recursal/Fanatic-Fandom huggingface dataset:
Westwend's Plague

*"Here we begin to see one of the small ways I've changed the Game. Each challenge differs both in their rules and their objectives. Even those cards which were once the stairs now vary per challenge, as you will see."*

This is a challenge-specific encounter for The Magician.

## Event

*The Westwend tower bell chimes feverishly. The town crier bellows. "There's Corrupted inside the town! They broke through the sewers and into Louse Lane! Our brave soldiers have gone down there to sort it out."*

**The Dealer draws a Blight card**

*You arrived to find Westwend's few remaining soldiers huddled at the entrance to its poorest area, Louse Lane.*

*"We cannot let the Corruption spread. For the good of the town we must dispose of anyone who has been tainted, even a little.*

* 1.Join the soldiers (go to next level)

**The Dealer draws a Steel Ally card**

*You join in the fight against the Corrupted.*

**The player enters combat**

*With the Corrupted threat removed, you've ensured that these Soldiers survive to aid the town's defence. The soldiers help you scavenge what you can from the remains of the poor souls taken by the Corruption.*

**The player receives 2-3 Gain Cards, and any soldiers that survived the combat are added to the recruit count.**

* 2.Keep exploring.

**Exit the encounter**

## Notes

* This card shares its illustration with Pauper Dilemma and Recruitment Drive.
Sacrifice

*"Blessings are a viable currency in these parts."*

## Event

*You find yourself at the edge of nothing.*

*An obsidian pillar begs a blessing of you.*

Earn Endless Points by discarding Blessing Cards.

**The player may discard 1 or more Blessings.**

If the player discards at least 1 Blessing:

*You send a blessing into the ether and feel at peace.*
*You hold on to your remaining blessings and return to your journey.*
*The pillar is ambivalent about your departure.*
Otherwise:

*You leave having done nothing.*
*The pillar is ambivalent at your exit.*
## Strategy

This event is limited to few campaigns, most notably the Shadow campaign. Since this campaign tends to remove the adventurer's ally, not many chose this route in later stages of a run and thus can't sacrifice their blessings.

The other option to encounter Sacrifice is to defend the caravan against ogres in Caravan Guard. It actually is easier to stunlock ogres and to distract them in a group up to three than to fight a major collection of shadow vampires. This is the preferred way to drop your blessings for points in later stages of a run.

The third option is the Rats in the Cellar goblin campaign, which will throw a lot of goblins and annoyances at the adventurer. Early to midgame, this is the easiest way to drop blessings for points. Later the sheer amount of problems an army of brimstone goblins can do might spell doom to any run.

For those going for the achievement:

* Use Keturah
* Gain the gladiator helmet
* Do named bounties for the 1:1 duel for a free blessing
* When enough are collected, do a Shadow campaign and discard them

This event is an opportunity to drop some of the

* "credit blessings" that cost later on,
	+ Braggart
	+ Fleeting Fame
* limited use blessings before using the last charge or
	+ Blessed Covenant
	+ Bountiful Gains
	+ Hammer of the Gods
	+ Necromancer's Call
	+ Steadfast Daggers
	+ Swift Justice
	+ Thunaer's Blessing
* blessings you won't leverage
	+ Blessed Covenant
	+ Bold
	+ Humble Spirit
	+ Indomitable Will
* blessings that trigger undesirable events
	+ Blue Alliance (loss of gold, food, and/or life in in Red Ambush)
	+ Fickle Fate (drawing curses when losing a Dice Gambit)
	+ Red Alliance (combat in Blue Ambush)

## Notes

This is a table of the Endless Points that can be gained by sacrificing Blessings:
Prison Ogre

*"All forms of violence dwell here."*

## Event

*You feel the crunch of bones beneath your feet and you recognise the stench of an ogre's lair.*

**The Dealer draws an Ogre Card.**

*"Boil thou first i' the special pot, or pluck the flesh from bone as it still breathes?"*

*An ogre lurches menacingly from the darkness - a hideous grin splitting its face. "Thy smell warms my stomach with mirth, dear little mouse."*

**The player enters Combat.**

*The bloody remains strewn about the ogre's lair may have something of value.*

**The player gains 4 Fame.**

**Chance Cards Gambit** (2 Life Gain, 1 Max Life Gain, 1 Failure)

Life Gain

*Searching the corpse of a long-disemboweled Northerner yields a useful item.*
**The player acquires the Life Gain Card.**
Max Life Gain

*Searching the corpse of a long-disemboweled Northerner yields a useful item.*
**The player acquires the Max Life Gain Card.**
Failure

*You find nothing of value.*
Palace Prison

## Event

*You emerge from the sewers into the cells of the Palace's prison. The land's most reviled enemies rot here, the Emperor unwilling or perhaps unable to end their misery with execution.*

*You survey your surroundings. The courtyard to the Emperor's chambers are just through that door.*

**Prison Stairs are revealed on the map.**

*To leave the prison, you'll need the jailer's keys.*

**Locked Doors are revealed on the map.**

**The Jailer's marker is placed on the map.**
Holy Mace

This is a weapon in *Hand of Fate 2.*

## Weapon Information

*Blessed by the many priests who've held it before. With each fresh prayer it seems lighter, and more powerful.*

## Weapon Ability

**Holy Strike:** Performs a powerful strike that creates a Holy blast. The blast deals 200% Weapon Damage to Undead. Requires 7 hits.

**The High Priestess +:** Increases the difficulty of The High Priestess.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 38

Fame Required: 16

Endless Points: 60

## Token Requirements

Complete The High Priestess with this item and 12 Blessings to unlock this Token.

