Since we're on the subject, I suppose we should begin the rewriting process with the sites of Shadows. But before I actually spoil cards, I'd like to spell out how this version of the adventure path will work. The 9 sites are split into 3
regions: sites 1-3 are region 1, sites 4-6 are region 2, and sites 7-9 are region 3. Each region encompasses the entirety of its corresponding film; so every location from Fellowship of the Ring falls somewhere within region 1, and the same is true for The Two Towers and Return of the King.
In the movie block sets, the upper-left of the site always had a printed site number, ranging from 1-9. Now, there is a printed region number, ranging from 1-3. The upper-right of the site is still reserved for the Shadow cost of the particular site. What this does, as far as building an adventure path goes, is to allow a player more flexibility than he once had up and through the
Mount Doom set, but still keeping as much of the old thematic, progressive qualities that went with it, as well as balancing customization.
On the first page I have updated the Shadows adventure path, and have broken the sites down into their respective region, so that all region 1 sites come before region 2, and so on. Since this is the base set for the new site mechanics, I've tried to include a variety of different terrain-types into each region.
1
Barazinbar ![2 [2]](https://lotrtcgdb.com/forums/Smileys/classic/2.png)
<---
Mountain. At the start of your fellowship phase, you may exert a Dwarf to play a
![Dwarven [Dwarven]](https://lotrtcgdb.com/forums/Smileys/classic/dwarven.png)
possession from your draw deck.
So, when before a player could play
Barazinbar at any point along the adventure path, now it is limited to site 1, site 2, or site 3 - anywhere in region 1. Since this particular site didn't need to be altered to fit into its new restriction, the twilight cost of
![2 [2]](https://lotrtcgdb.com/forums/Smileys/classic/2.png)
remains the same.
But some change is unavoidable.
1
Emyn Muil 
<---
Forest. Until the end of the turn, the first minion played by each Shadow player is
fierce until the Free Peoples player reconciles.
Since the old rules allowed
Emyn Muil to be played at any time, Decipher had to reign in its power. Now, however, it can only come out until site 3, which means it needs to pack a little more of a punch. Even played as site 1, this new Emyn Muil can bring out fierce minions for many sites.
And now that the old Shadow cultures have returned, a different sort of change is required:
2
Rohirrim Village ![4 [4]](https://lotrtcgdb.com/forums/Smileys/classic/4.png)
<---
Dwelling. While you can spot 3
![Dunland [Dunland]](https://lotrtcgdb.com/forums/Smileys/classic/dunland.png)
minions,
![Dunland [Dunland]](https://lotrtcgdb.com/forums/Smileys/classic/dunland.png)
Men may not take wounds during the archery phase.
Playable in region 2, this reboot of the old site carries over archery immunity for Dunland Men, except a few things are different now. First, it gets the Dwelling keyword (which didn't exist in Two Towers); and, second, the twilight cost has actually gone up. Why? Well, without the old rule in place where you add
![X [X]](https://lotrtcgdb.com/forums/Smileys/classic/x.png)
to the twilight poll while moving through a specific region, sites will need to doll out twilight more easily than before. After all, what if you saved Rohirrim Village until site 5 or 6, and it only had a twilight cost of 3? That's abusive, and if too many sites are costed low, every game would become one of choking the opponent. So most region 2 and 3 sites will have raised twilight costs than their older personas, but I'll try to match this increase by adding in additional costs or conditions where they're applicable.
Any questions, or comments on something I may have missed?