Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.
Several of your captured companions are being sent to the executioner's block. If you make it in time, you might be able to save them before they are slain!
Savage Trollspawn gets +1 for each damaged character the engaged player controls.
Shadow: Attacking enemy gets +1 for each damaged character the defending player controls.
Forced: After Coldfell Giant engages you, deal 1 damage to 3 different characters you control.
Shadow: If the defending character has at least 1 damage token on it, attacking enemy makes an additional attack after this one.
For each excess point of combat damage dealt by Cruel Mountain-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must remove 1 progress from each quest card in play.
Trolls were abroad, no longer dull–witted, but cunning...
–The Fellowship of the Ring
Ruthless Hill-troll gets +2 and +2 while it has 3 or more damage on it.
Shadow: Shuffle 1 location with the safe keyword (but not its attached encounter) back into the encounter deck.
Damaged characters cannot be declared as attackers or defenders against Goblin Pursuer.
Shadow: Attacking enemy gets +1 (+3 instead if this attack is undefended).
While Troll-fells is the active location, Weather cards gain doomed 1.
When Revealed: If Troll-fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.
While Barren Moorland is in the staging area, it gains:
Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.
Travel: Deal 1 damage to each exhausted character.
When Revealed: Starting with the first player, each player must either engage an enemy in the staging area with a higher engagement cost than his threat, or search the encounter deck and discard pile for a Troll or Giant enemy and add it to the staging area. Deal each enemy that engages a player through this effect 2 shadow cards.
When Revealed: Attach to an exhausted hero, or a ready hero is there are no exhausted heroes. Counts as a Condition attachment with the text:
Limit 1 per hero. Attached hero cannot ready and does not collect resources during the resource phase. Discard No Rest if the players travel to a safe location.
Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round.
Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.
Trolls and Giants have been pursuing you since your arrival in these moors. Your company must cover their tracks so the vile creatures do not follow.
Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero.
Response: After this stage is defeated, heal 1 damage from each hero.
What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.
The cost to play each player card is increased by 1.
Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.
You risk drawing the attention of nearby Trolls by venturing into their lair. Perhaps inside you can find supplies to help you get back to Rivendell...
Indestructible. Cannot have attachments.
Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.
While the current quest has 1 or more progress on it, Wight of Rhudaur gains
UNRECOGNIZED TYPE: keywordkeyword
@surge}.While the current quest has 0 progress on it, Wight of Rhudaur gains doomed 2.
...evil spirits out of Angmar and Rhudaur entered into the deserted mounds and dwelt there.
–The Return of the King
Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.
Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.
While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.
Forced: If Forbidden Descent leaves play from the staging area, raise each player’s threat by 2.
Action: Raise your threat by 1 to reduce the of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)
Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.
Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck.
Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.
"I am not sure that I like it: it has a – well, rather a barrow-wightish look."
–Merry, The Fellowship of the Ring
While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.
Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.
When Revealed: Deal 1 damage to each exhausted character. Each player with a threat of 35 or higher must also discard each exhausted attachment he controls.
Shadow: Attacking enemy gets +1 (+3 instead if the defending player does not control at least 1 Clue objective.)
When Revealed: Discard the top 3 cards of the encounter deck. The first player must either remove X progress from among the quests in play, or assign X damage among characters he controls. X is the total of the discarded cards.
Shadow: If this attack destroys a character, raise your threat by the destroyed character's .
When Revealed: Each player must exhaust a character he controls. Attach Haunting Fog to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +6 quest points."
Fog still hung in veils upon the crumbling rock-wall...
–The Fellowship of the Ring
While Quiet the Spirits is the current quest, each Undead enemy that enters play immediately engages the player with the highest threat. Enemies that engage a player from this effect contribute their to the total in the staging area until the end of the phase.
Forced: After an enemy is destroyed, place 2 progress on Quiet the Spirits.
When this quest is defeated, flip it over.
Action: Exhaust Amarthiúl or a hero to claim Daechanar’s Brand. Then, attach Daechanar’s Brand to that character.
Attached character gets +1 while attacking Undead enemies.
When you touch this dark blade, you can feel a cursed power coursing through it. In Tengwar, the name "Daechanar" is inscribed upon its handle.
You search through the ashes of the keep's destroyed rooms. If you are diligent, you may be able to find a clue as to Iârion's ancestry.
While Sift through the Debris is the current quest, each location in the staging area gets +1
Forced: After a location is explored, place 2 progress on Sift through the Debris.
When this quest is defeated, flip it over.
Action: Exhaust Amarthiúl or a hero to claim Heirloom of Iârchon. Then, attach Heirloom of Iârchon to that character.
Attached character gets +1 .
You find a pendant, similar to the one you've seen Iârion wearing. The inscription on the back says:
"Iârchon, may this pendant guide you away from the shadow that dwells within us all. –Your loving father"
You look through the keep's many torn and ancient records, hoping to find information to help you understand the Enemy's plan...
While Decipher Ancient Texts is the current quest, allies get –2 .
Action: Pay 1 resource to place 1 progress on Decipher Ancient Texts. (Any player may trigger this action. Limit 3 times per round.)
When this quest is defeated, flip it over.
Action: Exhaust Amarthiúl or a hero to claim Orders from Angmar. Then, attach Orders from Angmar to that character.
Attached character gets +1 while defending against Undead enemies.
You find a tattered, barely legible scroll dated over 1000 years ago, summong those loyal to the Witch-king of Angmar for an assault on Rivendell.
Indestructible. Cannot have attachments.
Each other enemy gets +10 engagement cost.
Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.
Indestructible. Cannot have attachments.
Each other enemy gets -10 engagement cost.
Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, Thaurdir heals 3 damage and makes an immediate attack against the first player.
Carn Dûm Garrison gets +1 for each shadow card currently dealt to it.
Shadow: Attacking enemy gets +1 for each shadow card currently dealt to it.
Forced: After an event card is played, deal 1 shadow card to Werewolf of Angmar.
Forced: If there are 3 shadow cards dealt to Werewolf of Angmar and it is in the staging area, it engages the first player and makes an immediate attack (do not deal it a shadow card for this attack).
While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.
Shadow: Attacking enemy gets +1 (+3 instead if the defending player's threat is higher than the attacking enemy's engagement cost).
While Mountains of Angmar is the active location, each shadow card with no shadow effect gains: "Shadow: Raise defending player's threat by 2."
Shadow: Raise defending player's threat by 2.
Forced: After an enemy attacks, heal 1 damage from it.
Travel: Deal each enemy in play 1 shadow card to travel here.
Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.
While Fortress Walls is the active location, for each resource spent by a player, raise that player's threat by 1.
Shadow: If your threat is 40 or higher, attacking enemy makes an additional attack against you after this one.
When Revealed: Each player must discard a random card from his hand. Each player then searces his deck for each other copy of the card he discarded, and discards those as well. Shuffle each searched deck.
Shadow: Discard a random card from the defending player's hand.
When Revealed: Each player must distribute damage among questing characters equal to the printed cost of the highest cost card in that player's discard pile.
Shadow: Attacking enemy gets +1 . If this attack destroys an ally, search your deck for another copy of that ally and discard it, if able.
With reckless abandon, your company makes a mad dash for the gates!
Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 until the end of the round. If Thaurdir is Captain side faceup, flip him.
Response: After Furious Charge is defeated, add 10 progress to the main quest.