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Trait Keyword Victory
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Player Encounter Quest
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Results: 801 - 850 of 903 Cards
The Steward's Fear Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Setup: Shuffle each copy of False Accusations into the underworld deck. When randomly determining which Plot is the "hidden" plot card, include the 2 new Plot cards from the Nightmare Deck as well as the 3 Plot cards from the original scenario.

Forced: After an enemy is destroyed, shuffle it into the underworld deck if you are not at stage 3.

Forced: At the beginning of the refresh phase, if there is a Clue card in the staging area, shuffle it back into the underworld deck.

"Thus the will of Sauron entered into Minas Tirith..." –Gandalf, The Return of the King

Stage
B

Begin with the standard quest deck and encounter deck for The Steward's Fear scenario.

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

3x Pickpocket

3x Underworld Dissident

2x Storehouse

2x Market Square

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Steward's Fear encounter deck.

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

The Drúadan Forest Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Heroes do not collect resources during the resource phase.

Setup: Add resources to each hero's resource pool until each hero has 5 resources. Search the encounter deck for 1 copy of Gard of Poisons and add it to the staging area. Shuffle the encounter deck.

Forced: After stage 2B is revealed, each hero with fewer than 3 resources gains resources until is has 3.

"Remnants of an older time they be, living few and secretly, wild and wary as the beasts." –Elfhelm, The Return of the King

Stage
B

Begin with the standard quest deck and encounter deck for The DrĂşadan Forest scenario.

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

2x Lost Companion

3x Secluded Glade

1x Overgrown Trail

1x Dr–-buri-Dr–

1x DrĂşadan Elite

1x DrĂşadan Hunter

1x Stars in the Sky

1x Men in the Dark

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The DrĂşadan Forest encounter deck.

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

The Drúadan Forest Nightmare (x3)
6 
Item.

Surge.

When Revealed: Attach to the enemy in play with the highest engagement cost. (Counts as a Weapon attachment with the text: "Attached enemy gets +2 Attack and gains archery 2.")

Merry did not like this talk of wild men and poisoned darts... –The Return of the King

Assault on Osgiliath Nightmare (x2)
6 

Doomed 1.

When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Each enemy gets -X engagement cost. X is the number of locations controlled by players.Forced: At the beginning of the encounter phase, if there are fewer than X enemies in the staging area, reveal an encounter card.")

The Morgul Vale Nightmare (x3)
18 2 4 3 5 5 
Orc. Mordor.

Forced: At the end of the round, if Orc Captor is in the staging area, place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +3Defense until the end of the combat phase.

The Morgul Vale Nightmare (x2)
37 X X 4 5 6 
Orc. Mordor.

X is the number of progress tokens on To the Tower.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 progress on To the Tower.

The Morgul Vale Nightmare (x2)
6 

When Revealed: Place 1 progress token on To the Tower. Each player must assign damage among characters he controls equal to the number of progress token on To the Tower.

Shadow: If this attack destroys a character, place 1 progress on To the Tower.

The Fords of Isen Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: After the players advance to a new quest stage, each player with fewer than 3 cards in his hand draws 3 cards.

"Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the young and made alliance with him." –Gamling, The Two Towers

Stage
B

Begin with the standard quest deck and encounter deck for the The Fords of Isen scenario.

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

3x Dunland Prowler

2x Dunlending Bandit

1x Dunland Berserker

2x Gap of Rohan

2x The King's Road

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Fords of Isen encounter deck.

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

The Three Trials Nightmare (x2)
5 

When Revealed: Attach to the current quest. (Counts as Condition attachment with the text: "Each non-unique characters gets -1Willpower and cannot attack enemies that share a Trait with the current trial's Key objective.")

Shadow: If the defending character is not unique, attacking enemy gets +10Attack

The Nîn-in-Eilph Nightmare (x2)
2 

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

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

The Nîn-in-Eilph Nightmare (x2)
1 

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

Shadow: Deal 1 damage to the defending character.

