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Questing Mace

*"Old, weathered, and still a viable hunk of metal."*

The Questing Mace is a Heavy Weapon in *Hand of Fate 2* that is unlocked by gaining the token for Return to Deadly Forest. It goes through 11 iterations as the weapon's tokens are unlocked. The quest chain unlocks the final version of the weapon, and, more notably, Blood Crescent.

All iterations share the same basic statistics, but have different abilities and unlock requirements. See individual pages for full details.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

Endless Points: N/A
Northerner's Camp

## Event

*The Northerner's camp lies silent, with empty tents decorated in their strange but colourful markings.*

If (50% chance) or the player has no Food and less than 40 Life:

*You pick through the discarded tents for anything of value.*
**The player draws 1 Gain Card.**
Otherwise:

*You find nothing of value here.*
Ire of the Dead

This curse is always acquired in the Ironpeak Necropolis encounter unless the player declines the Goldwells' request.

## Effect

**Combat Woe:** Draw a random Curse before every Combat and discard it afterwards.

## Notes

* The effects of some curses will stack if the player already possesses them when they are drawn by Ire of the Dead. E.g., if the player already has Bad Practice, and Ire of the Dead then draws Bad Practice, the hits required to charge a Weapon Ability are increased by 3+3 = 6 for the duration of the Combat.
* Curses drawn and discarded by Ire of the Dead **do not** trigger Gremlins or Redeemer's Tax.
* This is a list of the Combat Curses that can be drawn:
	+ Ally's Folly - **Weak Ally:** Companion receives 50% more damage when hit during Combat.
	+ Bad Practice - **Hard Ability:** Hits required to charge a Weapon Ability are increased by 3.
	+ Bad Wager - **Pilfered Pockets:** Lose 1 Gold each time you are hit in Combat (max. 10).
	+ Blood for Blood - **Weak Life:** Deal 20% less damage in Combat while your Life is full.
	+ Brute Determination - **Strong Foe:** One random enemy in every Combat has +100% additional Life.
	+ Brute Force - **Quick Foe:** One random enemy in every Combat moves and attacks 30% faster.
	+ Companion's Cut - **Companion Tax:** Lose 1 Gold each time you use a Companion Ability in Combat.
	+ Coward's Audacity - **First Strike Buff:** The first enemy to hit you in Combat causes +25% damage for the remainder of the Combat.
	+ Doubt - **No Ability:** Your Weapon Ability cannot be activated in Combat.
	+ Eager Pursuers - **Fast Start:** All enemies move +15% faster until they are hit.
	+ Faulty Fuse - **No Artefact:**Your Artefact Ability cannot be activated in Combat.
	+ Freeloader - **Revive Tax:**Lose 10 Gold each time you Revive your Companion in Combat.
	+ Heavy Burden - **Slow:**Movement Speed is reduced by 15%.
	+ Hungry Helper - **Companion Tax:** Lose 1 Food each time you use a Companion Ability in Combat.
	+ Nemesis - **Brute:** One random enemy in every Combat inflicts double damage.
	+ Reluctance - **Slow Ability:**Your Companion Ability cooldown charges 50% slower.
	+ Shared Glory - **Companion Tax:** Lose 1 Fame each time you use a Companion Ability in Combat.
	+ Undisciplined - **Undisciplined:**Every individual enemy inflicts 200% Damage, the first time they hit anyone in Combat.
	+ Vulnerable Binding - **Brute Snare:** Enemies deal +25% damage while you are affected by Snare.
	+ Weak Start - **Hard Start:** The first 3 Hits received in Combat deal +200% damage.
Questing Mace IX

This is the ninth iteration of the Questing Mace.

## Weapon Ability

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

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

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Unlocked By

Acquire the token for Questing Mace VIII.

## Token Requirements

Defeat a Necromancer to unlock this token.

