ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Corsair Confrontation
Type: Quest
Keywords: Sailing.
Quest points: 255
Victory points: 3
Stage: 2A
When Revealed: Search the encounter deck, discard pile and victory display for 1 copy of Corsair Warship and add it to the staging area. Shuffle the encounter deck.
"Corsairs ahead!" an Elven lookout shouts. You are about to give the order to steer away from the warship, when Calaphon abruptly stops you. "Wait! In my dream, I remember a great battle against a powerful fleet. Could this mean we are on the right track?" Reluctantly, you prepare to fight.
Corsair Pursuit
Type: Quest
Keywords: Sailing.
Quest points: 10
Stage: 3B
Sailing.
You cannot place progress on Corsair Pursuit unless you are on-course (Sunny).
If there are no Ship enemies in play, you have defeated your pursuers, and win the game.
If this stage has 10 or more progress on it, you have lost your pursuers, and win the game.
Corsair Pursuit
Type: Quest
Keywords: Sailing.
Quest points: 10
Stage: 3A
When Revealed: Search the encounter deck or discard pile for the Ship enemy with the highest Threat and add it to the staging area (the 2 Ship enemies with the highest Threat instead if there are 3 or more players in the game). Shuffle the encounter 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.
Crossing the Anduin
Type: Quest
Quest points: 255
Stage: 2B
When Revealed: Each player searches the encounter deck and discard pile for a Dol Guldur location and adds it to the staging area. Shuffle the encounter deck. Advance to a stage 3 of your choice. If you are playing epic multiplayer mode, each team must choose a different stage.
Though grievous harm was done to the fair woods on the borders, the assaults were driven back; and when the Shadow passed, Celeborn came forth and led the host of Lórien over Anduin in many boats.
-The Return of the King
Crossing the Anduin
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: The first player may remove 10 progress from Power of Lórien to take control of the set-aside Host of Lórien. Then, he may remove an additional 20 progress from Power of Lórien to place it in his play area under his control, otherwise discard it.
Three times Lórien had been assailed from Dol Guldur, but besides the valour of the eleven people of that land, the power that dwelt there was too great for any to overcome...
-The Return of the King
Cursed Mists
Type: Quest
Keywords: Sailing.
Quest points: 6
Victory points: 3
Stage: 2B
Sailing.
While you are off-course (Cloudy, Rainy, or Stormy), each non-Ship ally gets –2 Willpower.
When this stage is defeated, if you are on-course (Sunny), 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.
Cursed Mists
Type: Quest
Keywords: Sailing.
Quest points: 6
Victory points: 3
Stage: 2A
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.
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."
Daechanar's Fall
Type: Quest
Quest points: 255
Stage: 3B
Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points.
Progress that would be placed on this quest is instead placed on locations in the staging area, divided as you choose.
Forced: At the end of the quest phase, if there are any locations in play, deal 1 damage to all characters in play. If there are no locations in play, the players have escaped Carn Dûm, and win the game.
Daechanar's Fall
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: If there are less than X locations in the staging area, search the encounter deck and discard pile and add locations to the staging area until there are X locations in staging area. X is the number of players in the game.
The imposter in Iârion's body collapses in agony, and a piercing shriek echoes the halls as the sorcerer exits Iârion. "Thank you," Iârion says with a pained smile before his eyes close for the last time. Before you can mourn your loss, the walls begin to shake and crack. The catacombs are collapsing!
Dawn Take You All
Type: Quest
Stage: 3B
When Revealed: Remove all Troll enemies and Sack cards from the game. If Troll Cave is in the victory display, the players have discovered the treasure cards Sting, Glamdring, and Orcrist.

The players have won the game.
Dawn Take You All
Type: Quest
Stage: 3A
"Dawn take you all, and be stone to you!" said a voice that sounded like William's but it wasn't. For just at that moment the light came over the hill, and there was a mighty twitter in the branches. William never spoke for he stood turned to stone as he stooped; and Bert and Tom were stuck like rocks as they looked at him. -The Hobbit
Deadly Creatures
Type: Quest
Quest points: 15
Stage: 3B
Enemies in the staging area cannot take damage.
Forced: After an enemy engages a player, deal 1 damage to a hero that player controls.
Venomous animals strike at you when you stumble too close. Weary as you are from your long journey, it is difficult to see them before it's too late.
Deadly Creatures
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Set each other stage 3A aside, out of play. Shuffle the encounter discard pile and the Desert Creatures encounter set into the encounter deck. Then, each player reveals an encounter card.
Orcs and Southrons are not the only things to fear in the wild; the wastes of Harondor are home to many deadly creatures.