The Nîn-in-Eilph Nightmare (x1)
Stage
3 A

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

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

3 B
16

Time 3.Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.

Treachery card effects cannot be canceled.

The Weather Hills Nightmare (x3)
Weather.

When Revealed: Either remove 1 resource token from the Mission objective, or add 8 to the total Threat in the staging area this phase.

Shadow: Either remove 1 resource token from the Mission objective, or attacking enemy gets +3Attack

Across the Ettenmoors Nightmare (x3)
2 
Weather.

When Revealed: Each player assigns X damage among characters he controls, where X is the number of quests in play. Exhaust each damaged character in play.

Shadow: Shuffle each Weather cards from the encounter discard pile into the encounter deck.

Across the Ettenmoors Nightmare (x3)
5 

Surge.

When Revealed: Attach to a side quest. (Counts as a Condition attachment with the text: "Limit 1 per quest. While attached quest is the current quest, each character gets -1Willpower

Across the Ettenmoors Nightmare (x1)
15

When Revealed: Each player places the lowest-threat-cost hero he controls facedown underneath Rescue from the Trolls, out of play.

Response: After a Troll enemy is destroyed, place 3 progress on Rescue from the Trolls.

Forced: When Rescue from the Trolls is defeated, each player takes control of each of his heroes underneath it.

The Treachery of Rhudaur Nightmare (x2)
4 

When Revealed: Remove the questing character with the higestWillpower from the quest. The player who controls that character raises his threat by an amount equal to that character'sWillpower

Shadow: If this attack destroys a character, heal all damage from each Undead enemy in play.

The Battle of Carn Dûm Nightmare (x2)
5
2
5 
Carn Dûm.

Forced: After Gates of Carn D–m is explored, deal it as a shadow card to the enemy in the staging area with the lowest engagement cost.

Shadow: Attacking enemy gets +1 Attack and cannot take damage this round.

Voyage Across Belegaer Nightmare (x3)
5 
Weather.

When Revealed: Each player must either exhaust a Ship objective he controls or distribute 4 damage among characters he controls (6 damage instead if you are off course).

Shadow: Attacking enemy gets +1 Attack for each quest card in the victory display.

Voyage Across Belegaer Nightmare (x2)
4 
Weather.

Surge.

*Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test.

?*

The Fate of Númenor Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Progress cannot be placed on non-Uncharted locations in the staging area.

Forced: When the players would travel to Shrine of Morgoth, if there are 3 or fewer double-sided locations in the victory display, return Shrine to Morgoth to the staging area and flip it to its Lost Island side. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which. Then, choose a new location to travel to.

Stage
B

Begin with the standard quest deck and encounter deck for The Fate of NĂşmenor scenario.

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

2x Forbidden Coast

2x Cursed Temple

2x Flooded Ruins

2x Drowned Graves

2x Lush Jungle

1x Shrine of Morgoth

3x Steep Plateau

3x Aimless Wandering

1x Mysterious Fog

1x Servant of the Deceiver

1x Lingering Malevolence

1x Drowned Dead

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Fate of NĂşmenor encounter deck.

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

Note: As print-on-demand cardstock does not match that in the original scenario, the Uncharted deck from the original scenario should be replaced with the Uncharted deck reprinted in this Nightmare deck. This has already been taken into account in the cards listed above.

The Fate of Númenor Nightmare (x1)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
41 4 6 4 10 9 
Undead.

Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

The Fate of Númenor Nightmare (x3)
1 
Hazard.

When Revealed: Each player discards the bottom card of his deck. Each player player chooses and removes his characters from the until only X or fewer of his characters are questing, where X is the printed cost of the card that player discarded. Deal 1 damage to each character still committed to the quest.

The Fate of Númenor Nightmare (x2)

When Revealed: Choose an Uncharted location in the staging area and flip it over. If it has a Forced effect, resolve it as if that location were active. If it does not have a Forced effect, switch it with the active location, if able.

