Forced: After Glorfindel exhausts to commit to a quest, raise your threat by 1.
Glorfindel was tall and straight; his hair was of shining gold, his face fair and young and fearless and full of joy; his eyes were bright and keen, and has voice like music; on his brow sat wisdom, and in his hand was strength.
–The Fellowship of the Ring
Response: After Longbeard Elder commits to a quest, look at the top card of the encounter deck. If that card is a location, place 1 progress token on the current quest. Otherwise, Longbeard Elder gets -1 until the end of the phase.
Trollshaw Scout does not exhaust to attack.
Forced: After Trollshaw Scout attacks, either discard it from play or discard 1 card from your hand.
Response: After a Dwarf deals X damage to an enemy during combat, deal an additional X damage to that enemy. (Limit once per phase.)
"Beside them Gimli stood with his stout legs apart, wielding his dwarf–axe." –The Fellowship of the Ring
Action: Exhaust Imladris Stargazer to choose a player. That player looks at the top 5 cards of his deck and then returns them to the top of his deck in any order.
Attach to a Noldor or Silvan hero.
Attached hero does not exhaust to commit to a quest.
"... those who have dwelt in the Blessed Realm live at once in both worlds, and against both the Seen and Unseen they have great power."
–Gandalf, The Fellowship of the Ring
Action: Draw 2 cards. Then, discard 1 card from your hand.
"These are Daeron's Runes, such as were used of old in Moria..."
–Gandalf, The Fellowship of the Ring
Attach to a hero.
Action: Discard Healing Herbs and exhaust attached hero to heal all damage on 1 character.
Attach to a Noldor or Silvan hero.
Action: Exhaust Asfaloth to place 1 progress token on any location. (2 tokens instead if attached hero is Glorfindel.)Suddenly into view below came a white horse, gleaming in the shadows, running swiftly. In the dusk its headstall flickered and flashed as if it were studded with gems like living stars. –The Fellowship of the Ring
Your journey has led to a decrepit portion of the mines, untouched by Dwarven pick for many a year. The air grows thick with moisture, and the walls almost appear to be weeping.
Setup: Place the Foundations of Stone encounter set aside, out of play. The first player attaches Cave Torch to a hero of his choice.
A low rumble sounds from below. There are a variety of underground waterways in Moria, but they should not be disturbed.
When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.
Small rivers cut their way across your path. Some are not much more than a trickle, and recent looking too. Another rumble shakes the walls, this time it seems to be above you.
Forced: After a player commits characters to the quest, he must discard the top 2 cards of his deck.
With a groan the ground crumbles under your feet, the entire section of the tunnel giving way to a deep darkness and the rush of water. There is a feeling of weightlessness, followed by the icy wet clutches of an underground river.
When Revealed: Discard all Item, Armor, Weapon and Light cards and all encounter deck cards from play, Shuffle all enemy and treachery cards in the encounter discard pile together with the Foundations of Stone encounter set. This deck becomes the new encounter deck. Remove all other encounter deck cards from the game. Then, starting with the first player, each player draws a random stage 4 quest card. Remove all other stage 4 quest cards from the game.
The river has deposited you at...
When Revealed: Create your own staging area. Reveal 2 cards from the encounter deck and add them to your staging area.
Forced: After the 11th progress token is placed on Below the Mines, join another player at the beginning of the travel phase. If you cannot join another player, all players continue to stage 5 together.
The river has deposited you at...
When Revealed: Create your own staging area. Discard all resources from your heroes.
Forced: After the 17th progress token is placed on Below the Mines, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.
The river has deposited you at...
When Revealed: Create your own staging area. Discard your hand. Reveal 2 cards from the encounter deck and add them to your staging area.
Forced: After the 7th progress token is placed on Below the Mines, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.
The river has deposited you at...
When Revealed: Create you own staging area. Reveal 4 cards from the encounter deck and add them to your staging area.
Forced: After the 5th progress token is placed on Below the Mines, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.
The shaft shoots upwards, the glimmering lines of mithril illuminating your way out of the depths of the mountain. The makeshift ladder is narrow, but you cannot linger in the realm of those things of darkness, who gnaw at the roots of the world.
If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls.
Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.
Forced: After Nameless Thing engages a player, attach the top 2 cards of that player's deck to it.
X is the printed cost of all attached cards on this card. If there are no cards attached, X is 3.
Forced: After Elder Nameless Thing engages a player, attach the top 3 cards of that player's deck to it.
X is the printed cost of all attached cards on this card. If there are no cards attached, X is 4.
Only characters with ranged can attack or defend against Moria Bats.
While Moria Bats is engaged with a player, it gets +1 for each other enemy engaged with that player.