The Dream-chaser and her fleet depart from the Grey Havens, in search of the island from Calphon's dreams. Only a week out from the coast, the black sails of Corsair can be seen in pursuit!
Setup: Prepare the Corsair deck. Players prepare their fleet. Shuffle each stage 2 card in the quest deck so that their order is random, leaving stage 3 on the bottom. Search the encounter deck for 1 copy of Rolling Seas and 1 copy of Scouting Ship, and add them to the staging area. Shuffle the encounter deck.
While you are on-course (), each Ship objective gets +2 .
When this stage is defeated, if you are on course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top state of the quest deck.
After days of aimless travel at sea, a dark mist settles along the ocean's surface, obscuring your visibility and frightening your ships’ crew. "Wait," Calphon says, "this happened in my dream, too... I think if we find a way through this mist, we shall be one step closer to the island."
When Revealed: Search the encounter deck and discard pile for 1 copy of Fog Bank and add it to the staging area. Shuffle the encounter deck.
While you are off-course (, , or ), each non-Ship ally gets –2 .
When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.
Calphon insists you are very close to finding the island, but Corsairs still shadow your fleet. You must either fight them or outpace them before you can reach the island and weigh anchor.
When Revealed: Search the encounter deck or discard pile for the Ship enemy with the highest and add it to the staging area (the 2 Ship enemies with the highest instead if there are 3 or more players in the game). Shuffle the encounter deck.
Corsairs led by the treacherous Captain Sahír have stolen the black key you recovered in the ruins of Númenor. You must get it back!
Setup: Prepare the Corsair deck. Players prepare their fleet. Prepare the Stormcaller's area with a second quest deck consisting of only stages 2C, 3C, and 4C, as well as the Stormcaller (see insert). Search the encounter deck for 1 copy of Rolling Seas, and add it to the staging area (2 copies instead if there are 3 or more players in the game). Shuffle the encounter deck.
The Stormcaller has a considerable lead on your fleet, but with good fortune and skilled sailing, perhaps you can catch up to it.
Forced: At the end of the quest phase, if you are off-course (, , or ), move 2 progress from Swift Departure to the Stormcaller's quest stage.
Corsairs are attacking Dol Amroth to cover Sahír's escape to Umbar!
Setup: Prepare the Corsair deck. Players prepare their fleet. Set each copy of Dol Amroth Warship aside, out of play. Search the encounter deck for Raider Flagship and 1 copy of Scouting Ship and add them to the staging area. Search the encounter deck for a Dol Amroth objective of your choice and add it to the staging area. Then, shuffle the encounter deck and resolve the Guarded keyword on that objective.
Forced: When a Ship enemy engages you, if you are off-course (Cloudy, Rainy or Stormy), deal 2 damage to a Ship objective you control. If you are on-course (Sunny), deal 2 damage to that Ship enemy instead.
If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost.
You have escaped from Umbar and thrown off your pursuers by fleeing into the desert, but many barren miles lie between you and the other side. To turn back is to walk into the arms of the Haradrim, so you set out on a dangerous desert crossing.
Setup: Each player searches the encounter deck for a copy of Burnt Sands and adds it to the staging area. Shuffle the encounter deck. Place the heat tracker next to the quest deck and set the temperature to 10.
As the sun climbs into the sky, you can feel the rising heat begin to take its toll on you...
Forced: After an ally enters play, either exhaust it, or deal 1 damage to it.
Forced: At the end of the round, increase the temperature by 4.
If the temperature is 60 or higher, the players lose the game.
Orcs have seized your friends and are now dragging them away as captives.
When Revealed: Each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck. Attach each hero in the staging area to a different Orc enemy in the staging area. Each hero attached to an enemy is guarded by that enemy. Guarded heroes are under no player's control, immune to player card effects, and their text boxes are considered to be blank.
While an enemy is guarding a hero it gets +1 +1 +1 and is immune to player card effects.
Forced: When the enemy guarding a hero is defeated, that hero's owner takes control of that hero and exhausts it.
This stage cannot be defeated while an enemy is guarding a hero.
You've tracked the Mûmakil through miles of dense jungle and battled with the creatures that dwell therein, but now comes the hard part: you must actually capture the Oliphaunts alive.
When Revealed: Starting with the first player, each player attaches 1 random set-aside Capture objective to a Wild Mûmak in play.
Forced: At the beginning of the quest phase, if there is no active location, reveal an additional encounter card this phase.