Shadow: Attacking enemy gets +XAttack where X is the active location'sThreat

Flight of the Stormcaller Nightmare (x3)
1 
Weather.

Surge.

When Revealed: Deal 1 shadow card to each Ship enemy in play. Until the end of the round, shadow effects cannot be canceled.

Shadow: Attacking enemy makes an additional attack after this one.

The Thing in the Depths Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: After The Thing in the Depths enemy enters play, it attacks each player in turn order from the staging area (deal and resolve a shadow card for each attack).

Stage 3B gains: "Forced: At the beginning of the quest phase, if there are fewer locations in play than the number of players, discard cards from the top of the encounter deck until a location is discarded. Reveal that location.

Forced: At the end of the refresh phase, resolve the grapple keyword on each Tentacle enemy in play.

Stage
B

Begin with the standard quest deck and encounter deck for the The Thing in the Depths scenario.

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

2x Corsair Infiltrator

1x Crew Quarters

1x Crushing Arm

1x Grasping Arm

1x Giant Arm

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Thing in the Depths encounter deck.

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

The Drowned Ruins Nightmare (x3)
4 
Hazard.

When Revealed: Until the end of the quest phase, each ally gets -1Willpower If the active location has the Grotto trait, remove all progress from it and flip it to its Underwater side.

Shadow: If the active location is Underwater treat this attack as if it were undefended.

The City of Corsairs Nightmare (x1)
1 
Artifact. Item. Cursed.

Cannot be discarded by player card effects.

The Cursed Sword counts as a Weapon attachment with the text:"Forced: After Captain SahĂ­r attacks and deals excess damage, assign that excess damage to Captain SahĂ­r as resources. (Limit once per round.)"

We Must Away, Ere Break of Day Nightmare (x3)
2
5
Western Lands. Riverland.

Forced: At the beginning of the refresh phase, place the top card of the encounter discard pile on the bottom of the encounter deck and raise each player's threat bu that card'sThreat

I don't know what river is way, a rushing red one, swollen with the rains of the last few days... –The Hobbit

We Must Away, Ere Break of Day Nightmare (x3)
3
5
Western Lands. Hills.

Forced: After placing 1 or more progress tokens on Wicked Hilltops, each player must discard an ally he controls without an attached Sack card.

Shadow: Attacking enemy gets +2 Attack (+3Attack instead if attacking enemy is a Troll.)

Dungeons Deep and Caverns Dim Nightmare (x1)

You are playing Nightmare mode.

Gollum cannot take damage.

Setup: Search the encounter deck for The Lower Gate and set it aside, out of play.

Forced: When stage 3B is revealed, add The Lower Gate to the staging area.

Begin with the standard quest deck and encounter deck for the Dungeons Deep and Caverns Dim scenario.

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

3x Goblin Miners

3x Goblin Axeman

3x The Goblins' Caves

3x Grip, grab! Pinch, nab!

1x Not fair! Not fair!

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Dungeons Deep and Caverns Dim encounter deck.

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

Flies and Spiders Nightmare (x3)
3
5
Forest.

While Patch of Midnight is the active location, treat the text box of each poisoned character as if it were blank (except for Traits).

Shadow: Raise your threat by 1 for each poisoned character you control.

A Shadow of the Past Nightmare (x2)
25 3 3 4 6
Nazgûl.

Peril. Hide 2.

Cannot have non-Morgul attachments.

While Dark Horseman is engaged with you, characters you control get -1 Willpower during Hide tests.

“There's been a strange customer asking for Mr. Baggins of Bag End...”
–The Gaffer, The Fellowship of the Ring

A Knife in the Dark Nightmare (x2)
40 4 5 4 6
Nazgûl

Cannot have non-Morgul attachments.

Forced: After The One Ring is exhausted, Menacing Weath engages the first player and makes an immediate attack.

"Open, in the name of Mordor!" said a voice thin and menacing, –The Fellowship of the Ring

The Ring Goes South Nightmare (x2)

Peril.

