Even further north than the cold reaches of Erebor and Dale, there is a split in the Grey Mountains. Between this fork of the mountain range, a valley is created that was once inhabited by the Longbeards. But dragons came from the far north and settled in this valley, burning the Dwarves down to Erebor … Continue reading The Withered Heath
Tag: Underground
The King’s Quest
It is a custom for the third quest of each Deluxe box to be the most difficult of the three. Look at Escape from Dol Guldur, Raid on the Grey Havens, and Deadmen's Dike as examples. The Wilds of Rhovanion Deluxe's third quest has you explore the mines of the Iron Hills, where rumour has … Continue reading The King’s Quest
The Caves of Nibin-Dûm
You have chased the Goblins through Mirkwood, and into their caves. However, the caves go on, deeper into the ground, into a forgotten dwarf-realm. You light a torch and press on, eager to fulfil the oath you swore to the Woodsmen. But as you venture into the depths of dim caverns, you realize that the … Continue reading The Caves of Nibin-DĂ»m
The Drowned Ruins
After finding your way to the Temple of the Deceived in the previous scenario, you are faced with a long cave system that has large portions underwater. This starts off one of the easier quests in the cycle, that has a pretty standard strategy in order to beat it. That doesn't mean it isn't fun … Continue reading The Drowned Ruins
Fog on the Barrow Downs
"Keep to the green grass. Don't you go a-meddling with old stone or cold Wights or prying in their houses, unless you be strong folk with hearts that never falter!" ~Tom BombadilWith this sage advice and a clap on the shoulder, the hobbits are sent on their way from Tom Bombadil's house. They had survived … Continue reading Fog on the Barrow Downs
Escape from Mount Gram
Every once in a while, the developers through the normal way of playing out the window and provide the community with an absurd quest. That is the case with this gem of a quest. Escape from Mount Gram is unique, as it not only puts the players at a very lonely starting position but also … Continue reading Escape from Mount Gram
Over the Misty Mountains Grim
The second scenario in the first Hobbit box, Over Hill and Under Hill, continues the story right where the first scenario leaves off. For those interested in continuing the story using the same deck that they used in "We Must Away, Ere Break of Day," know right now that it is possible because I've done … Continue reading Over the Misty Mountains Grim
The Dread Realm
After you have beaten Thaurdir during the siege of Carn DĂ»m, you infiltrate the fortress to rescue your friend. But the ancient crypts of Angmar are a maze of tombs and altars, and home to many tortured spirits that would love to make another tomb for your heroes. The Dread Realm concludes the Angmar Awakened … Continue reading The Dread Realm
Journey in the Dark
After escaping from the Watcher in the Water your fellowship finds itself in darkness of Khazad-DĂ»m. They soon become aware that the Dwarven colony has suffered some sinister fate and got beset by the goblins of Moria. But there is a greater danger in these halls. A Balrog is lurking in the shadows, waiting for … Continue reading Journey in the Dark
Shadow and Flame
This cycle goes out with a bang as you are faced with your toughest opponent yet: The Balrog of Moria, Durin's Bane. This absolute beast of an enemy will be the centre point of this scenario. This scenario features many treacheries that will boost Durin's Bane to absolutely crazy stats, making the task of killing … Continue reading Shadow and Flame









