The King's Quest
A Scenario Preview for The Wilds of Rhovanion
“The world is indeed full of peril, and in it there are many dark places; but still there is much that is fair, and though in all lands love is now mingled with grief, it grows perhaps the greater.”
–Haldir, The Fellowship of the Ring
In The Wilds of Rhovanion, you are tasked with protecting the remnants of a Haradrim tribe seeking asylum in Middle-earth. After being denied safety in both Gondor and Rohan, you are forced to lead your allies up the vales of Anduin, through Mirkwood, and into the city of Dale. But even if you survive this perilous journey, you must still gain the favor of King Brand in order to settle the Haradrim in his realm, and he is not easily swayed. He is sure to require some proof of your loyalty.
Today, we're pleased to offer you a closer look at “The King’s Quest,” the third scenario in The Wilds of Rhovanion deluxe expansion for The Lord of the Rings: The Card Game, now available for pre-order at your local retailer or online through our website here!
Prove Your Loyalty
The Lord of the Rings: The Card Game transports one to four heroes to the world of J.R.R. Tolkien’s Middle-earth, where dark powers long-thought dead are stirring in the east and their influence is felt throughout the realm. In the Haradrim cycle, you were thrown into a series of trials in the south following a terrible shipwreck. You would never have survived the journey back to Gondor if not for a tribe of Haradrim who sacrificed their own safety to protect you. Now, you are honor-bound to see them safely to a new home in the Wilderlands. In a previous article, we introduced you to Brand son of Bain (The Wilds of Rhovanion, 1), the noble king whose blessing you must obtain in order to settle the Haradrim refugees within his realm and under his protection. “The King’s Quest” scenario is preluded by your conference with the king where Brand considers your case.
“This is no small thing that you ask of me. Even here in the north we have heard tales of the savage Haradrim. It is a marvel to my ears to hear you speak of them as you do, but I do not doubt the truth of your words. The journey you have undertaken on their behalf speaks to their credit.”
He pauses for a moment before continuing, “It is timely that you arrived when you did, for I have need of heroes such as you: something drives the fell mountain creatures from the north and into my realm. An entire village was reported destroyed only yesterday. There were no survivors to tell the tale and the knights of my house are already stretched thin defending the other outlying villages. That is why I need you to investigate this attack and discover who is responsible. I must secure the borders of my kingdom before I can admit your friends to settle here. What say you?”
What answer can you give? You have journeyed the length of the Middle-earth with these people. They risked their lives for yours and you have done as much for them. Honor calls you to see your mission to its end; to see these people settled in the safety and peace they deserve. You must accept the quest.
Soon, your quest leads you to the mines beneath The Iron Hills (The Wilds of Rhovanion, 78). The Dwarves who once resided here have fled, and the mines have since become a haunt for evil. The warm halls that once housed the hospitality of the Dwarves are now cold and corrupt; home to Trolls, Orcs, and other Creatures that thrive in the gloom. All sense tells you to turn back, but the future of your Haradrim friends rests in your hands. They have placed their faith in you and you cannot fail them now.
There is no telling what dangers you will find in the lost caverns with an encounter deck made up of a dizzying seven encounter sets. In every shadow, the Eyes in the Dark (The Wilds of Rhovanion, 57) are watching you. All you know is that whatever is the cause of the grisly attacks on King Brand’s realm resides somewhere within and you will do whatever it takes to find it, even if you must explore every cavern in the mountain. These underground areas that you'll explore are created through the use of the Caves deck, a separate encounter set made of the Lost Caves and the creatures and treacheries that reside there.
As your adventures progress in The Lord of the Rings: The Card Game, the game itself continues to change and grow with your new experiences, introducing new rules and keywords to fit the settings of each new expansion. In The Wilds of Rhovanion, you will encounter the new Deep keyword on locations you visit in “The King’s Quest.” After traveling to a Deep location, you must discard it and replace it with the top card of the Caves deck. For example, if you journey down a Dark Tunnel (The Wilds of Rhovanion, 54), you may find that there is more to the twisted caverns than you thought. In your exploration, you draw from the Caves deck to reveal the Lightless Grotto (The Wilds of Rhovanion, 63), which is now the active location. If you have reached a point in your quest where your band of heroes has thoroughly explored the abandoned mines of the Dwarves and there are no more Caves to be explored, the Deep keyword is ignored.
Even if you discover and destroy the threat to King Brand’s realm, you may find that your troubles are only beginning. In this time of gathering evil and strife, there can be no rest for those who stand against darkness. The Wilds of Rhovanion marks the beginning of the Ered Mithrin cycle, which leads you further into the northern mountains to defeat old evils that have newfound strength from the shadow of Mordor. But at least if you complete this mission, you will repay your debt to your Haradrim allies and bring them the peace denied to too many.
Accept Your Mission
Descend into the tunnels of the Iron Hills. Fulfill the King’s Quest and earn your Haradrim allies a new home in The Wilds of Rhovanion!
Pre-order The Wilds of Rhovanion (MEC65) today at your local retailer or on the Fantasy Flight Games website here!