ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
The Passage Out
Type: Quest
Keywords: Siege.
Quest points: 14
Stage: 3B
Siege.
Characters use their Willpower instead of Attack when attacking enemies. If an enemy would be damaged this way, place progress tokens on it instead of damage tokens. When an enemy has progress equal to its hit points, add it to the victory display and place those progress tokens on the quest.
If the players defeat this stage, they have won the game.
The Passage Out
Type: Quest
Keywords: Siege.
Quest points: 14
Stage: 3A
When Revealed: Add Drû-buri-Drû to the staging area.
You sense that the edge of the forest must be near at hand, but Woses are master huntsmen and a band of them block your path. your situation seems hopeless: there are simply too many of them. As they begin their attack, you realize your only hope of survival is to convince the Pukel-men that you are not their enemy.
The Paths of the Dead
Type: Quest
Quest points: 254
Stage: 2B
X is the threat of the player with the highest threat.
Each player cannot reduce his threat below his initial threat level.
Forced: At the beginning of the planning phase each player must choose: either raise your threat by 1, or you cannot play cards this phase.
...there could be no turning back; all the paths behind were thronged by an unseen host that followed in the dark. -The Return of the King
The Paths of the Dead
Type: Quest
Quest points: 254
Stage: 2A
When Revealed: Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.
He could see nothing but the dim flame of the torches; but if the company halted, there seemed an endless whisper of voices all about him, a murmur of words in no tongue that he had ever heard before. -The Return of the King
The Pursuit
Type: Quest
Quest points: 11
Stage: 1B
When Revealed: Reveal 1 card from the encounter deck per player and add it to the staging area.
The Drúadan Forest is a wild and dangerous place. It is said that Woses, reclusive forest dwellers, still reside among the trees. You wonder if your quarry has considered the dangers of this course.
The Pursuit
Type: Quest
Quest points: 11
Stage: 1A
Setup: Search the encounter deck for Drû-buri-Drû and set him aside, out of play. Shuffle the encounter deck.
The leader of the underworld cabal from Minas Tirith has fled with his remaining henchmen. You have followed his trail to The Drúadan Forest, hoping to bring the nameless villain to justice.
The Raven Clan
Type: Quest
Keywords: Time 3.
Quest points: 15
Stage: 2B
Time 3.
Forced: After the last time counter is removed from this stage, reveal the top card of the Raven deck and add it to the staging area. Place 3 time counters on this stage.
Each location in the staging area gets +2 quest points.
The Raven Clan
Type: Quest
Keywords: Time 3.
Quest points: 15
Stage: 2A
When Revealed: Shuffle the Raven deck discard pile into the Raven deck. Then, starting with the first player, each player takes the top card of the Raven deck and adds it to the staging area.
Chief Turch's goal is to defeat the Raven Clan before they can marshal their full strength, but Dunland is a vast country and there is much ground to cover. The longer it takes to subdue the enemy, the more time they have to gather...
The Rearguard
Type: Quest
Stage: 1B
Murzag cannot leave play unless destroyed. If Murzag is defeated, advance to the next stage.
You are betrayed! Lord Alcaron has revealed himself as in league with the Enemy. A large Uruk, Murzag, has been left in charge of finishing you off while Faramir is rushed ahead to the Dead City.
The Rearguard
Type: Quest
Stage: 1A
Set aside Lord Alcaron, Nazgûl of Minas Morgul, and The White Bridge. Add To the Tower, Murzag and 1 copy of Morgul Vale to the staging area.
Lord Alcaron and Faramir have been captured by forces from Minas Morgul. You pursue their captors eastward into the dreaded vale.
The Rearguard
Type: Quest
Quest points: 6
Stage: 3B
This stage cannot be defeated while Goblin Troop is in play. When this stage is defeated, the heroes discover the trail to the Goblins' secret lair and the players win the game.
The Goblins are aware of your pursuit and form a rearguard to confront you while the others retreat to their secret hideaway. You must defeat this troop before you can continue your chanse.
The Rearguard
Type: Quest
Quest points: 6
Stage: 3A
When Revealed: The first player adds the set-aside Goblin Troop to the staging area. Each other player searches the encounter deck and discard pile for a Goblin enemy and adds it to the staging area.