## Token Unlocks

*For bringing the Holy Mace to the High Priestess challenge...*

Absolved Plight
Nazgar's Reckoning

*"Created by a mighty smith working hand in hand with a great mage. We will not see those days again."*

## Shield Information

*Nazgar was a duelist who travelled deep into the North. Only after defeating all corners was he accepted as one of their own.*

## Shield Ability

**Riposte Buff:** Every 3rd Riposte against a Northerners deals 200% Damage.

**Shield:** One-Handed Weapon required. Use Defend to Block attacks from Ranged enemies.

## Statistics

Defence: 8

Value: 20

Fame Required: None

Endless Points: 20
Joust

## Event 1

*Word has spread of your performance during the last Feast of Kallas celebrations. You have been extended an invitation to compete in the next Imperial Jousting Tournament.*

*Your opponent - Sir Raimund, Champion of the Shadow King and Knight of the Empire Kingdom - riles up the crowd, enticing them to taunt you.*

If Ariadne is the current Companion:

*"I have fitted your horse with a saddle," Ariadne explains as you mount your steed. "I made it last night before bed!"*
*The saddle is ridiculously well crafted.*
*You thank Ariadne and prepare to face your opponent.*
*With a sharp kick of your spurs you begin your approach and brace yourself for impact.*

**Precision Gambit** (1 tiny Huge Success, 2 small Success, 2 large Huge Failure, 2 small Huge Failure, all moving)

Huge Success

On Rounds 1 and 2:
*Your lance finds its mark, smashing directly into Sir Raimund's helm, sending it flying.*
**The player scores 2 points.**
On Round 3:
*Your lance finds its mark, hitting Sir Raimund square in the chest. The crow goes wild with excitement as you knock your opponent clean from their horse.*
**The player scores 3 points.** There is actually a bonus text for this card and the chance to acquire a gold gain card if you force a tie. Try to hit the bottom zone on the first try (this will give the AI 1 point), then hit the critical red box on the second try (this will award the AI with two more points); then throw him off the horse by hitting the golden critical success with the third strike (you will gain 3 points, which will result in a tie). Then win the game with a critical hit so you get the bonus gold and 8 fame instead of 4.
Success

*Estrella's lance splinters against your shield. The jolt of impact makes you miss your mark.*
**Your opponent scores 1 points.**
Failure

*Your lance lance shatters against your opponent's shield.*
**Your opponent scores 1 points. Draw 1 life pain card.**
Huge Failure

*You miss your mark as Sir Raimund's lance hits the side of your unguarded head. The impact sends splinters into the wound. The crowd cheers at the gory sight.*
**Your opponent scores 2 points. Draw 2 life pain cards.**
*The herald announces the scores. "Sir Raimund has X points to our challenger's Y."*

*You ready your steed for the next round.*

**The Precision Gambit repeats twice.**

If the player wins 7-0:

"*And the winner is our challenger, with 7 points to Sir Raimund's 0!" declares the crier.*
*The people cheer as you ride your steed out of the arena.*
**For victory the player gains 4 Fame.**
**The player draws 2 Food (?) Gain Cards.**
If player wins encounter 5 separate times.

**The player gains this card's shard.**
If the player reaches a draw in the three normal attempts (The tourney host repeatedly mentions they prefer 'close' battles and appreciate them):

A decisive fourth ride is called!
**A price is added to the card given for the next huge success only**
## Unlocked By

Acquire the token for Feast of Kallas II.
Jousting Armour

*"Terribly impractical when not on horseback... but you will make your own choices."*

This is a piece of Armor in *Hand of Fate 2.*

## Armor Ability

**Stun Blast:** Charged Bash causes Stun to an area when activated. Basic Bash causes a brief Stun. Requires 6 defends.

**Last Chance:** Optionally retry any Precision Gambit, with increased difficulty.

**More Fame:** Gain +1 Fame each time you gain Fame.

**Strength+:** Increases the difficulty of Strength.

## Statistics

Armor Type: Heavy

Defence: 20

Value: 48

Fame Required: 14

Endless Points: 40

## Token Requirements

Defeat Strength with this item to unlock the token.

## Token Unlocks

*For repairing the armour at the blacksmith…*

Platinum Suit

## Notes

It is **not** necessary to achieve a Defence of 60 during Strength+ to unlock this card's token. The only requirement is to complete Strength+ with this card in the deck.
Ransom

*"So many enemies await you, and so many would stop you moving forward."*

## Event

*The next day, you stop to rest at a small inn.*

*There are few other patrons as you consume a sparse meal before retiring to your room.*

*Moments later you hear a noise at the window. It suddenly opens, allowing a hooded stranger to slip inside.*

*"Relax your sword arm, mercenaries," the woman exclaims, warding you away with an open hand. "I seek only to deliver a message: that your colleague, Colbjorn, has been acquired by the Guild."*

*"You see," she continues, leaning against the window sill, "with recent setbacks to our income potential we've had to expand our enterprise with kidnapping and so on. And a rival tribe has an impressive bounty on your friend's head."*

*"It's all just business. For only 150 gold you can buy your friend's life back. Bring the gold to the east market square and someone will contact you."*

*"Otherwise... well, I can't say how he'll be treated by those barbarians," the cloaked woman says as she ducks back out of the window, vanishing into the darkness once more.*

**East Marketplace is revealed on the map.**
Questing Mace VI

This is the sixth iteration of the Questing Mace.

## Weapon Ability

**Questing Power:** Perform a powerful strike that deals 300% Damage to Skeletons when activated. Requires 6 hits.

**Skeletons Required:** Combat against Skeletons required to unlock the token.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Requirements

Defeat 20 Skeletons to unlock this token.

## Token Unlocks

*For defeating Undead with the Questing Mace...*

Questing Mace VII
Returning Relics

This is a challenge-specific encounter for The Emperor, and also serves as the final card.