This stage cannot be defeated while there are any Capture objectives in play. If the players defeat this stage, they win the game.
The Orcs that attacked Kahliel's village patrol the desert in search of survivors.
Uruk Chieftain cannot leave the Orc's area.
Forced: At the end of the quest phase, discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's plus the total in the Orc's area.
The Black Serpent's caravan has taken shelter in a dilapidated desert fortress on their way to Mordor. Their wagons are loaded with tribute for the Dark Lord. Your plan is to seize the wagons and use the caravan to infiltrate Cirith Gurat.
Setup: Set each Harad objective aside, out of play. Add The Black Serpent to the staging area. Shuffle the encounter deck. The first player randomly selects 1 set aside Harad objective, reveals it, and adds it to the staging area.
In order for your plan to work, you must capture several important tokens from the Serpent's Camp.
If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls.
This stage cannot be defeated unless each Harad objective in play is attached to a hero.
Your initial attack was a success, but the enemy has been alerted to your presence and the whole camp is astir. The fighting soon spills into every corner of the crossroads fort.
When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player randomly selects 1 set aside Harad objective, reveals it, and adds it to the staging area.
If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls.
The Black Serpent is considered to be engaged with each player who controls a Harad objective.
This stage cannot be defeated unless each Harad objective in play is attached to a hero.
Your plan is working. You've nearly succeeded in capturing the Southron caravan, but The Black Serpent himself holds the last token you need to infiltrate Cirith Gurat. He will not surrender it willingly...
When Revealed: Randomly select 1 set aside Harad objective and attach it to The Black Serpent. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls.
While there are at least 6 progress tokens on this stage, the Black Serpent loses the text: "Cannot leave the staging area or take damage."
This stage cannot be defeated unless each Harad objective in play is attached to a hero. If the players defeat this stage, they win the game.
Setup: Set Uruk Chieftain aside, out of play. Add The Captives of Cirith Gurat and 1 copy of Dungeon Cell to the staging area. Attach Abaan to Dungeon Cell. Each player searches the encounter deck for a different Orc enemy and adds it to the staging area. Shuffle the encounter deck. Starting with the first player, each player discards cards from the top of his deck until an ally that is not in play is discarded and attaches that ally to an unattached enemy in the staging area.
Posing as The Black Serpent's men, you have infiltrated the Orc stronghold of Cirith Gurat in order to rescue the prisoners there.
Each enemy and location in the staging area that is guarding an objective is immune to player card effects.
Forced: After any number of characters are rescued, reveal an encounter card.
This stage cannot be defeated while a guarded objective is in play.
One of the captives stumbles for exhaustion, and the noise alerts the guards.
When Revealed: The first player adds Uruk Chieftain to the staging area. Each player chooses a hero he controls, discards all tokens and attachments from it, and attaches it to an unattached enemy in the staging area as a captive. Then, the players make a standard series of engagement checks against each enemy in the staging area. Reduce the engagement cost of each enemy not guarding an objective to 0 during these engagement checks.
Horns echo through the dungeon, and the Orcs come running with weapons drawn. You will have to fight past them to escape.
Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded and add that enemy to the staging area.
The players cannot defeat this stage while a guarded objective is in play. If the players defeat this stage, they win the game.
You ask Kahliel which way you should take and he says: "My people are weary. Climbing the rocky hills of the Ephel Dúath will be too difficult for them. We will journey to Gondor across the desert."
When Revealed: Shuffle the Desert Sands encounter set into the encounter deck. Remove the Mountains of Shadow encounter set and the other stage 2A from the game.
You set out across the desert of Harondor, but it isn't long before the heat begins to take its toll.
Forced: After a player plays an ally, he must either exhaust that ally or deal 1 damage to it.
You ask Kahliel which way you should take and he says: "The desert offers us no place to hide, and I fear my people cannot endure another desert crossing. We will take the rocky path through the hills to Gondor."
When Revealed: Shuffle the Mountains of Shadow encounter set into the encounter deck. Remove the Desert Sands encounter set and the other stage 2A from the game.
As you travel along the edge of Mordor a feeling of unease sets in and you fear that you are being watched.
Forced: After a player plays an ally, he must exhaust that ally or raise his threat by 1.
Forced: When this stage is defeated, advance to a random stage 3.
While traveling north through the Vales of Anduin on your way to Dale, you are alarmed by the number of dangerous creatures that you encounter.