Deeper into the Past
Type: Quest
Quest points: 9
Stage: 2D
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 Aulë's Children is attached to a hero, advance to stage 3E. Otherwise, advance to stage 3C.
You must carefully explore the ruins to ensure you don't miss anything.
Deeper into the Past
Type: Quest
Quest points: 9
Stage: 2C
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.
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.
Defeat the Serpent
Type: Quest
Quest points: 6
Stage: 3B
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.
Defeat the Serpent
Type: Quest
Quest points: 6
Stage: 3A
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.
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...
Defend the City
Type: Quest
Quest points: 50
Stage: 2B
This stage gets -10 quest points for each Host of Angmar in a victory display.
Forced: After the players have committed characters to the quest, the highest Attack enemy in the staging area makes an attack against each player in turn order. If no attacks are made in this way, reveal the top card of the encounter deck.
Response: At the end of the round, choose a stage. Each player at that stage heals 1 damage from a character he controls.
Defend the City
Type: Quest
Quest points: 50
Stage: 2A
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until their are X enemies are discarded. X is one less than the number of players at this stage, to a minimum of 1. Add each enemy discarded in this way to the staging area.
You've prepared the defenses as best you could, but the enemy has broken through in several places. It's up to you to protect the people inside the city.
Defend the Ship!
Type: Quest
Stage: 3B
During the travel phase, the players may travel to a location in the staging area even if another location is currently active. If they do, return the currently active location to the staging area.
At the end of the round, if the total Threat of any one Ship location is 9 or higher, the Stormcaller is destroyed, and the players lose the game.
When Thing in the Depths is destroyed, the players win the game.
Defend the Ship!
Type: Quest
Stage: 3A
When Revealed: Discard cards from the top of the encounter deck until X Tentacle enemies are discarded, where X is 1 more than the number of players in the game. Resolve the Grapple keyword on each of those enemies.
With your fleet too far to assist, you must help the Corsairs defend the Stormcaller from destruction, or else you will surely join them in the bottom of the ocean.
Delay the Enemy
Type: Quest
Quest points: 255
Stage: 1F
Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2.Response: At the end of the round, remove 10 progress from this stage, then the players at each other stage reveal 1 fewer encounter card during their next quest phase (to a minimum of 0).
It's up to you to harry the Orcs and slow their approach to the city.
Delay the Enemy
Type: Quest
Quest points: 255
Stage: 1E
Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Each player searches the encounter deck for a different enemy and adds it to the staging area. One of these enemies must be Vanguard of Carn Dûm. Shuffle the encounter deck.
An army from Angmar marches on the Dúnedain city of Annúminas. Your friends need time to prepare the defense, so you ride out to meet the enemy.
Departure from the Havens
Type: Quest
Keywords: Sailing.
Quest points: 8
Victory points: 3
Stage: 1B
Sailing.
While you are on-course, each Ship objective gets +2 Willpower.
When this stage is defeated, if you are on course (Sunny), 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.
Departure from the Havens
Type: Quest
Keywords: Sailing.
Quest points: 8
Victory points: 3
Stage: 1A
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.
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!
Destroy the Dreadnaught
Type: Quest
Quest points: 255
Stage: 2B
No more than 5 progress per player can be placed on this stage each round.
Action: Remove 5 progress per player from this stage to choose any group to shuffle 1 set aside Gondorian Warship card into their encounter deck.
Response: When the Dreadnaught attacks you, raise your threat by 4 to cancel the attack.
When the Dreadnaught is destroyed, the players win the game.
Destroy the Dreadnaught
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Add the set-aside Dreadnaught enemy to the staging area, Elite side faceup.
In the distance, you see a ship like no other: dozens of ominous black sails tower above the churning sea and prow of a fearsome serpent's head slices through the waves at an alarming speed. The rumors are true. You are awestruck at the extraordinary size and imtimidating presence of the Dreadnaught. You resolve to sink the menacing behemoth at all costs.
Dol Guldur Orcs
Type: Quest
Quest points: 255
Stage: 2D
The first Orc enemy revealed each quest phase gains surge.
Forced: When an Orc enemy attacks and damages a character, that character’s controller chooses and discards 1 card from his hand.
You fight to keep the Orcs at bay as you continue to search for landmarks or a better view of the forest to find your way out.
Dol Guldur Orcs
Type: Quest
Quest points: 255
Stage: 2C
When Revealed: Shuffle the Dol Guldur Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player.
You've got a better idea of where you are, but you have unfortunately wandered too far south and into the territory of the Orcs of Dol Guldur.
Don't Look at the Lights!