## Event

If the current Companion is Estrella:

*"Let's head straight to the Chief Counsel, I'm sure she'll be eager to see what we've brought back."*
If the current Companion is not Estrella:

*Captain Estrella meets you at the city gates. "I'll take you straight to the Chief Counsel, she'll be eager to examine what you've brought back."*
If the player has recovered all four relics intact:
*On the walk to the palace you explain that you've safely recovered all the relics.*
*"This may be a rare day when the Counsel will smile." Estrella says, you can see her trying to catch the words as they've come out. "My apologies, this is indeed another glorious day for the empire."*
If the player has not recovered all four relics intact:
*On your walk to the palace you explain that while you didn't manage to secure all the relics, you assure her that they are all destroyed or lost.*
*"Save your excuses for the Counsel, you were sent to bring them all back."*
If the player has recovered all four relics intact:

*The Chief Counsel looks over the relics you've returned. "You have done well, we shall keep these relics safe, lest they fall into less learned hands."*
If the player has not recovered all four relics intact:

*The Chief Counsel take your news like bitter medicine. "Well I guess this is what happens when we send mercenaries and yokels to do a proper job. Be gone now before I question your loyalties."*
## Notes

* Like the relic-related encounters, this card is specific to the challenge despite lacking the Dealer's Mark, and is also not placed on the board, but is drawn upon finishing Mage's Tower.
Goblin Hunt

## Event

*You return to the fields of Hubie's neighbourhood to discover that many of his neighbours have moved out.*

*One old crotchety fellow remains, along with his two sons.*

**The Dealer draws a Clip of Mischief.**

**The player enters Combat.**

*You recover your stolen equipment and face down the cowering old goblin.*

*With a cry, he flings a handful of sparkling dust into your face and leaps back into his house.*

*Peering into the hole, you see him grab an assortment of hats before escaping through a portal, leaving his other treasures behind.*

**The player draws 3 Equipment Cards.**

*While examining the collection of undoubtedly stolen items, you hear the old goblin's fading voice.*

*"I'll not forget this, strange meat!"*

**The player is cursed with Goblin's Revenge.**

## Unlocked By

Acquire the token for Hubie Saves the Goblins.
Prisoner

*"You cannot trust any who dwell here."*

## Event

* *You meet a prisoner, bound in chains. The manacles keep her rations just out of reach.
"Hey you," she whispers, hoarsely. "If you free me, I know all the ins and outs around here. Get the key from the jailer and let me out."*
* *The prisoner's eyes light up when you return.*

1) Free the prisoner. (only if the player has The Jailer's key)

*The prisoner sobs, "Even if I don't make it out alive, at least I won't die starved and chained to a wall."*
**The prisoner reveals what they know about the area.**
**5 Encounters are revealed on the map.**
*She points at an innocuous spot on the wall. "The jailer loots the dead and hides their valuables behind a loose brick. He either doesn't know, or doesn't care, that I've seen him do it."*
**A treasure marker is placed on the map.**
2) Leave them shackled.

*The prisoner eyes you suspiciously. "Alright, come back when you have the key."*
Imprisoned Fate

*"Why have the Fates themselves turned their attention to you in such a way? Because you are destined for great things. Regicide."*

This is the introductory Encounter for The Wheel challenge.

## Event

*You wake one night to a shimmering orb hovering over you, bathing your surroundings in a silver light. Three figures appear in the glow.*

*The tallest one speaks. Despite her hushed tone, her voice fills the room.*

*"Rise, hero. Rise, and free us from our eternal prison."*

1) Agree to try and rescue them.

*The three siblings join hands and begin to chant.*
*There is a moment of discomfort and a rushing sensation, and when your vision clears you feel like are floating. Far below, you see your body, still safely asleep beside the fire.*
*"Prove yourself and you will open the path to our prison."*
**Gather Fate Shards to free Aiwa, Harro and Ghariyel.**
*"This intervention will have alerted our jailer, the Black Knight."*
**The Dealer draws the Black Knight**
*"Tarry not. The longer you take to get here, the stronger the Knight will be."*
2) Ask who they are.

*"Mortals have many names for us - genies, djinns or deities - but we are none of these. We are the watchers of the weave. The fates of all things are ours to know."*
3) Ask more questions.

*"What would you ask?"*
A) Ask why they want your help?
*Harro speaks, his voice booming from behind his long beard. "To free us, you must travel beyond the mortal realm. We can guide you, but you alone must master the whims of fate."*
B) Ask who trapped them.
*Aiwa laments, "We are not the only ones who see the strings tied to every mortal. Long ago, a mage saw himself as puppet master and not a marionette. He would not stand for our interference, so he trapped us here beyond the mortal gates."*
C) Ask how they can be freed (available after asking both other questions)
*"We are not in your mortal realm, but somewhere beyond. We can bring you part of the way but you, alone, must prove yourself a master of fate.*
*"Some are supple and bend to fate's will, while others are left broken."*
D) Back
Rats in the Cellar

## Event

*The Ne'erworld tavern is a notorious gambling house, run by scoundrels for a vagabond clientele, but tonight it's the venue you've chosen for your evening meal.*

*You get to talking with the proprietor, Old Ben, while tucking into the stew of the day. As he pours you another ale, you hear a clattering from beneath the floorboards.*

*"That's just the rats," the barman says, blowing the foam off the top of a mug. "Oh, sure, every tavern has rats. Keeps the inexperienced adventurers busy, teaches them the value of a job well done, stops them from breaking the furniture."*

*"Plus, once they've done slaughtering 'em, you can sneak down and harvest the rat meat. Use it to pad out the... Look, never mind." You stare down at your stew in alarm.*

*A deep rumbling causes a cascade of dust to fall from the rafters. "Uh, maybe we should investigate," says Old Ben.*

*Everything in the cellar is in disarray. Shelves sprawl face down on the cool clay floor, spilling jars of pickled onions and spare napkins. Light pours in from a man-sized hole in the wall - deep grooves in the ground lead out of it.*

*"Good lord, they've stolen the booze!" Ben cries as he falls to his knees. "I'm ruined!"*

*You gather your weapons and follow the trail. It seems all adventurers must assist an innkeeper with a rat problem eventually.*

## Adventure-Specific Cards

* Goblins Ambush
* Sacrifice
* The Abandoned Mine
Lost Hope

*"You should always be wary of magic that strays too close to the world of curses and blessings. It is unpredictable, at best."*

## Weapon Information

*This blade has seen countless owners, each one falling into futility and despair. Some say the blade itself is cursed, but its nature is more subtle and intriguing.*

## Weapon Ability

**Critical Strike:** Perform a powerful strike that causes 250% Damage on a single target when activated. Requires 8 hits.