Setup: Set Woodmen Village and The Old Ford aside, out of play. Create the Evil Creatures deck (see insert) and place it next to the quest deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
Forced: After placing progress here from questing successfully, place 1 resource here.
Forced: At the beginning of the encounter phase, remove 1 resource from this stage. Then, add the top card of the Evil Creatures deck to the staging area.
This stage cannot be defeated while an enemy from the Evil Creatures deck in play.
Just when you think you've found the way out of the forest, you see an evil creature blocking your path. You dare not leave the trail after working so hard to find it, so you resolve to fight the beast and escape Mirkwood.
When Revealed: Remove Searching for a Way Out from the game. Search the remaining set-aside encounter set for the enemy with the most hit points and add it to the staging area. That enemy is the "nemesis" until it leaves play.
The nemesis gets +2 +2 +2 and is immune to player card effects.
Forced: At the end of the round, return the nemesis to the staging area and it makes an attack against the first player.
This stage cannot be defeated while the nemesis is in play. The nemesis cannot take damage unless there is at least 8 progress on this stage. If the players defeat the nemesis, they win the game.
You have journeyed to the Withered Heath in search of a giant Dragon. There you discover tracks that lead you to the cold heights of the Grey Mountains.
Setup: Set Cold-Drake and all four copies of Dragon Sign aside, out of play. Create the Caves deck (see insert) and set it next to the quest deck. Shuffle 2 set aside Dragon Sign objectives into the Caves deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
The Grey Mountains are a cold and untamed wilderness where nothing friendly dwells, and the weather is as real a danger to you as Dragons.
Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.
The players cannot defeat this stage unless at least 1 Dragon Sign is in the victory display.
The injured drake retreats among the rising slopes of Ered Mithrin and you chase afterit, carefully searching each potential hiding place.
When Revealed: Shuffle 2 set-aside Dragon Sign objectives into the Caves deck. Set Cold-Drake aside, out of play. (Do not remove damage tokens from it.) Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.
Forced: At the end of the round, remove 3 damage tokens from the set-aside Cold-Drake.
The players cannot defeat this stage unless at least 3 Dragon Signs are in the victory display.
The search for the legendary sword of Fram has led you to the long–forgotten city of Framsburg. There is an evil air inside the keep, and you wonder what dangers wait for you in the darkness within.
Setup: Set The Cursed Tomb aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.
A curse lays on the keep and foul creatures prowl through the night, but you will not be deterred from your search.
This stage cannot be defeated unless the players control at least 1 Loot objective.
You've found Fram's Tomb in the catacombs below the keep, but it is guarded by the ghastly shade of Fram himself. You must defeat him in order to win his blade, but you're not sure you can face the terror of his cold gaze.
When Revealed: The first player adds The Cursed Tomb to the staging area. Each other player searches the encounter deck and discard pile for a non-unique Undead enemy and adds it to the staging area. Shuffle the encounter deck.
Fram's Shade is immune to player card effects.
While The Cursed Tomb is in the victory display, Fram's Shade gains victory 6.
This stage cannot be defeated unless Fram's Shadw is in the victory display. When player defeat this stage, they win the game.
The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
Forced: After characters are committed to the quest, Dagnir makes an immediate attack against each player with 6 or more characters.
Forced: When this stage is defeated, deal 5 damage to Dagnir. This damage is not limited by Dagnir's text, and does not count toward her X value.
At the end of the combat phase, the players may bypass this stage.
The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
Forced: After characters are committed to the quest, each player must deal 2 damage to a questing character he controls.
Forced: When this stage is defeated, discard a non-unique enemy from play.
At the end of the combat phase, the players may bypass this stage.
Rows of iron–barred cells line both sides of a dark dungeon built beneath the old temple. You shudder to think what horrible fate befell the captives that were held here in years past as you continue to search for the missing Dorwinions.
When Revealed: Reveal 1 encounter card per player.
Forced: At the beginning of the quest phase, each player deals 1 damage to a hero he controls and exhausts that hero. That hero cannot ready or be healed until the refresh phase.
While there are 4 quest stages in the victory display, progress cannot be placed here.
So far your search has revealed nothing of Ulchor's whereabouts, so you attempt to blend in with the city populace in order to learn what you can. It is a risky but necessary decision.
When Revealed: Each player must choose: either raise your threat by 5, or reveal an encounter card.
City Guard cannot have more than 10 damage, and it gets -5 engagement cost for each resource here.
Forced: At the end of the round, place 1 resource here.
