I mean, who wouldn't go for a flaming red haired babe with a falcon?

Lanwyn is a great hero, one of my favorites from the Dream-Chaser cycle. Her response is powerful, especially when combined with scrying shenanigans so you can know a surge is coming. The fact that her ability is twice per phase means that it is sometimes possible to have her questing for 4, and ready! She also is a great pair with Late Adventurer, so that if you didn't commit her to the quest, but reveal a surge, you now have an extra 4. I've used her solo and multiplayer in campaigns, since there are a plethora of surges in those scenarios. One small thing to be careful of: she does only have three hitpoints, which is fine, just something to keep in mind. Opening The Thing in the Depths, I immediately built a deck and tried her out. It took me almost three months to realize, not only does she have great stats and a great ability, SHE HAS RANGED TOO! Another nice thing is she's not overused like, cough, cough, Éowyn. You are unlikely if going to a tournament to see Lanwyn across the table from you! Also her two less common traits can contribute to The Free Peoples. All in all, Lanwyn is a great hero with great stats, keywords, and ability. Kudos to Aleksander Karez for awesome art as always!

When you activate this contract, at the refresh phase, if I have 3 restricted attachments on my heroes, , does the text on side B ''Each of your heroes can have 1 additional restricted attachment and gets +1 for each restricted attachment on it.'' means that my heroes can have a fourth restricted attachment?

No it's basically telling you again that you can have 3 restricted attachments each, otherwise you would lose that bonus from Side A getting back to 2 restricted attachments. —

This is one of my favorite cards. I use it in pretty much every deck I play. The 9 extra resources (12 if in a Saga scenario) are absolutely insane. You draw 3 cards, then play pretty much your entire hand. This is especially amusing in multiplayer, when multiple people play it and drop a ton of stuff. One of my favorite combos: any good solo deck, plus three decks with a ton of card draw and cheap attachments and events, first round: three support decks all play Justice Shall Be Done in the planning phase, then quest, possibly using Gildor's Counsel or doomed events and Doom Hangs Still, then all three support decks play multiple Desperate Alliance in refresh phase. Boom. Solo deck has at least 6 heroes.

Unfortunately that combo does not work, any effect which triggers at the end of the refresh phase (like your use of Desperate Alliance) come before the actual end of the round, which stand outside the Refresh phase. —
You can find Caleb answer about this here https://community.fantasyflightgames.com/topic/180523-end-of-refresh-phase-vs-end-of-round/?do=findComment&comment=1664215 —
Oh ok! Thanks Alonewolf87! That makes sense. Does it work though if one player plays three Desperate Alliances to give all heroes away, then has no heroes and is thus eliminated? —
Giving away your last hero with Desperate Alliance (or having Stinker hit Smeagol while it's your last hero and so forth) does not make you automatically lose, it's having all your heroes destroyed and/or discarded (read "in the discard pile") which prompts your loss —
Darn it. Thanks for the clarification! —

Halfling Bounder is essentially a slightly more naunced Dunedan Lookout. They have similar abilities, similar stats and cost, and were both released in the same cycle. However, the former can cancel the "when revealed" effects of any encounter card, while the latter applies only to enemies. But because Halfling Bounder needs a side quest in the victory display to trigger its ability, it is slightly more difficult to use. The end result is pretty self-explanetory: use Halfling Blunder in a side quest deck, and Dunedain Lookout in any other one. They're both solid cards, and occasionally their respective abilities can be game-saving.

I put this card in when there is a specific location I know of that I might want to visit again and again. In the core set, Old Forest Road and Forest Gate could be nice to visit again. hallofbeorn.com and hallofbeorn.com . Very helpful with Forest Grove in A Journey to Rhosgobel. hallofbeorn.com Also useful for other helpful locations such as Oak-wood Grove in CatC. Journeying again to Woodman's Glade could also be helpful: hallofbeorn.com