**Curses Required:** Curses required to unlock the token.

## Statistics

Weapon Type: One-Handed

Damage: 16

Value: 32

Fame Required: 10

Endless Points: 20

## Token Requirements

Possess 7 or more Curses to unlock this token.

Note: You must have the sword in your possession and acquire a 7th (or more) curse. Having 7 and receiving the sword after doesn't trigger the token. Finishing a level with the sword and 7 curses won't trigger the unlock either.

## Token Unlocks

*"Only when things look more dire can we see the gleam of eventual hope."*

*For staying steadfast when hope seemed lost...*

Last Hope
Invaders at the Gates

This Encounter occurs in the Justice Challenge when a Northerner marker reaches the Imperial Fort when the player is inside.

## Event

*The fort is under attack! You rush to confront the raiders as the soldiers mobilise!*

**The Dealer draws 4 Frost Monster Cards.**

[*12-13] soldiers advance with you, eager for battle!*

**The player draws 3 Steel Monster Cards.**

**The player enters Combat.**

*You survived the initial skirmish.*

# *Soldiers and # attackers remain for the main battle.*

**The player gains 4 Fame.**

*After the battle, you pause to review the damage done to the fort.*

*# soldiers were killed or injured.*

*# soldiers remain.*

*Total fort defense: #*

*Soldiers defending: #*

*Northerners attacking: #*
Neglected Sword

This is the player's default one-handed weapon.

## Weapon Ability

**Critical Strike:** Perform a powerful strike that causes 225% damage on a single target when activated. Requires 7 hits.

**Rusty:** This item is Rusty and cannot be sold or exchanged.

## Statistics

Weapon Type: One-Handed

Damage: 13

Value: None

Fame Required: None

Endless Points: N/A
Palace Courtyard

*"Here we are, at the very edge of the seat of power... at least, the seat of power for this oh-so-mortal realm."*

This is the initial encounter of the third map (the Courtyard) of The Sun Challenge.

## Event

*The palace courtyard stretches out in front of you.*

**All Empty Courtyard Encounters on the map are revealed.**

*Malaclypse leans in close to you. "If this suicide mission has any hope of succeeding we're going to need something from the Emperor's... private collection."*

*Estrella interrupts. "It is a sword - an ancient relic from before this land was one. My sources tell me it is here."*

*"What's wrong with what we've got?" Ariadne says, motioning to her weapon. "There ain't nothing wrong in this land that can withstand my hammer."*

*Colbjorn nods solemnly. "The emperor's evil warps and protects him. We cannot hope to stab the devil in the heart with a butter knife."*

*Colbjorn says, "Don't these relics sound like the ones we 'rescued' for the Imperials?"*

**4 Relic Markers are placed on the map.**

*Estrella peers around the corner. "This place is teeming with guards. We can't risk open fighting in this part of the palace - we'd be surrounded before we got anywhere near the Emperor."*

*"If we sneak up on patrolling guards we can take them out without a fight, but we must avoid being discovered."*

**4 Guard Markers are placed on the map.**
Judgement

> *"A final step, and with it Judgement. We must face the consequences of the things we have done if we are to ever find our worth."*
>
>

This is the twenty-first challenge of *Hand of Fate 2.*

## Quest Summary

Flee to the outer regions of the Empire and find the one who waits.

**Imperial Pursuit:** The Empire has released the garrison. They will advance between Encounters and after Combat.

**Wanted:** The price on your head will spur the most common foe to claim it. All basic enemies are Brimstone.

**Vast Empire:** Your journey across the empire will be long. Prepare for combat against Corrupted, Empire, Thieves, Northerners, and Undead.

## Deck Composition

Companion: N/A (see Notes section)

 Max Platinum
 Max Brimstone

## Objectives

* Flee the City
* Keep All Companions Alive
* Flee the Marshlands
* Flee the Hinterlands
* Flee the Wilds

## Challenge-Specific Cards

* On the Run
* Drudge of Corruption
* City Wall
* Plague
* Corrupted Horde
* Catacombs
* City Streets
* City Limits
* Empire Pursuit
* Marshland
* Raging River
* Deadly Crossing
* River Crossing
* Wetland Ambush
* Stirring in the Mire
* Gang of Thieves
* Out of the Mud
* Snowy Hinterlands
* Mountains
* Raider's Camp
* Caverns
* Catacomb Exit
* Raiders Ambush
* Northern Pass
* Woodlands
* Surrounded
* A New Beginning

## Token Requirements

### Gold Token

* Defeat the boss
* Keep all companions alive (Requires upgrading them to Platinum Cards. See Companions)

## Rewards

### Gold Token

*For having all four companions with you at the end of all things...*

#### Supplies

* Gain 20 Gold
* Gain 10 Food
* Gain 10 Max Life

### Silver Token

*For reaching the caravan at Marigold Fields...*

#### Equipment

* Adventurer's Aide
* Shadow of the Empire

## Notes

* Like the previous challenge, you are not allowed to select a companion when building your deck. However, you are given the use of all four companions during the challenge, and can switch them out at camp. A companion's cooldown after using their gambit ability does not move if they are switched out.
Imperial Helm