Type: Quest
Quest points: 24
Stage: 3B
While any player is engaged with an Undead enemy, progress cannot be placed on this stage.
The players cannot defeat this stage unless the first player controls Sméagol. If the players defeat this stage, they win the game.
Gollum laughed. "The Dead Marshes, yes, yes: that is their names," he cackled. "You should not look in when the candles are lit." —The Two Towers
Don't Look at the Lights!
Type: Quest
Quest points: 24
Stage: 3A
When Revealed: Each player searches the encounter deck and discard pile for an Undeadenemy and puts it into play engaged with him. Shuffle all locations in the victory display into the encounter deck.
For a moment the water below him looked like some window, glazed with grimy glass, through which he was peering. Wrenching his hands out of the bog, he sprang back with a cry. "There are dead things, dead faces in the water," he said with horror. —The Two Towers
Double Dealings
Type: Quest
Stage: 1B
Time 4.
Forced: After the last time counter is removed from this quest, reduce each player's threat elmination level by 10 for the remainder of the game. Then, place 4 time counters on this stage.
Forced: After one or more progress is placed on this quest, cancell all progress and reduce each players threat by an equal amount.
When all players have 0 threat, immediately proceed to stage 2.
Double Dealings
Type: Quest
Stage: 1A
Setup: Set Bellach and The Crossing at Tharbad aside, out of play. Search the encounter deck for 1 copy of Spy From Mordor per player, and add them to the staging area. Make The Empty Mug the active location. The first player takes control of Nalir, as an ally. Shuffle the encounter deck.
Your meeting with Nalir is interrupted by a host of Orcs led by a man, Bellach. In the ensuing chaos, you manage to escape with the Dwarf but the Orcs pursue. Outnumbered, you must throw the Orcs off your trail if you hope to escape...
Down, Down to Goblin Town
Type: Quest
Quest points: 20
Stage: 3B
Players cannot defeat this stage unless The Great Goblin is in the victory display.
When Revealed: Reveal 3 encounter cards per player, Bilbo Baggins may spend X resources to reduce the total number of encounter cards revealed by X. (To a minimum of 1.)
If the players defeat this stage, they have won the game.
Down, Down to Goblin Town
Type: Quest
Quest points: 20
Stage: 3A
When Revealed: Shuffle all encounter cards back into the encounter deck and set it aside, inactive. The second encounter deck becomes the active encounter deck. Search the encounter deck for The Great Goblin and add it to the staging area. Then, shuffle the encounter deck.
Out jumped the goblins, big goblins, great ugly-looking goblins, lots of goblins, before you could say rocks and blocks. - The Hobbit
Drawing Attention
Type: Quest
Quest points: 15
Stage: 3B
City Guard cannot have more than 15 damage, and it gets -5 engagement cost for each resource here.
Forced: At the end of the round, place 1 resource here.
You must escape the notice of the city guard if you hope to reach Ulchor.
Drawing Attention
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Each player must choose: either raise your threat by 5, or City Guard makes an immediate attack against you.
You've learned that Ulchor seeks an audience with the King of Ulfast, but your attempts to blend in with the locals have backfired: the city guard has been alerted to your presence!
Drive them Out
Type: Quest
Quest points: 12
Stage: 2B
Progress cannot be placed on locations in the staging area by player card effects.
The players cannot travel to Gate of Dorwinion unless there are more locations under the players control than in the staging area.
Forced: When a location is explored, the first player takes control of it.
At the end of the round, if the players control Gate of Dorwinion, they win the game.
Drive them Out
Type: Quest
Quest points: 12
Stage: 2A
When Revealed: Each player returns the highest Threat location he controls to the staging area. Shuffle the encounter discard pile into the encounter deck. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy and puts that enemy into play engaged with him.
After hours of hard fighting, you have gained the upper hand, but the battle will not be won until Ulchor and his army are driven out of the city.
Drums in the Deep
Type: Quest
Quest points: 9
Stage: 2B
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.
Drums in the Deep
Type: Quest
Quest points: 9
Stage: 2A
When Revealed: Add Chamber of Mazarbul to the staging area.
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
Dungeons of the Necromancer
Type: Quest
Quest points: 255
Stage: 3H
Dungeon Dweller gets -1 engagement cost for each progress token on this stage.
Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards an ally he controls. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches the top 10 cards of his deck for an ally an puts it into play.
Dungeons of the Necromancer
Type: Quest
Quest points: 255
Stage: 3G
When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Dungeon Dweller to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Dungeon Dweller makes an immediate attack against each player in turn order.
Amidst the battle, you gain entrance into the dungeons beneath Dol Guldur. You slip inside to release what captives you can, but an evil creature awaits.
