X is the stage number of the quest.
Cannot take damage. Cannot have attachments.
Forced: After Goblin Chieftain attacks, either remove X progress from the quest, or return it to the staging area.
While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's as its during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.
Attach to a hero. Restricted.
Action: Exhause Cave Torch to place up to 3 progress tokens on a Dark location.
Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.
Cannot have attachments.
For each point of excess combat damage dealt by Great Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) remove 1 progress from the current quest.
Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.
Shadow: If this attack destroys a character, return attacking enemy to the staging area after this attack.
While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."
Shadow: Attacking enemy gets +1 (+3 instead if attacking enemy is a Goblin.)
Travel: Players must exhaust a Cave Torch to travel here.
Shadow: Cancel all combat damage dealt to attacking enemy.
While Branching Paths is in the staging area, each Dark location gets +1
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.
While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.
Shadow: Raise your threat by 1 for each point of damage dealt by this attack.
Travel: Reveal the top card of the encounter deck to travel here.
Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.
When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.
When Revealed: The player who controls Cave Torch must choose: Either exhaust Cave Torch, or progress cannot be placed on the quest until the end of the phase. (Progress can still be placed on the active location.)
Shadow: Deal 1 damage to the defending character.
When Revealed: The first player attaches Watchful Eyes to one of his heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero.Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.")
You have pursued the Goblins that attacked a woodman village to the mountains of Mirkwood. The trail leads over a steep ridge where you discover the forgotten Dwarf home of Nibin–D鈥搈. You light a torch and enter in.
Setup: Search the encounter deck for Goblin Chieftain, Cracked Pillar, and Cave Torch. Set Goblin Chieftain and Cracked Pillar aside, out of play. The first player attached Cave Torch to one of his heroes. Shuffle the encounter deck.
The Dwarves abandonded Nibin–D鈥搈 after an earthquake collapsed part of the mine, but it seems these Goblins have since adopted it as their home. The flickering light of your torch reveals a network of dark passages and you set about searching for signs of the enemy.
When Revealed: Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.
As you search the caves of Nibin–D鈥搈 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.
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 Goblins retreat down a dark tunnel, and you chase them into a large hall of many pillars. A wide chasm runs the width of the hall and the Goblins race across on a large plank. Their chieftain casts the plan into the depths of the chasm and disappeats, leaving you stranded on the other side.
When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.
As you search for a way across, you see that one tall pillar near the edge of the chasm has cracked where it meets the ceiling. If you topple the pillar, it could serve to bridge the gap.
Forced: Reveal an additional encounter card during the quest phase.
Progress cannot be placed on Cracked Pillar while it is in the staging area.
After Cracked Pillar leaves play as an explored location, advance to stage 4A.
You've made it across the chasm and resumed the chase. The Goblins rally around their chieftain outside the dungeons where the woodmen villagers are being held. You must defeat the big Goblin if you are to fulfill your oath and rescue the captives.
When Revealed: Add Goblin Chieftain to the staging area.
While there are at least 8 progress tokens on this stage, Goblin Chieftain loses the text: "Cannot take damage."
This stage cannot be defeated while Goblin Chieftain is in play. When this stage is defeated, the heroes rescue the captives, fulfilling their oaths, and the players win the game!