gets +1 Threat for each Loot objective attached to a hero. Travel: Each player discards 1 random card from his hand.

Shadow: Exhaust a character you control.

The Ruins of Belegost (x3)
3 (2)
Underground.   Hazard.  
Discover 3.  
Response: After the players travel to Secret Chamber, if no Loot objective is attached to Secret Chamber, search the encounter discard pile for a Loot objective and attach it to Secret Chamber as a guarded objective. Travel: Raise each player's threat by 2.

Murder at the Prancing Pony (x1)
5 (5)
Hideout.  
Immune to player card effects. While Bill Ferny's House is in the victory display, each Suspect, and each shadow card dealt to a Suspect, is immune to player card effects. Travel: Search the encounter deck, discard pile and victory display for Bill Ferny and add him to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5 (5)
Hideout.  
Immune to player card effects. While Staddle Hiding Hole is in the victory display, each player not engaged with a Suspect cannot declare attackers against that Suspect. Travel: Search the encounter deck and discard pile for a Greenway Footpad, reveal it, and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5 (5)
Hideout.  
Immune to player card effects. While Combe Storehouse is in the victory display, each Suspect gains: "Forced: After this enemy engages a player, it makes an immediate attack." Travel: Search the encounter deck and discard pile for a Lawless Ruffian and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5 (5)
Hideout.  
Immune to player card effects. While Archet Trading Post is in the victory display, each Suspect cannot take more than 5 damage each round. Travel: Search the encounter deck and discard pile for a Bree-land Informant and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5 (5)
Hideout.  
Immune to player card effects. While Chetwood Campsite is in the victory display, each Suspect gets +1 Threat, +1 Attack and +1 Defense. Travel: Search the encounter deck and discard pile for a Chetwood Outlaw and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x4)
2 (3)
Bree.  
Investigate 2.  
When a player card effect reduces a player's threat by any amount, reducd that amount to 1. Travel: Raise each player's threat by 1 to travel here.

Murder at the Prancing Pony (x3)
4 (3)
Bree.  
Investigate 3.  
Enemies in the staging area cannot take damage. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an enemy is discarded. Add the discarded enemy to the staging area.

Murder at the Prancing Pony (x3)
2 (4)
Bree.  
Investigate 2.  
Forced: After a player places any amount of progress on a location in the staging area, he raises his threat by 1. Travel: Each player spends 1 resource to travel here.

Murder at the Prancing Pony (x3)
3 (4)
Bree.  
Investigate 1.  
Forced: When triggering the Investigate keyword on Old Warehouse, the first player must choose: either look at 2 additional card, or reduce each player's threat by 3. Travel: Reveal the top card of the encounter deck to travel here.

Murder at the Prancing Pony (x2)
3 (3)
Bree.  
Investigate 1.  
Response: After triggering the Investigate keyword on Village Stable, if the looked at card is a Suspect or a Hideout, add Village Stable to the victory display to add that card to the staging area. Travel: Each player discards 1 random card from his hand to travel here.