*"I doubt any will mistake your bearing for imperial— hat notwithstanding."*

## Helm Ability

**Thieves / Corrupted:** Adds +2 Max Life after every Combat against Thieves or Corrupted.

**Riposte Charge:** Against Thieves, Riposte deals 150% Damage and counts double towards Weapon Charge.

## Statistics

Helm Type: Helm

Defence: 8

Value: 28

Fame Required: 15

Endless Points: 30
Raider Prevention

## Event

*A peasant approaches you and says, "Great Warrior! Our village has become a regular target for the Northern raiders. They've set up camp near our village.*

*"There's no need to kill them all. If you incite enough fear, they will leave us alone. We have little to offer, but I'm sure we can find something to give you for your troubles."*

**The Dealer draws 2 "5 of Frost" Cards.**

*You sneak up to the Raider's camp and launch an attack.*

**The player enters Combat with a 45 second timer.**

If the player finishes combat before the timer ends:

*You tell the peasants the cowardly Northern raiders will not bother them any longer.*
*The villager offers you a generous reward for ridding them of X raiders.*
**The player gains 8 Fame.**
**The player draws 3 Gain Cards.**
**The player gains this card's Shard.**
If the player defeats at least 1 Northerner:

*You tell the peasants the cowardly Northern raiders will not bother them any longer.*
*The villager offers you a small boon for ridding them of X raiders.*
**The player gains 2 Fame.**
**The player draws 1 Gain Card.**
If the player defeats no Northerners:

*The villagers shake their head at your abysmal effort.*

## Notes

It is difficult to earn this card's Shard without proper preparation. These cards can be helpful when attempting to win the Shard:

* Heroic Sacrifice: Blessing that allows the player to sacrifice their Companion to face half the Northerners with the same timer.
* Meteor Strike: Artefact that inflicts a large amount of AoE fire damage, strong against Northerners.
* Winters Bane / Scorched Blade / Colbjorn's Sword: Weapons that are strong against Northerners.
* Nazgar's Reckoning: Shield that grants Bonus Riposte damage against Northerners.
* Kubarak's Gaze: Helm that can Freeze Northerners.
Hubie

*"It seems your standards are lower than I figured."*

Hubie is a Goblin Companion available with the Outlands & Outsiders DLC.

His initial card, **Hubie the Orphan**, is unlocked by acquiring the token for Borrow Burrow.

## Hubie the Orphan

### Information

*Some say that goblins are older than time. This goblin seems a little younger than that.*

### Combat Style: Slippery

Enemies will find Hubie harder to hit than other Companions.

### Special Combat Ability: Decoy

When activated, Hubie taunts all enemies, drawing attackers away from you for 10s. Cooldown: 32 seconds

### Camp Ability: Recharge Bomb

From Camp, restore the charge(s) on a Bomb Artefact, but lose your Companion for 3 Turns.

### Companion-Specific Cards

* World-Ending Wyrm
* The Lionel Special
* Hubie Suspects his Neighbours
* Hubie's Neighbour
* Hubie Saves the Goblins

## Hubie the Brave

### Information

*With his new horn and magical hat there's nothing that can stop Hubie now. Nothing.*

### New Camp Ability: Portal

From Camp, move to a random Encounter Card, but lose your Companion for 3 Turns.

## Token 1 Requirements

Take Hubie to his desired Encounter to unlock this Token.

**Clue**: A bomb specialist.

## Token 1 Unlocks

*For taking Hubie to the bomb specialist, your Supplies have been added to.*

The Lionel Special

## Token 2 Requirements

Take Hubie to his desired Encounter to unlock this Token.

**Clue:** The Palace's exclusive Equipment store.

## Token 2 Unlocks

*For taking Hubie to steal from the Palace...*

Hubie Token 3

## Token 3 Requirements

Take Hubie to his desired Encounter to unlock this Token.

**Clue:** A place with a high concentration of Goblins.

## Token 3 Unlocks

*For being part of Hubie's embarrassment at Goblin Town...*

Hubie Saves the Goblins

Hubie the Orphan (without hat)

## Battle Quotes

* "Hello! It's me Hubie from next door!" (In combat during Hubie's Neighbor)
* "The corruption will kill you! You have to leave...!"
* "There's so much of it..."
* "Set 'em on fire!" (In Raider Prevention)
* "What a nice lady!" (In Distressed Damsel)
* "Look at the big portal!!!" (When fighting the boss in The Mapmaker, if got the Gold token)
* "It was very dark and cold in there!" (When revived)
* "Hey you! I stole your shoe!" (When his combat ability is activated)
* "Hello! I'm Hubie, what's your name?"
* "New friends!"
* "The god of death said she's coming for you all." (During the Death challenge)
* "Can we get sherbet after this? With berries! And honey!"
* "I really like this part!"
* "I knew it! It's the signs!" (When entering combat in World-Ending Wyrm)
* "Thanks!" (When revived)
* "I hope everyone gets hurt!"
* "I hope everyone dies!"
* "Look here!" (When using his combat ability)
* "Why is everyone so mad?"
* "Can we eat the bodies afterwards?"
Return to Deadly Forest

## Event

If the player does not possess the Forest Guardian's Ring:

*You know that these woods are deadly without the protection of The Forest Guardian's Ring.*
**Encounter ends.**
If the player possesses the Forest Guardian's Ring:

*A warm glow from the ring provides you with some reassurance as you brave the woods once more.*
*The forest is eerily still. Unseen watchers scrutinize you from the shadows.*
*The breeze rises into a howling gale, buffeting you with debris. Dark leaves from the forest floor dance and spin in the squall, forming a face.*
**The player gains 2 Fame.**
*"I see my ring finds a new bearer. Do you ache for adventure, or are you a quaint little gardener like the last one?"*
1) Explain that you are fond of adventure.
*"Well, you can't be worse than Thon and his endless whistling. If you're ever made the guardian of a forest, be sure to check if you'll be sharing it with a whistler."*
2) Ask about the forest.
*"At the heart of the forest lies a weapon of terrible power. Whether the forest grew around it as a safeguard or it was placed in the forest as a deterrent, none can say. But the weapon is here, and so I am its guardian."*
**The Dealer reveals Blood Crescent.**
*"This weapon was meant to be lost and forgotten, but I see how the world has changed beyond the bounds of my forest. If I could find a great warrior, someone truly worthy, perhaps they could be entrusted with the blade."*
1) Reach out and take the weapon.
*As your fingers enclose the blade's hilt it turns to smoke and disperses with the wind.*
2) Declare you are a great warrior.
*The forest spirit scoff. "Oh, of course! You say you're a worthy and good hero. I guess I'll just take your word for it and hand over this powerful weapon!"*
**The player gains this card's token.**
*"You must prove your worth. Complete the weapon's trials, and perhaps you will be deemed worthy. Perhaps. Now, begone!"*
*The wind picks up once more, engulfing you in fallen leaves. You clutch your ears to block the noise. When the roaring dies down you find yourself once again at the edge of the forest.*
**The player acquires the Questing Mace (With Token).**
## Unlocked By

Acquire the token for Cheerful Woodcutter.

## Token Unlocks

*For entering the Deadly Forest bearing the magical ring...*

Questing Mace (With Token)
Mischief Makers

## Weapon Information

*These powerful gnomish artefacts were quenched in goblin-blood.*

## Weapon Ability

**Stun Goblins:** Perform 4 stabs that cause Stun to Goblins. Stunned enemies take 150% Damage when hit. Requires 13 hits.

**Reflect Arrows:** Use Defend to Reflect arrows from Ranged Goblins. Reflected projectiles cause 25 Damage.

## Statistics

Weapon Type: Light

Damage: 7

Value: 9

Fame Required: None

Endless Points: ?
Raider's Camp

*"Tinged with flame... yet you must cross, or all is lost in vain."*

## Event

*Following the trail through the twisting canyon, you find a Northerner encampment.*

**The Dealer draws 8 Frost Monster Cards.**

*"There will be more too, further down, Colbjorn says, laying low in a thicket of ferns.*

*"They'll attack on sight." Gerald the surly goblin appears behind you. "Gerald can offer you another way."*

*"North is a cave." The goblin continues, "The Passage leads through the mountains to the woodlands in the west."*

**The Caverns Encounter is added to the map.**

*He then wanders down the gully and out of sight.*

*"We could attempt to get the upper hand on the raiders, or we could take another route," Colbjorn says, turning to you.*

1) Retreat back down the canyon.

**Encounter ends.**
2) Ambush the Northerners.

(insert text here)
Sacrificial Blades

*"Whose sacrifice? That is the question."*

## Weapon Information

*Ceremonial blades used to banish fallen mages.*

## Weapon Ability

**Stun Blitz:** Perform a series of strikes that can be guided towards multiple targets. The final strike causes Stun. Requires 12 hits.

**Holy:** Weapon deals 150% Damage to Undead. Includes Skeletons, Wraith and Necromancer.

## Statistics

Weapon Type: Light

Damage: 9

Value: 37

Fame Required: 17

Endless Points: 60
Oswin

Oswin is a temporary companion for The Lovers, and does not appear in any other challenge. His card also does not upgrade to any new form.

## Information

*His love for potato is unrivaled and unyielding.*

## Attack Style

Oswin is essentially a member of the Toil suit, and is armed with a pitchfork. Occasionally, Oswin will perform a stabbing attack with his pitchfork, but it does not do much damage. See Toil for more information.

## Notes

Oswin is the only companion that the player cannot revive if his health drops to zero. This is because, as per the rules of the Lovers challenge, Oswin's death results in a game over. So while Oswin joins the player in combat, the player is forced to defend Oswin rather than rely on him for any kind of assistance.
Kubarak's Gaze

*"One to bear with caution."*

## Helm Ability

**Freezing Defence:** Defend all attacks from a Northerners Combo to cause Freeze to the attacker. Frozen enemies take 250% Damage when hit.

**Brimstone:** After completing a Brimstone encounter, draw a Gain Card.

## Statistics

Helm Type: Helm

Defence: 6

Value: 23

Fame Required: 10

Endless Points: 30
The Hunter Dies

This is a companion-specific card for Keturah. Rather than being placed on the board, this card only will be shown if the player did not get enough material before the number in "X Steps Until Keturah Dies" drops to 0.

## Event

*Keturah's funeral is sparsely attended. Just you and a wheezing old priest.*

*You returned with the rations and blood to an empty cot - your companion had passed the previous day.*

*You tear the witch's cure in half, the sound cleaving through the cold, bitter air.*

*A wind carries the pieces of parchment across her humble grave.*

**Encounter Ends.**
Hungry Paupers

*Not to be confused with Hungry Peasants.*

*"With every step, corruption reaches further, and your chances become less."*

## Event

*You spy a group of poor urchins loitering in an alley. They look hungry.*

*As you approach, they scramble into a pile of discarded crates.*

1) Explain you're there to help.

*"How do we know you're not one of them?" one cries.*
*"How do we know you're not sick like those monsters?" says another.*
*They remain huddled behind the crates.*
2) Try to catch them.