The Rear Guard
Type: Quest
Quest points: 16
Stage: 2B
Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing any active location) at the end of the quest phase.
If Durin's Bane has 0 hit points, advance to the next stage of the scenario immediately.
The Rear Guard
Type: Quest
Quest points: 16
Stage: 2A
The fire-demon is Durin's Bane, doom of the Dwarves and the new Lord of Moria. It cannot be destroyed by mere strength of arms. You must find another way to deal with this Balrog as it relentlessly attacks, sword and whip weaving a deadly pattern of flame.
The Ringwraiths Attack
Type: Quest
Stage: 3B
If there are no Nazgûl enemies in play, the players win the game.
There were five tall figures: two standing on the lip of the dell, three advancing. In their white faces burned keen and merciless eyes; under their mantles were long grey robes; upon their grey hairs were helms of silver; in their haggard hands were swords of steel. Their eyes fell on him and pierced him, as they rushed towards him. Desperate, he drew his own sword...
–The Fellowship of the Ring
The Ringwraiths Attack
Type: Quest
Stage: 3A
When Revealed: Add Weathertop and The Witch-king to the staging area. Search the encounter deck and discard pile and add each Nazgûl enemy found to the staging area. Shuffle the encounter deck.
Strider has led Frodo and his companions to Weathertop where he hopes to meet Gandalf. Instead, they find the Black Riders waiting for them. As the sun goes down, the Nazgûl close in on their prey.
The Ring-bearer Sets Out
Type: Quest
Quest points: 16
Stage: 4B
During the quest phase, reveal 1 additional encounter card for each player in the game.
Response: After an enemy is revealed at this stage, raise your threat by X to engage that enemy. X is that enemy's Threat. Each player (at any stage) may trigger this ability once per round.
When this stage is defeated, the players win the game.
The Ring-bearer Sets Out
Type: Quest
Quest points: 16
Stage: 4A
When Revealed: Add Parth Galen to the staging area. If it is your quest phase, end the phase (do not resolve the quest).
"Now, Sam," said Frodo, "don't hinder me! The others will be coming back at any minute. If they catch me here, I shall have to argue and explain, and I shall never have the heart of the chance to get off. But I must go at once. It's the only way." -The Fellowship of the Ring
The Road to Isenmouthe
Type: Quest
Keywords: Dire.
Quest points: 255
Stage: 2B
Dire. Forced: After placing progress here from questing successfully, each player makes a Fortitude test. If a player passes this test, he places a resource here. If a player fails this test, he discards cards from the top of the encounter deck until an enemy is discarded and puts that enemy into play engaged with him.
At the end of the quest phase, if the number of resources here is equal to or greater than the number of players, advance to stage 3A.
The Road to Isenmouthe
Type: Quest
Keywords: Dire.
Quest points: 255
Stage: 2A
When Revealed: Search the encounter deck and discard pile and victory display for Mordor Road and add it to the staging area. Shuffle the encounter discard pile into the encounter deck and travel to Mordor Road.
They had gone some miles, and the road was at last running down a long slope into a plain, when Frodo's strength began to give out and his will wavered. He lurched and stumbled. Desperately Sam tried to help him and hold him up...
-The Return of the King
The Road to Tharbad
Type: Quest
Quest points: 18
Stage: 1B
Time 2.
Forced: After the last time counter is removed from this stage, each player discards his hand and draws 2 cards. Place 2 time counters on this stage.
Already weary from a full day of travel, you struggle to hold off the ferocious Dunlending attack. You must rally your companions and drive back the enemy, or you will be defeated.
The Road to Tharbad
Type: Quest
Quest points: 18
Stage: 1A
Setup: Set Chief Turch and Munuv Du^v Ravine aside, out of play. Make Old South Road the active location. Each player searches the encounter deck for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck.
You are following the Old South Road from Isengard to Tharbad on an errand for Saruman when you are attacked by Wild Men of Dunland.
The Roots of Ered Luin
Type: Quest
Quest points: 6
Stage: 3D
The Discover value on the active location is increased by 1.