You've freed Ulchor's slaves, but his lieutenants are advancing with a garrison to recapture them. You must lead the prisoners in a desperate fight to win their freedom.
When Revealed: The first player returns each Warden enemy in the victory display to the staging area. Each other player discards cards from the top of the encounter deck until he discards an enemy and adds that enemy to the staging area.
This stage gets +10 quest points per player.
Forced: After a player commits characters to the quest, if he is not engaged with a Warden enemy he must reveal an encounter card.
This stage cannot be defeated while a Warden enemy is in play. When this stage is defeated, the players win the game.
The wizard Gandalf has chosen Bilbo Baggins to join Thorin and company on their quest to the Lonley Mountain.
Setup: Remove and shuffle the 7 Sack cards into a Sack deck and set it aside face down. Remove the 3 Troll enemies and the Troll Cave from the encounter deck and set them aside out of play. Then, shuffle the encounter deck. Each player reveals 1 card from the top of the encounter deck and adds it to the staging area.
At first they had passed through hobbit–lands, a wild respectable country inhabited by decent folk, with good roads, an inn or two, and now and then, a dwarf or a farmer ambling by on business. Then they came to lands where people spoke strangely, and sang songs Bilbo had never heard before. – The Hobbit.
During the confusion, bilbo stumbled won a tunnel and into Gollum's cave. There the Hobbit had to outwit the creature Gollum in a dangerous riddle contest to discover the way out.
Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck.
Players cannot advance to stage 3A unless both 1B and 2B are complete.
Progress tokens cannot be added to, or removed from, this quest except by answering riddles.
Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.
"Stick to the forest–track, keep your spirits up, hope for the best, and with a tremendous slice of luck you may come out one day and see the Long Marshes lying below you, and beyond them, high in the East, the Lonely Mountain where dear old Smaug lives."
–Gandalf, The Hobbit
Setup: Each player may shuffle 1 copy Bilbo's Magic Ring into his deck. Search the encounter deck for The Spider's Glade and set it aside, out of play. Then, shuffle the encounter deck and reveal 1 encounter card per player.
Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).
He issued from the Gate, the waters rose in fierce whistling steam and up he soared blazing into the air and settled on the mountain–top in a spout of green and scarlet flame –The Hobbit
When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play. Then, add Smaug the Magnificent to the staging area.
Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play. Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.
To hunt the whole mountain till he had caught the thief and had torn and trampled him was his one thought –The Hobbit
Bard and some of the nimblest of men and elves climbed to the height of the Eastern shoulder to gain a view of the North. Soon they could see the lands before the Mountain's feet black with a hurrying multitude. –The Hobbit
Players cannot advance from this stage unless stage 3 and stage 4 are complete.
Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.
As soon as the host of their enemies was dense in the valley, they sent against it a shower of arrows, and each flickered as it fled as if with stinging fire. Behind the arrows a thousand of their spearmen leapt down and charged. The yells were deafening. The rocks were stained black with goblin blood. –The Hobbit
Battle. (Characters may use instead of when questing here.)
Players cannot advance from this stage unless stage 2 and stage 4 are complete.
Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.
On all this Bilbo looked with misery. He had taken his stand on Ravenhill among the Elves – partly because there was more chance of escape from that point, and partly (with the more Tookish part of his mind) because if he was going to be in a last desperate stand, he preferred on the whole to defend the Elvenking. –The Hobbit
Siege. Characters may use instead of when questing here.)
Players cannot advance from this stage unless stage 2 and stage 3 are complete.
Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.
Frodo and his companions arrive at Bree to find the shadow of the Black Riders already on the crossroads town. Unsure of who to trust, they decide to lodge at The Prancing Pony. There they meet a friend of Gandalf named Strider who offers to lead them to Rivendell, but their movements are also tracked by less savory folk.
Setup: Set all copies of Ringwraith, The Witch-king, Midgewater, and Weathertop aside, out of play. Add The Prancing Pony and Bill Ferny to the staging area. Shuffle the encounter deck.
The player cannot advance while The Prancy Pony is in play.
In dark and loneliness they are strongest; they will not openly attack a house where there are lights and many people – not until they are desperate, not while all the long leagues of Eriador still lie before us. But their power is in terror, and already some in Bree are in their clutch. They will drive these wretches to some evil work: Ferny, and some of the strangers, and, maybe, the gatekeeper too.