When Revealed: Either raise your threat by 6, or engage the lowest engagement cost enemy in the staging area and reveal an encounter card.

Journey in the Dark Nightmare (x1)

When Revealed: Attach Fiery Whip to The Balrog (even if out of play) as a Weapon attachment with the text: "Attached enemy gets +1 Defense and gains Archery 4."

Shadow: If attacking enemy is The Balrog attach Fiery Whip to it.

Journey in the Dark Nightmare (x1)

When Revealed: Attach Fiery Whip to The Balrog (even if out of play) as a Weapon attachment with the text: "Attached enemy gets +1 Attack and gains Regenerate 4. (At the end of the refresh phase, remove 4 damage from the attached enemy.)"

Shadow: If attacking enemy is The Balrog attach Flaming Sword to it.

Journey to the Cross-roads Nightmare (x3)
4
4
Forest.

While Wooded Glade is the active location, treat each non-objective attachment's text box as if it were blank.

Shadow: Discard a non-objective attachment you control.

The Dark of Mirkwood (x1)
Stage
2 A

As you search the caves of Nibin–D–m you are ambushed by Goblins!

When Revealed: Add Goblin Chieftain to the staging area. Each player searches the encounter deck and discard pile for a different enemy of his choice and adds it to the staging area. Shuffle the encounter deck.

2 B
0

The Goblins are led by a large chieftain who whips them into a frenzy. His soldiers attack you with reckless savagery and you struggle to gain the upper hand.

During the encounter phase, treat each enemy's engagement cost as if it were 0.

The stage gets +4 quest points for each enemy in play.

The Dark of Mirkwood (x1)
Stage
A

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.

Stage
B

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.

Dream-chaser Campaign Expansion (x1)

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 SahĂ­r on the deck of his flagship to avenage the death of Calphon.

Dream-chaser Campaign Expansion (x1)

You are playing Campaign Mode.

Setup: Attach Black Key (boon) to Captain SahĂ­r. 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.

Ered Mithrin Campaign Expansion (x1)

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.

Ered Mithrin Campaign Expansion (x1)

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 Willpower, +1 Threat, +1 Attack, and +1 Defense 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.

The Fellowship of the Ring (x1)

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 AndĂşril. 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

The Fellowship of the Ring (x1)
Stage
1 A

In the House of Elrond, the evil wound that Frodo received on Weathertop is healed and he is reunited with his uncle Bilbo. The One Ring cannot remain hidden in Rivendell for long, so Lord Elrond summons a council to decide what should be done to protect the Free Peoples of Middle–earth.

Setup: Set Lust for the Ring Redhorn Pass, Doors of Durin and Watcher in the Water aside, out of play. Shuffle the encounter deck.

1 B
-

Forced: At the end of the planning phase, each player places the top card of his deck faceup in front of him, in player order, until there are a total of 4 faceup cards between the players. The first player chooses 1 faceup card to be played for 0 cost, 1 to add to its owner's hand, 1 to discard, and 1 to shuffle into its owner's deck. Then, either shuffle Lust for the Ring into the encounter deck, or raise each player's threat by 5. Advance to stage 2.

The Fellowship of the Ring (x1)
Stage
3 A

"I am going to the top, to the Seat of Amon Hen, to see what may be seen. And look! It is as my heart guessed, Frodo went this way. Follow me, and keep your eyes open!" –Aragorn, The Fellowship of the Ring

Forced: After stage 2B is discarded, if the total Threat of encounter cards in this staging area is less than 4, reveal 1 encounter card.

3 B
-

If Frodo's Choice is not in play, any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead.

Forced: After Frodo's Choice is revealed at this stage, advance to stage 4A.

Response: After you quest successfully, choose a player. That player draws 2 cards and lowers his threat by 2.

The Two Towers (x1)

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

The Two Towers (x1)

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 PalantĂ­r 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