During the travel phase, the players must travel to a location, if able.
Forced: When this stage is defeated, if Map of Ered Luin is attached to a hero advance to stage 4A. Otherwise, advance to stage 3E.
The Roots of Ered Luin
Type: Quest
Quest points: 6
Stage: 3C
When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
Your exploration of Belegost has brought you down to the very roots of the Ered Luin mountain range. Here, in the utter black, a patchwork of tunnels and pitfalls create an impassable labyrith. You need a map to find your way...
The Ruins of Ost-in-Edhil
Type: Quest
Keywords: Time 3.
Quest points: 14
Stage: 1B
Time 3.
Forced: After the last time counter is removed from this stage, trigger each Scour effect currently in play. Place 3 time counters on this stage.
Ballach is immune to player card effects and cannot be engaged.
The players cannot advance unless Celebrimbor's Mould is attached to a hero.
The Ruins of Ost-in-Edhil
Type: Quest
Keywords: Time 3.
Quest points: 14
Stage: 1A
Setup: Add Bellach, The Orcs' Search, and The Secret Chamber to the staging area. Attach Celebrimbor's Mould to The Secret Chamber. Each player adds a different Ost-in-Edhil location to the staging area. Shuffle the encounter deck.
You have finally reached the ruins of Ost-in-Edhil, but Bellach and his Orcs have arrived before you. They appear to be searching for the hidden chamber. If you want to reach it first, you will have to move quickly and carefully...
The Seat of Amon Hen
Type: Quest
Stage: 3B
If Frodo's Choice is not in play, any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead.
Forced: After Frodo's Choice is revealed at this stage, advance to stage 4A.
Response: After you quest successfully, choose a player. That player draws 2 cards and lowers his threat by 2.
The Seat of Amon Hen
Type: Quest
Stage: 3A
Forced: After stage 2B is discarded, if the total Threat of encounter cards in this staging area is less than 4, reveal 1 encounter card.
"I am going to the top, to the Seat of Amon Hen, to see what may be seen. And look! It is as my heart guessed, Frodo went this way. Follow me, and keep your eyes open!" -Aragorn, The Fellowship of the Ring
The Seething Lake
Type: Quest
Quest points: 5
Stage: 2B
When Revealed: Add The Watcher to the staging area. Doors of Durin becomes the active location, moving any previous active location to the staging area. Shuffle all Tentacle cards in the encounter discard pile back into the encounter deck.
If the players have at least 3 victory points and defeat this stage, they have won the game.
The Seething Lake
Type: Quest
Quest points: 5
Stage: 2A
The others swung round and saw the waters of the lake seething, as if a host of snakes were swimming up from the southern end. - The Fellowship of the Ring
The Doors of Durin are blocked by an ancient spell. You must figure out a way into the mines before the Seething bog and its Watcher consumes you all.
The Servants of Morgoth
Type: Quest
Quest points: 6
Stage: 3B
The first Hazard card revealed each round gains surge.
During the travel phase, the players must travel to a location, if able.
Forced: When this stage is defeated, if Dwarven Torch is attached to a hero, advance to stage 4A. Otherwise advance to stage 3C.
The Servants of Morgoth
Type: Quest
Quest points: 6
Stage: 3A
When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
Your journey into Belegost has captured the attention of the many foul creatures that now dwell there. Evil creatures that lay hidden for countless years now stir in the darkness around you. You need a light to ward them off.
The Shades of Angmar
Type: Quest
Quest points: 11
Stage: 1B
When Revealed: Each player must search the encounter deck for a Baleful Shade and put it into play engaged with him. Shuffle the encounter deck and reveal 1 encounter card per player.
Forced: At the end of the refresh phase, each player discards the top card of his deck.
If a player has no cards in his deck, he is eliminated from the game.
The Shades of Angmar
Type: Quest
Quest points: 11
Stage: 1A
Setup: Put Iârion into play. Set Thaurdir aside, out of play. Add 1 copy of Fornost square to the staging area. Shuffle the encounter deck.