–Strider, The Fellowship of the Ring
His plan, as far as they could understand it without knowing the country, was to go towards Archet at first, but to bear right and pass it on the east, and then to steer as straight as he could over the wild lands to Weathertop Hill. In that way they would, if all went well, cut off a great loop of the Road, which further on bent southwards to avoid the Midgewater Marshes. But, of course, they would have to pass through the marshes themselves, and Strider's description of them was not encouraging. -The Fellowship of the Ring
When Revealed: Add Midgewater to the staging area. Each player places 1 progress on the current quest.
Forced: At the end of the round, eithe remove X progress from the current quest or shuffle 1 out of play Ringwraith into the encounter deck. X is the number of players in the game.
The players cannot advance while Midgewater is in play.
The Council decides The One Ring must be cast into Mount Doom. Frodo is appointed eight companions to help him compete this quest and the Company of the Ring sets out from Rivendell into Hollin on their way to Mordor...
When Revealed: Make Redhorn Pass the active location. The first player reveals cards from the encounter deck until there is at least X in the staging area. X is twice the number of players in the game.
During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on the active location, if able.
"Hollin is no longer wholesome for us: it is being watched." –Aragorn, The Fellowship of the Ring
Then there came an echoing blast: a great horn was blown in the hall, and answering horns and harsh cries were heard further off. There was a hurrying sound of many feet. –The Fellowship of the Ring
When Revealed: Add Chamber of Mazarbul to the staging area.
If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step.
The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3.
Forced: After an enemy is defeated, place 1 resource token on this stage.
At the behest of Gandalf, Aragorn and his companions ride to Helm's Deep with the men of Rohan and their King. As the sun goes down, the valley below the Deeping Wall fills with the approaching army of Isengard...
When Revealed: Add The Defense of Helm's Deep and each set aside copy of Soldier of Isengard to the staging area. Make Deeping Wall the active location. Shuffle the encounter deck. Then, each player reveals 1 encounter card.
Forced: At the end of the combat phase, if the number of enemies in the staging area is less than the number of players in the game, the first player reveals an encounter card.
Forced: At the end of the round place 1 progress here for each enemy in the staging area (bypassing the active location).
Against the Deeping Wall the hosts of Isengard roared like a sea. Orcs and hillmen swarmed about its feet from end to end. –The Two Towers
When Revealed: Search the encounter deck, discard pile, and victory display for Helm's Gate and add it to the staging area. Shuffle the encounter deck. Make Helm's Gate the active location, returning any previous active location to the staging area.
Forced: After resolving the quest, if the encounter deck did not place at least 1 progress on this stage as the result of questing, the first player reveals 1 encounter card.
Hundreds of long ladders were lifted up. Many were cast down in ruin, but many more replaced them... –The Two Towers
Then there was a crash and a flash of flame and smoke. The waters of the Deeping–stream poured out hissing and foaming: they were choked no longer, a gaping hole was blasted in the wall. A host of dark shapes poured in. –The Two Towers
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the encounter deck until X enemies are discarded. X is the number of players. Add each enemy discarded this way to the staging area.
Forced: After a character is destroyed, place 1 progress on this stage (bypassing any active location).
If this stage is defeated, the players lose the game.
Over the wall and under the wall the last assault came sweeping like a dark wave upon a hill of sand. –The Two Towers
Frodo and Sam left the Fellowship above the falls of Rauros and crossed the great river to climb the Emyn Muil upon the Eastern shore. After days of wandering through that maze of rocky crags, they have finally reached the edge of the Dead Marshes only to discover that Gollum is following them.
Setup: Put Gollum into play engaged with the first player. Each player searches the encounter deck for 1 location, reveals it, and adds it to the staging area. Shuffle the encounter deck.
The players cannot advance unless the first player controls Sméagol.
Forced: After a player declares any number of attackers against Gollum discard the top card of the encounter deck. Gollum gets +X for this attack, where X is the discarded card’s
Things would have gone ill with Sam, if he had been alone. But Frodo sprang up, and drew Sting from its sheath. —The Two Towers
"Got him!" hissed Gollum in his ear. "At last, my precious, we've got him, yet, the nassty hobbit. We takes this one. She'll get the other. O yes, Selob will get him, not Sméagol: he promised; he won't hurt Master at all. But he's got you, you nassty filthy little sneak!" He spat on Sam's neck. –The Two Towers
When Revealed: Add Cleft of Cirith Ungol to the staging area. Flip Sméagol to Gollum and heal all damage from Shelob. Each player places 1 resource on Shelob.
