Within the tunnels of Torech Gorgor are a host of fell creatures.
Each enemy cannot take more than 4 damage each round.
While there is at least one enemy in the staging area, this stage cannot be chosen as the current quest.
The dungeons of Dol Rhugar are full of prisoners with no hope of escape.
No more than 4 progress can be placed on the current quest each round.
Response: When this stage is defeated, the first player chooses a Castle side quest. Each player looks at his facedown cards under that quest and adds 1 to his hand.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Discard cards from the top of the encounter deck until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Deal 1 damage to each character in play.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Each player randomly discards 4 of his cards from under this quest. Then, each player discards each card he controls, or holds in his hand, that share a title with one of the cards he just discarded.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Discard cards from the top of the encounter deck until X locations are discarded, where X is the number of players. Added each location discarded this way to the staging area.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 for each card stacked under it.
Action: While making a burgle attempt, the first player may spend 2 resources to take the revealed card into hand and reveal the next card of his deck.
Immune to player card effects. Pillage 8.
Engaged player cannot attack the Dreadnaught.
Forced: At the end of the combat phase, if engaged player has no cards in their deck, that player is eliminated from the game.
Immune to player card effects.
Engaged player cannot attack the Dreadnaught.
Forced: After Commander of the Dreadnaught attacks you, the Dreadnaught attacks you.
If the Dreadnaught is fated to go under, its commander will surely try to take his foes down with it.
Immune to player card effects.
Engaged player cannot attack the Dreadnaught.
Forced: After Descendant of Castamir engages you, put the top 2 cards of the Corsair deck into play engaged with you and deal each of them 1 shadow card.
Immune to player cards effects.
Engaged player cannot attack the Dreadnaught.
Forced: After Hydraken attacks, he makes an additional attack. Deal him 2 additional shadow cards for this attack and engaged player raises their threat by 4. (Limit once per round.)
Immune to player card effects. No more than 1 character can attack Ophidian each round.
Engaged player cannot attack the Dreadnaught.
Forced: When a character defends against Ophidian, deal 2 damage to that character.
Archery 3. Immune to player card effects.
Engaged player cannot attack the Dreadnaught.
For each point of excess combat damage dealt by Varjax, defending player deals 1 damage to a Ship they control.
Each copy of Orc War Party cannot be engaged, cannot be dealt damage and gets +2
When Revealed: Return each engaged Orc War Party to the staging area.
Every step brings the Orcs closer to Bree–land. If you can't find some way to delay the enemy, the war party will reach the village before you can stop them.
Forced: At the end of the quest phase, if no progress was placed on Protect the Bree-landers, place 1 resource on it. Then, raise each players threat by the number of resources on Protect the Bree-landers.
The weather makes the Orcs difficult to track. It requires all of your skill to read the signs in the rough terrain.
Each enemy gets +10 enagement cost and cannot be optionally engaged.
When Revealed: Reveal the top of card of the Orc deck (reveal the top 2 card instead if there are 3 or more players in the game).
Battling the dead drains your spirit as well as your body.
When Revealed: Each player placed the top 8 cards fo his deck facedown under this quest.
Forced: When this quest is defeated, shuffle each card under this quest into its owner's deck.
When Revealed: If it is a Day, flip the Time objective to Nightfall, The Time objective cannot flip to Daybreak.
Response: After an enemy is defeated, place 1 resource token on Make a Stand. Then, if there are 2 resource tokens per player on Make a Stand, or if there are no enemies in play, add Make a Stand to the victory display.
Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play.
Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.
Forced: After a card is captured by another card effect, capture a random cards from each player's hand underneath Raid Golfimbul's Vault.
Forced: When the captured cards underneath Golfimbul's Vault are rescued, put each rescued Item card into its owner's hand and discard the rest.
Caught in a dense fog, you suddenly find yourself separated from your companions.
Surge. Players cannot draw cards by card effects.
Forced: When this stage is defeated, each player draws 1 card.
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.
Orcs close in on all sides. If you do not hold them back, your forces will not survive long.
Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.
Your task seems hopeless and your fate dire, but somehow you must inspire your companions to fight onward!
Shadow cards are immune to player card effects.
Response: After this quest is defeated, discard 1 shadow card from each enemy in play.
Your adversary Thaurdir will not let you interrupt his master's ritual. Only by fighting through his ranks of Orcs can you hope to do battle with the wraith himself.
Thaurdir gets +2 , +2 , and cannot take damage.