You've brought the prisoners you rescued from the Weather Hills to Fornost. The Rangers gathered there are shocked to hear what you discovered at Amon Forn. Before their Chieftain can decide what to do, an unnatural fog covers the ruins in darkness, and the spectres of dead warriors emerge from the mists to attack you!
The Shadow Host
Type: Quest
Quest points: 14
Stage: 3B
Midnight. Battle (Characters use their Attack instead of Willpower when questing.)

Players cannot place progress on this stage unless they control Derufin.

If the players defeat this stage, they have escaped the Blackroot Vale with Derufin and won the game.
The Shadow Host
Type: Quest
Quest points: 14
Stage: 3A
When Revealed: Starting with the first player, each player searches the encounter deck and discard pile for 1 Oathbreaker enemy, reveals it, and adds it to the staging area. Add the Lord of the Dead to the staging area.

Shuffle the encounter deck.
The Shadow of Mordor
Type: Quest
Stage: 2B
Forced: After the active location leaves play as an explored location, reveal the top card of the encounter deck. Then, place 1 resource here.
This stage cannot be defeated unless there are at least X resources here, where X is 3 more than the number of players.
You must find the leader of the cult in order to put an end to this evil plot.
The Shadow of Mordor
Type: Quest
Stage: 2A
When Revealed: Add 1 random set aside Plot objective to the staging area. Reveal 1 encounter card per player.
Your investigation has found that the rumors are true: a cult of Sauron worshippers has taken root in Dorwinion, and they are plotting to overthrow the peaceful country.
The Side Door
Type: Quest
Quest points: 255
Victory points: 1
Stage: 1B
Forced: At the end of the planning phase, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, add The Side Door to the victory display and advance to the top stage 2A of the quest deck.
It doesn't take you long to discover Urdug's secret entrance, and with a turn from Durin's Key the way into Mount Gundabad lies open before you. You must find Durin's Forge, repair Wormsbane, and use it to kill Dagnir.
The Side Door
Type: Quest
Quest points: 255
Victory points: 1
Stage: 1A
Setup: Add Dagnir to the staging area and set The First Forge aside, out of play. Create the Caves deck and the quest deck (see insert). Attach Wormsbane to a hero, Broken side face-up. Shuffle the encounter deck and discard cards from the top until X locations have been discarded, where X is 1 less than the number of players in the game. Add those locations to the staging area.
Mount Gundabad rises before you, and the Dragon, Dagnir, waits within.
The Siege of Dol Guldur
Type: Quest
Quest points: 255
Stage: 3B
Bane of Amon Lanc 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 increase Dol Guldur's city strength by 3. The first player may remove an additional 5 progress to reduce Dol Guldur's city strength by 3.
The Siege of Dol Guldur
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Bane of Amon Lanc 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), Bane of Amon Lanc makes an immediate attack against each player in turn order.
Sauron took Amon Lanc from the Elves at the beginning of the Third Age. Now the Elves lay siege to reclaim the fortress and cleanse the forest.
The Spiders' Hive
Type: Quest
Quest points: 5
Stage: 3B
While there are at least 5 progress tokens on this stage, Brood Mother loses the text: "Cannot take damage."
Forced: After the Search objective is flipped to Off Track, remove all progress tokens from this stage.
This stage cannot be defeated while Brood Mother is in play. If the players defeat this stage, they win the game.
The Spiders' Hive
Type: Quest
Quest points: 5
Stage: 3A
When Revealed: The first player adds Brood Mother to the staging area. Each other player reveals an encounter card. Flip the Search objective to Off Track.
Your search has led you far underground, to a large cavern full of giant spider eggs. Along the walls, you see the cocooned bodies of your friends bound with many strands. At the center of the chamber is the enormous brood mother. She glares at you through many bulbous eyes and a poisonous froth bubbles from her fangs. You must find a way to defeat her in order to rescue your friends.
The Spider's Pass
Type: Quest
Quest points: 16
Stage: 2B
Shelob cannot leave the staging area and Sméagol cannot attack or defend.
Each player cannot play, or put into play, more than 1 ally each round.
No more than 4 progress can be placed on this stage each round.
