Hello all, just wanted to share my 2 cents on the new scenario itself since it seems most of the discussion on the boards has been about the player cards and the not quest.
The quest is the prototypical 3 stages. The first stage has no effect, the second says that all archery damage must go on heroes, and the third is really interesting in that it brings into play the "boss" enemy Dru-buri-Dru has the siege keyword, and requires players to attack enemies using they're will power. When attacking the enemies in this manner, instead of damage travel tokens are placed on the enemy. When the enemy has as many travel tokens as health, they are put in the victory display and the progress tokens are put on the quest stage which causes this last stage to end relatively quickly. I think its also a cool mechanic how at the end you're not necessarily "fighting" and killing the woses.
The two most dangerous treacheries IMO are Stars in the Sky and Leaves on Tree. The former requires you to discard 2 resources then each questing hero has to pay a resource or is removed from the quest. Out of the 4 times i've played the scenario since receiving it yesterday there have been several instances where this has resulted in me and a teamate contributing zero willpower and getting crushed by threat. Leaves on Tree will likely be more damaging depending on the deck but it has surge and causes each player to pay a resource for each attachment they have or discard all attachments they have. Later in the game with an attachment heavy deck this likely means you'll lose everything.
The most dangerous enemy, especially in multiplayer games is the Druadan Hunter who gains 1 archery for each hero without a resource. In a 2 player game this often resulted in 6 archery damage
Playing the scenario myself i had 2 attempts solo and 2 attempts with a friend. Each game I used the same deck, a Glorfindel (spirit), Elrond, and Frodo deck. My friend used a mono tactics deck (Thalin, Beregond, and Legolas) and Dwarf (Thorin, Dain, Ori). Surprisingly the only game we lost was when my friend used his Dwarf deck although we came very close to losing when he used the tactics deck. I handeled the quest fine solo, although the only reason i did was beause of all the healing. 3 stewards of healing plus elrond was essential for each victory, otherwise the archery stacking up can be insurmountable. I can imagine any deck on its own or in combination especially winning this scenario without some time of healing, just too much direct damage by the woses. Resources are another issue. Each turn the players are basically in a mental battle with themselves over whether they should spend their few resources on the cards in their hand, or save them to be simply discarded by the encounter deck's nasty effects. It is basically guranteed unless you get some lucky cards in the staging area you will have to forfeit resources each turn.
All in all i really like the scenario, its very thematic and all the encounter cards really combo off one another which is cool to see. Would love to hear other people's opinion of the quest itself below…