**Precision Gambit**
Huge Success
*You successfully grab all the children before they make their escape.*
*"We thought you were monsters," one says as she boards a wagon.*
**The player saves 8 citizens.**
Success
*You successfully grab some of the children before they make their escape.*
*You load them on the wagons and assure them of their safety.*
*The remaining urchins remain unreachable. "It's no use. Maybe some food would coax them from hiding?" [your Companion] says.*
**The player saves 4 citizens.**
A) Offer the children food. (Lose 4 Food)
*The last children come out of hiding and snatch up the food.*
*Their trust gained, they board the wagons. You resume your journey.*
**The player loses 4 Food.**
**The player saves 4 citizens.**
**Encounter ends.**
B) Leave the children for now.
Failure
*Despite your best efforts, you are unable to reach the urchins before they scurry to a new hiding spot.*
*Frightened, the children hide from view.*
Huge Failure
*Your enthusiasm to catch the children does nothing but frighten them. They burrow further into the debris.'**"I fear it will take more food than before to coax them out of hiding now," [your Companion] says with a sigh.***
A) Offer the children food. (Lose 12 Food)
B) Leave the children for now.
3) Offer the children food. (Lose 8 Food)

*The eldest child reaches out gingerly and snatches the food, devouring it in an instant*
Hunger overcomes the rest of the group and they crawl from their hiding places to gobble up the food.
Their trust gained, they board the wagons. You resume your journey**.**
**You lose 8 food**
**You have saved 8 citizens.**
**Encounter ends.**
4) Leave the children for now.

*Reluctantly, you leave the frightened children and continue patrolling the streets.*
Grateful Hero

*"Some still fight. Yet, they must know their time is near."*

## Event

*The unmistakable sound of combat alerts you to a group of townsfolk being attacked by the infected. One brave warrior struggles to hold back the horde.*

**The player draws a 5 of Toil.**

**The Dealer draws 2 Blight Monster Cards.**

*You rush to their aid.*

**The player enters Combat.**

*"You arrived just in time," the warrior explains. "I don't think I could have held them off for much longer."*

*"I could part with some equipment," he continues. "I don't think it will do me much good now. See me if you're interested in a trade."*

**The player saves 5 Citizens** (it does not seem to matter whether Citizens died during the fight or not).

**More Equipment is available to purchase at the Campfire.**

*You explain Captain Fiore's plan and help the survivors on to the wagons.*

If there are adjacent paths:

*From this street you can see other paths.*
**Adjacent Encounters are placed on the map.**
Otherwise:

*No new paths discovered.*
Midnight Feast

## Event

*You sight the end of your quest...*

1) Advance.

*You arrive at the manor house of Yarilo, Terror of Belobog, just in time for the full moon to begin its ascent into the night sky.*
*A large stone wall surrounds the grounds and the thick, iron gate is covered in runes, surely warded against intruders.*
*It seems that the residents in this neighbourhood are unconcerned with the official ban on magic.*
*You find a servant's entrance and manage to slip inside.*
*You stealthily make your way through the mansion, looking for Veles.*
*Too late, you realise that your presence has been detected.*
**The Dealer draws 1 Elder of Shadow and 1 more Monster Card.**
*"Ah, here to join your friend?" Yarilo, Terror of Belobog enquires, entering the room with a smile.*
*"Your friend is alive and well," Yarilo says, bringing Veles forward, bound in chains.*
*"I will feast well on you both tonight!"*
**The player enters Combat.**
*The last of the wicked creatures falls to your blade and you immediately move to free Veles.*
**The player regains their Companion.**
*You take the opportunity to loot Yarilo's storerooms.*
*"It's the least we deserve," Veles says.*
**Trial completed.**
**The player gains X Endless Points.**
2) Leave.
Questing Mace VII

This is the seventh iteration of the Questing Mace.

## Weapon Ability

**Questing Power:** Perform a powerful strike that deals 300% Damage to Wraith when activated. Requires 6 hits.

**Wraith Required:** Combat against a Wraith required to unlock the token.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Unlocks

*For defeating a Wraith with the Questing Mace...*

Questing Mace VIII
Northerner Village

## Event

*You lead the army to the edge of the forest surrounding the Northerner village.*

*The mountain men gather before their shaman, who stands, chanting, over a pile of corpses. The sight of a bloodied scrap of cloth makes Alpus gasp in recognition. "The bodies! It must be Roldan and his men!"*

*As you watch, the shaman concludes her ritual and the corpses are consumed by green flame. From the ashes rises a monster - a frightful construct of ice and steel.*

*"They're desecrating our men!" one of the soldiers cries out.*

*The northmen below turn to regard the treeline with suspicion.*

*Having lost the element of surprise, Alpus gives the command to attack.*

**The Dealer draws a Tyrant of Frost and 3 more Frost Monster Cards.**

**The player draws 3 Steel Monster Cards.**

**The player enters Combat.**

*As the fighting in your vicinity dies down, you pause to take stock of the two armies locked in combat.*

If the Empire has at least 500 Soldiers remaining:

*Captain Alpus, wounded but alive, declares victory as the last Northerner warriors flee into the hills.*
*"Justice for Roldan!" the cry goes up among the Imperial soldiers.*
*You inspect the ritual site and discover only the corpses of Northerner women and children.*
*"Your people did this," the shaman declares. "Your kind speaks of peace, but delivers only butchery. We seek only to protect ourselves and yet again you deliver death."*
*"Round up the prisoners!" Alpus commands. "We'll take them back to the fort. Our work here is done."*
Otherwise:

*You find yourself outnumbered as the Northerners cut down the remaining Imperial soldiers.*
*The Empire has lost the field, but you have defeated their champion.*
Goblin Tracker

*"The more time we spend together, the more unsavoury your allies become."*

This Encounter was added as part of the free *Face of War* update.

## Event

*The tunnels leading from Goblin Town provide easy access to the surface world, provided you know where you're going.*

*Unfortunately, right now you find yourself completely lost.*

*Rounding a bend, you meet a lone goblin archer, his face painted in lurid colours. He skulks sheepishly behind a boulder, squinting at the path ahead.*

*"Human!" he hisses. "Or... stoat. I can never tell the difference. The Redclaw Clan is tasked with keeping these roads clear, but a monster with big gross crystal warts is guarding the path ahead. There's no way forward."*

**The Dealer draws an Ogre.**

*The goblin sighs, defeated.*

1) Ask about the Redclaw Clan.