If Gollum is defeated, add him to the victory display. (Do not flip him over.)
While Shelob has at least 1 resource on her, she gains:"Forced: When Shelob is dealt any amount of damage, cancel that damage and discard 1 resource from Shelob instead."
The players cannot defeat this stage unless both Shelob and Gollum are in the victory display. If the players defeat this stage, they win the game.
There are reports of increased Orc activity around Ithilien, and you have been sent to investigate. You enter Osgiliath and cross the river. On the outskirts of the city, you see a horde that surpassses all expectations coming down the Morgul Road.
Setup: Search the encounter deck for 12 Scout cards, and add 3 per player (one of each title), to the staging area. Remove The Witch-king from the encounter deck and set him aside, out of play. Shuffle any unused Scout cards back into the encounter deck.
As the van of the army enters the city, some of the horde's outriders are aware of your presence, and head in your direction. Drawing back, your make a hasty retreat towards the river.
Players cannot travel to West Bank locations.
"...every vessel in the town was filled with water, every warrior was armed... before the roar of Smaug's terrible approach grew loud, and the lake rippled red as fire beneath the awful beating of his wings." – The Hobbit
Smaug cannot have more than 12 damage on him.
When the players quest successfully, any number of progress tokens that would be placed on this quest may instead be discarded to remove the same amount of damage from Lake-Town.
The Lord of Lamedon has asked you to assist him in discovering the whereabouts of his lost son, Derufin. He hasn't been seen for days, and his father fears he may be in grave peril. Your search has led you to the Blackroot Vale, where the people live in dread of the Dead Men of Dunharrow.
Setup: Make Tarlang's Next the active location. Set Derufin, The Lord of the Dead, The Stone of Erech, and the 3 Night objectives aside, out of play. Shuffle the encounter deck. Place Eventide into play, next to the current quest.
When Revealed: Reveal 1 encounter card per player, adding them to the staging area.
Players cannot defeat this stage while Tarlang's Next is in play.
When Revealed: Add The Stone of Erech to the staging area and attach Derufin to it.
Forced: At the beginning of each round, the players must choose: each player skips the next planning phase, or heroes do not collect resources during the resource phase this round.
Setup: Add Stalking the Ruins and 1 copy of Abandoned Mine per player to the staging area. Set Lurker of the Depths, Naurlhûg, Naurlhûg’s Lair, and Sword of Belegost aside, out of play. Randomly select 1 of the 5 remaining
UNRECOGNIZED TYPE: trait-searchkeyword
&CardType=Objective@Loot} objectives and place it facedown underneath Stalking the Ruins (without looking). Shuffle the others into the encounter deck (without looking at them).You have entered the dark, half–sunken ruins of Belegost in search of powerful artifacts and ancient treasure.
The player cannot advance unless they control at least 1 Loot objective.
Forced: At the beginning of the travel phase, if there are no locations in play, return the topmost location in the encounter discard pile to the staging area.
Forced: When this stage is defeated, if Keys of Belegost is attached to a hero, advace to stage 2C. Otherwise, advance to Stage 2A.
Inside the Dwarven city, you can feel an evil presence stalking you...
When Revealed: Add Lurker of the Depths to the staging area.
As you explore the partially flooded ruins of Belegost, you feel something wet and leathery brush past your leg. The sound of thrashing water echoes from somewhere in the darkness ahead of you, when suddenly a horde of slimy, black tentacles strike at you!
The players cannot advance unless they control at least 2 Loot objectives and Lurker of the Depths is in the victory display.
Forced: When this stage is defeated, if Book of Aulë's Children is attached to a hero, advance to stage 3C. Otherwise, advance to stage 3A.
Some hideous creature of a forgotten age attacks your party. You must defeat it if you hope to leave Belegost alive.
The keys you discovered unlock a passage that leads deeper into the mines of Belegost. As you descend further into the Dwarven city, you marvel at the enormity of its size and the complexity of its design.
When Revealed: Shuffle Lurker of the Depths and the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a location is discarded. Add the discarded location to the staging area.
You must carefully explore the ruins to ensure you don't miss anything.
The player cannot advance unless they control at least 2 Loot objectives and there are at least 3 resources here.
Forced: After the active location is explored, place 1 resource here.
Forced: When this stage is defeated, if Book of Aul‰'s Children is attached to a hero, advance to stage 3E. Otherwise, advance to stage 3C.