Dunlending Attack
Type: Quest
Keywords: Time 2.
Quest points: 14
Stage: 2B
Time 2.
When Revealed: Each player searches the encounter deck and discard pile for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.
Forced: After the last time counter is removed from this stage, each player assigns X damage among characters he controls where X is the number of cards in his hand. Place 2 time counters on this stage.
Dunlending Attack
Type: Quest
Keywords: Time 2.
Quest points: 14
Stage: 2A
After driving the Wild Men back from the islet, you are surprised to find king Théoden's personal advisor, Gríma Wormtongue, among the men defending the fords. He tells you that he was on his way to Isengard when he was caught in the attack. Before he can say more of his errand, the Dunlendings redouble their assault. "Save me!" Gríma cries as he shrinks behind you. The life of the king's counselor is in your hands...
Embassy from the Dark Tower
Type: Quest
Keywords: Dire.
Stage: 1B
When Revealed: In player order, each player places the top card of his deck faceup in front of him until their are a total of 4 faceup player cards between the players. Place the top 4 cards of the encounter deck faceup. Starting with the highest cost player card, pair each player card with the highest threat encounter card remaining until their are 4 pairs. For each pair, the first player must choose: either discard both cards in the pair, or reveal the encounter card to play the player card at no cost.
Embassy from the Dark Tower
Type: Quest
Keywords: Dire.
Stage: 1A
Setup: Add The Black Gate and The Mouth of Sauron to the staging area. Set Gwaihir aside, out of play. Shuffle the encounter deck.
Aragorn has led the Men of the West to the very Gate of Mordor in a perilous gamble to keep the Eye of Sauron focused on him. After challenging the Dark Lord to come forth and face judgement, the Black Gate opens and an embassy from Barad-dûr rides out led by The Mouth of Sauron.
Entering the Mines
Type: Quest
Quest points: 7
Stage: 1B
When Revealed: Reveal 1 encounter card per player, and add it to the staging area.
Player cannot advance to the next stage of the scenario unless Bridge of Khazad-dum is in their victory display.
The doors of the East-gate hang crooked on their henges. The darkness inside the doorway is still and impenetrable, shutting out the last beams of a sinking sun.
Entering the Mines
Type: Quest
Quest points: 7
Stage: 1A
Setup: Search the encounter deck for East-gate and Cave Torch. Put East-gate into play as the active location, and have the first player attach Cave Torch to a hero of his choice. Set First Hall and Bridge of Khazad-dum aside, out of play. Shuffle the encounter deck.
You have been sent by the White Council to Moria, to deliver a message to Balin and his Dwarven colony. No one has heard from him in a while.
Escape Attempt
Type: Quest
Quest points: 3
Stage: 2B
The player guarding Gollum cannot commit characters to this quest (unless he is the only player in the game).
If the players quest unsuccessfully, Gollum escapes and the players have lost the game.
Escape Attempt
Type: Quest
Quest points: 3
Stage: 2A
As soon as he thinks that no one is watching, Gollum attempts to slip his bonds and escape.
Escape from Cirith Ungol
Type: Quest
Quest points: 12
Stage: 3B
The players cannot travel to The Two Watchers unless there is at least 12 progress on this stage.
While The Two Watchers is in the staging area (enenmy side faceup), it gets +3 Threat and +3 Defense and is considered to be engaged with each player.
The stage cannot be defeated while The Two Watchers is in play. If this stage is defeated, the players win the game.
Escape from Cirith Ungol
Type: Quest
Quest points: 12
Stage: 3A
When Revealed: Add Last of the Company to the victory display. Attach The One Ring to the Ring-bearer and exhaust the Ring-bearer. The first player moves The Two Watchers from the victory display to the staging area (location side faceup). Each other player reveals an encounter card.
"It's the gate. There's some devilry there. But I got through, and I'm going to get out. It can't be more dangerous than before. Now for it!"
-Sam Gamgee, The Return of the King
Escape from Fangorn
Type: Quest
Keywords: Time 4.
Quest points: 12
Stage: 2B
Time 4.
Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3A.
The players cannot defeat this stage unless Mugash is attached to a hero.
If the players defeat this stage, they win the game.
Escape from Fangorn
Type: Quest
Keywords: Time 4.
Quest points: 12
Stage: 2A
When Revealed: Each player searches the encounter deck and discard pile for a Huorn enemy and adds it to the staging area. Shuffle the encounter deck.
You've rescued Mugash from the trees, but your sense the forest itself seethes with anger toward you. The thankless Orc struggles against you and the tree branches grasp at you. It's going to be a hard fight to get out of Fangorn with your captive...