They had not gone more than a few yards when from behind them came a sound, startling and horrible in the heavy padded silence: a gurgling, bubbling noise, and a long venomous hiss. —The Two Towers
The Spider's Pass
Type: Quest
Quest points: 16
Stage: 2A
When Revealed: Add Shelob to the staging area and shuffle all cards from The Great Spider encounter set and the encounter discard pile into the encounter deck.
Presently they were under the shadow, and there in the midst of it they saw the opening of a cave. "This is the way in," said Gollum softly. "This is the entrance to the tunnel." He did not speak its name: Torech Ungol, Shelob’s Lair. —The Two Towers
The Stairs of Cirith Ungol
Type: Quest
Quest points: 255
Stage: 1B
Progress cannot be placed on Underground locations.
Response: After Sméagol's Secret Way is explored, discard 3 random cards from each player's hand to discard each Nazgûl enemy in the staging area.
Forced: At the end of the quest phase, if Sméagol's Secret Way is in the victory display, advance to stage 2A.
The Stairs of Cirith Ungol
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set Cleft of Cirith Ungol, Shelob and The Great Spider encounter set aside, out of play. Put Sméagol into play under the first player's control. Make Morgul Vale the active location. Add Sméagol's Secret Way to the staging area. Shuffle the encounter deck.
Sméagol has led Frodo and Sam to the Morgul Vale, where he promises to show them a secret way over the Mountains of Shadow and into the land of Mordor, but Sam fears that Gollum may be leading them into a trap...
The Star's Guidance
Type: Quest
Keywords: Sailing.
Quest points: 4
Victory points: 3
Stage: 2B
Sailing.
While you are off-course (Cloudy, Rainy, or Stormy), each Ocean location gets +1 Threat.
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.
The Star's Guidance
Type: Quest
Keywords: Sailing.
Quest points: 4
Victory points: 3
Stage: 2A
When Revealed: Search the encounter deck and discard pile for 1 copy of Starlit Sea and add it to the staging area. Shuffle the encounter deck.
Calphon recognizes a bright star in the night sky, pointing to it. "There! That star! I remember that star from my vision. I believe we must follow that star if we are to reach the island." Calphon’s guidance has led you this far. But none of your maps or almanacs make any mention of this bright star...
The Taming of Sméagol
Type: Quest
Quest points: 6
Stage: 1B
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 Defense for this attack, where X is the discarded card’s Threat.
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
The Taming of Sméagol
Type: Quest
Quest points: 6
Stage: 1A
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.
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.
The Tower of Sorcery
Type: Quest
Quest points: 255
Stage: 3D
Sorcerer of Dol Guldur 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 all but 1 card from his hand. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches his deck for a card, adds it to his hand, and shuffles his deck.
The Tower of Sorcery
Type: Quest
Quest points: 255
Stage: 3C
When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Sorcerer of Dol Guldur 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), Sorcerer of Dol Guldur makes an immediate attack against each player in turn order.
Though Sauron moved his seat of power to Barad-dûr, the fortress of Dol Guldur remains a stronghold of dark sorcery.
The Trials Begin
Type: Quest
Stage: 1B
When Revealed: The players advance to a stage 2A quest of their choice.
Three ancient barrows mark the locations for the trials, each the resting place of a different guardian spirit. The Boar Clan waits at the forest's edge for any sign of your victory... or your death. Your only option is to press onward, heading towards the site of one of the three trials...
The Trials Begin
Type: Quest
Stage: 1A
Setup: Set aside all 3 Guardian enemies, all 3 Key objectives, all 3 Barrow locations, and Hallowed Circle.
At the edge of a cursed forest, the Boar Shaman explains that you must undertake three trials in order to recover the Antlered Crown, or face death. Each trial will test your worthiness. Guardian spirits watch over three sacred swords, protecting them from the undeserving.
The Trial of Intuition
Type: Quest
Stage: 2B
Each Guardian enemy engages the first player. Any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead. (Progress is placed on the active location before triggering this effect.)
When the players control the current trial's Key objective, add all Guardian enemies and Barrow locations in play to the victory display and immediately advance to a stage 2A of the players' choice. If all stage 2 quests have been defeated, advance to stage 3A, instead.