All this talk of how easy this quest is made me go back and try it again tonight (2-player). I'd only played it a handful of times previously, but my win% had been 100%…. not so tonight. So Khamul, if you want to experience vicariously the devilry that this quest can throw at you…. read on.
Round 1: No Campfire. We eat the threat increase. 2nd reveal is a location. We opt to leave the Giant in the staging area (big mistake).
Round 2: No Campfire again. One deck is now around 38 threat, so we raise threat on one player and do a reveal for the other. The next reveal is some inconspicuous location. Second native reveal is Galloping Boulders (surge). Surges into A Suspicious Crow, which of course brings Galloping Boulders back out and resolves it again, Surge and all. Surges into another Stone Giant.
So now we have 2 players questing almost all in, and the first player has removed 2 characters from the quest and put 3 damage on each. There's around 15 threat in the staging area and maybe 5 WP committed to the quest as a result of the treachery. Threat way up over 40, and 2 Stone Giants inbound with only Dain ready for defense.
Ok, so we'll restart and try again.
Next game, Steward of Gondor is out in the setup hand for one deck. We play that immediately. Of course, this turns into a first round Wind-Whipped Rain. Next round I play Erebor Hammersmith to get Steward out of the trash. It stays in the hand for awhile because we're afraid of losing it a second time, but when it does get played again, there is of course an immediate Wind-Whipped Rain reveal. And us with no cancellation in our hands. This game hit us again with the Galloping Boulder + A Suspicious Crow combo as well. And on the turn when we cleared the first stage (technically 2B), our nicely accumulated stack of Baggins resources is wiped away by More Like a Grocer. We DO have A Test of Will in one deck, but no copies come out through the whole game. In the goblin chamber, this means 6 cards are revealed along with the Great Goblin, plus surge effects. We end up with 4 enemies engaged, but one deck has Lure of Moria in hand and plenty of cash, so we turn things around a bit. All enemies but one are cleared out, including the Great Goblin. The game goes for a couple more rounds, stalled by Goblin Driver causing Dain to exhaust and screwing our quest power for one round, and Grip, Grab! Pinch, Nab! filling up the staging area with more goblins. Our defenses are whittled down-- Ori and Bombur fall to undefended attacks. On my side of the table I have only Legolas left, who himself has 3 damage tokens on him. There was a healer in my hand at one point, but it was discarded due to the Forced effect on Dreary Hills earlier on. Finally we put the last lingering progress tokens on the quest card and scramble out of the goblin's chamber.
So things didn't go so well. These are pretty solid decks with wins against about half of the quests available (see an older version of what we're playing with here). We still did win the second game, but our win% is no longer 100%
Typically an easy quest, but you can definitely have "off" nights with it.