I played it twice, both with a mono-Lore deck using Song of Kings to splash Steward of Gondor, Ever Vigilant, Sneak Attack and Dunedain Mark.
After reviewing the new cards, I decided not to include any of them in my deck. Obviously, Song of Wisdom isn't useful in a mono-Lore deck and I don't think Second Breakfast will see much play. I considered the Dunedain Warning attachment for a while, but decided to stick with the attack version as Denethor and Protector of Lorien already provide me with enough defense. Both Lore cards (Longbeard Map-Maker and A Burning Brand) seemed overpriced compared to what they do.
Of the other player cards, I guess Born Aloft could see play in a Tactics deck that wants a way to reuse Gandalf (no Sneak Attack, no Stand and Fight) and the Beorning Beekeeper gives a little bit of questing power to the poor Tactics player. Nor Am I a Stranger seems totally useless, but Eomund could be played.
As for the quest, I quickly got destroyed on my first try. Those Muck Adder can be devastating with Despair as a shadow card. They got through 2 of my heroes this way. The fact that there aren't many allies with 2 defense means you must risk your heroes everytime or lose an ally to each of their attack. And their 4 lifepoints mean they are there for a few turns as well. The presence of this card (as well as Sacked!) means I'm going back to 3 Hasty Stroke in any Spirit deck I'll bring to the Carrock! It may also increase Dark Knowledge's value.
On my second try, I managed to pull a win even after loosing Denethor around turn 4. I spent most of the first half digging for a Forest Snare to deal with an engaged Hill Troll, letting my Threat skyrocket (I reached 49 before stabilizing and ending the game at 41) as I was throwing allies in his way (drawing 5 cards a turn with Bilbo, Beravor and Gleowin still took me 3 full turns to find my first copy of it after he engaged me). Once the Troll was locked, however, it lead me to 2 conclusions: threat management isn't critical to this scenario as it is with others (such as Journey Along the Anduin) until you're ready to move to the next step of the quest. Having Henamarth Riversong and revealing a single card per turn, I was able to pace myself, bring in Gandalf 4 times right at the end (2 remaining Sneak Attack plus 2 "hard-casted") and thus bring the threat back under 34. The second is that having a trapped enemy is a great way to pass Sacked! cards as "wasted" shadow cards.
Overall, I loved the quest. For solo play, it's a big challenge, but I'm not sure it's as thought as Escape from Dol Guldur. The encounter deck isn't as agressive (only The Carrock remains in the staging area for most of the game, but after that, you only reveal 1 card per turn). The absence of The Necromancer's Reach and Dol Guldur Orcs means you can quest with all your 1-life allies without worry (hooray for Rivendell Minstrel!). What you need is a way to deal with shadow cards to prevent the Muck Adder from surprising you, something to bypass Sacked! (Miner of the Iron Hills does the job here) and a ready army for the final battle.
I'd have much prefered to get the Spirit song rather than the Lore one in this expansion. Once I get it, I don't think this adventure will be much of a challenge for a solo-Lore-song deck as you'll easily cover your weaknesses and won't face any dangerous threat.
I'll try it multi-player later. I expect the challenge to be much easier in multi-player than solo as the worst threat are enemies (none of the location, even The Carrock, are really evil - no nasty Travel cost) and having more players mean you can more easily deal with them. I think the complains about scaling that The Hunt for Gollum assuaged a little bit will resurface soon.
Still, keep 'em coming, FFG!