*The goblin crosses his arms. "Ours is a great and storied clan of warriors, heroes and goose-wranglers. We have e'er watched over these goblin roads, except on Tuesdays because it's Two-Soup Tuesday down at Smunsen's Soup Emporium."*
2) Offer to clear the path.

*"You can't!" the little goblin says, shaking his head. "It would shame the clan if an outsider performed our duties! Only the Redclaw Clan may guard the goblin roads."*
*"Unless! Yes. This could work. Kneel down, human."*
*You kneel in front of him. He wipes the lurid greasepaint from his face and slaps it messily onto yours with both hands.*
*"Rise, fellow Redclaw! Rise and punch that monster right in the jug!"*
**The player enters Combat.**
*With the passage cleared of the Blight, the goblin runs over to you. "You did it! Not that I had my doubts. Not that I had fifty gold on that creature knocking your block off!"*
*He surveys the passages leading out of the chamber. "The roads are clear now. If you'd like, I can lead you back to the surface."*
**3 Forest Encounters are added to the map.**
**A goblin marker is placed on one of the Forest Encounters.**
*The goblin points at a spot on your map. "Would you like to surface here?"*
A) Travel with the goblin.
*You follow the little tracker for some time, finally emerging from a tree-stump. "Farewell, fellow Redclaw. Remember to join us for Two-soup Tuesday," the goblin says, receding back into the tunnels.*
**The player moves to the location of the goblin marker.**
**The player gains this card's Token.**
B) Ask about other exits.
*The goblin points at a spot on your map. "Would you like to surface here?"*
**Goblin marker moves to another location.**

## Token Unlocks

*For clearing the goblin roads, new appearances are available...*

* 10 Facepaint character customization options.
Knight's Helm

*"Perhaps you can master the honour that comes with a headdress."*

## Helm Ability

**Bonus Defence:** Each piece of Equipment that offers Defence gains +2 Defence. Excludes Rusty Equipment.

**Ability Glory:** Gain +1 Fame if your Weapon or Artefact Ability is used 3+ Times in a single combat.

## Statistics

Helm Type: Helm

Defence: 10

Value: 40

Fame Required: 20

Endless Points: 200
Village of Huntsweasel

## Event

*You sight the end of your quest...*

1) Advance.

*The town of Huntsweasel is quiet as you walk among the houses. Frightened faces vanish from the windows as you glance in their direction.*
*In the centre of the village you discover the fate of the local Imperial garrison. As you move to free them from their bonds, a pack of deadly cut-throats surround you.*
**The Dealer draws a Silencer of Greed and 1 more Greed Monster Card.**
*"Another Imperial lackey here to do their dirty work?" The Falconer enquires. "The Emperor couldn't even be bothered to send any more of his own soldiers, times must be tough."*
*"Get him, lads!"*
**The player enters Combat.**
*With the ruffians dealt with, the people of Huntsweasel emerge from their homes to thank you.*
*With your main quest complete, you turn your attention to other tasks.*
**Trial completed.**
**Thieves are now stronger in combat.**
2) Leave.
Scarab Grasp

## Weapon Information

*How does the blade of a king end up in a vagrant's hands?*

## Weapon Ability

**Bleed Frenzy:** Summon a spell that targets enemies affected by Bleed when activated. Spell causes 150% Weapon Damage to each target. Requires 7 Hits.

**Bleed:** Attacks cause Bleed. Bleed causes Slow and damage over time. Excludes Undead and Corrupted.

## Statistics

Weapon Type: Heavy

Damage: 22

Value: 48

Fame Required: 18

Endless Points: ?
Soundtracks

The Hand of Fate 2 Soundtrack features nearly 2 hours of music composed and produced by the award winning Jeff van Dyck. It is available on:

* Steam
* Amazon
* Spotify
* Youtube
* Epic Games
* Origin
* Apple Music
* Bandcamp

Credits:

* Vocals by Angela van Dyck and Ella van Dyck
* Guitar, Lute, Dulcimer and Mandolin by Shaun Trainer
* Mastered by Dave Neil
Setekh's Sting

*"Illness can be power... in the right circumstances."*

## Weapon Information

*It is in the scorpion's nature to sting.*

## Weapon Ability

**Paralysis:** Aim and throw a weapon that causes Long Freeze and Bleed to a single target. Requires 14 Hits.

**Riposte Charge:** Every 2 Ripostes increases weapon charge by +1.

## Statistics

Weapon Type: Light

Damage: 8

Value: 35

Fame Required: 9

Endless Points: ?

## Token Requirements

Activate your Weapon Ability 12 times to unlock this Token.

## Token Unlocks

*For pinning your foes with the scorpion's sting.*

* Setekh's Wrath

## Notes

* *Setekh* (also transliterated "Set") is an ancient Egyptian god of chaos.
* This weapon's showcase text may refer to the fable of The Scorpion and the Frog.
Ward of the Innocent

*"A name tinged with irony. Not a single innocent has ever sat at my table."*

This is a shield in *Hand of Fate 2.*

## Shield Information

*Travel lightly, look far. Such are the songs of the plainswomen, who once roamed these lands.*

## Shield Ability

**Map Reveal:** Reveal 2 random Encounter Cards at the start of each new map.

**Shield Reflect:** Use Defend to Reflect attacks from Ranged enemies. Can only be equipped with a One-Handed weapon.

## Statistics

Defence: 8

Value: 18

Fame Required: None

Endless Points: 30

## Notes

This shield has the same artwork and a similar ability to the Innocence shield in *Hand of Fate*.