## Token Unlocks

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

Questing Mace X
Rumours of War

*"The small folk are worthy of protection. The Game of Life and Death treats them as mere pieces, but they deserve their own role in the Game."*

This card is specific to the Hanged Man challenge, and also serves as the starting card of the challenge.

## Event

*The Northern tribes have gathered and are preparing to invade the Empire!" [Malaclypse/Colbjorn/Estrella/Ariadne] exclaims as they burst into the tavern.*

1. Leave immediately to warn the Empire villages.
**Continue with challenge**
2. Discuss the situation further
*The main force of the Imperial Army is widely known to be away in the southeast, seeking to bring new countries under the heel of the Empire.*

*"There are dozens of smaller villages all through this region. They are protected by Empire forts that sit on all the major trade routes, but those won't be able to hold out for long without reinforcements. We have to assume that the Empire won't respond in time - hundreds of innocent people are in great danger!*

*"The Empire is run by a corrupt, bloodthirsty lunatic," [Malaclypse/Colbjorn/Estrella/Ariadne] declares, "but his people don't deserve this fate. We have to warn them! I know of several local villages, but there are many more that I have never visited."*

**Continue with challenge**
Missing Shipment

## Event

*A local tanner laments a missing shipment of furs from the frontier village of Rothmire. "They've had problems out there before from both beast and bandit, but I'd hoped that the establishment of an imperial garrison nearby would have settled things down."*

*The tanner marks the location of the village on your map. "Please, if you can't find my furs, at least satisfy my curiosity. I must know what's happening out there in the wilds."*

## Adventure-Specific Cards

* Empire Ambush
* The Pyre
Guards

## Event

If the guard marker is approached by the player:

*You catch a guard sleeping and slip past unnoticed.*
**The guard marker is removed from the map.**
If the guard marker approaches the player:

*Your path is blocked by guards. You cannot afford to raise the alarm by starting a fight.*
*Colbjorn believes he can create a diversion.*
**Dice Gambit** (Target: 15)
Success
(insert text here)
Failure
*With a single blow, Colbjorn collapses the scaffolding that adorns a half-constructed statue of the Emperor.*
*Unfortunately, the scaffolding falls directly onto you.*
**The player draws 2 Pain Cards.**
*Wincing, you scramble out of the rubble and away from the approaching guards.*
**The guard marker is removed from the map.**
**The player is moved back to Palace Courtyard.**
Minor Suits

Like its predecessor, *Hand of Fate 2* features a large variety of enemy types and varying units within those types. While the most frequently encountered enemies belong to one of four suits, there are a large number of less frequently encountered enemy suits as well.

The minor suits are:

* Toil
* Skulls
* Mischief
* Arcane
* Ogre
* Black Knight
* Gnomes
* Thorns
* Shadow

For more powerful versions of existing enemy units, see Bosses.
The Architect of Annihilation

The Architect of Annihilation is the name of the fusion between High Lord Warden and his brother Lord Brockheimer in Dream Girl: Ascent.

## Appearance

The Architect is a massive entity, combining the heights of both Warden and Brockheimer, while maintaining the same proportions - at the scale of a human, he would be a little below average height, with broad shoulders. He has long red hair which is tied back, though he has Brockheimer's trademark cowlick and a few spiked masses.

He wears an enlarged suit of Antiverse Relic Plate with an enlarged gorget. His right arm is cybernetic and wields a large sword, and his left arm is equipped with a massive tower shield.

## Personality

The Architect, presumably, would have a mix of his component people's personalities, if he was to exist beyond the fight he was created for.

In the fight, The Architect is almost bezerk with grief, with Brockheimer having lost Sidhe a matter of hours before, and Warden having (almost) lost Brockheimer in the same fight the Architect was formed. He refuses to halt his attacks and expresses a desire to destroy everything Tamera holds dear, stating that he's not going to kill her, but instead kill everyone around her and destroy her version of Earth in a slow, agonizing way and forcing her to watch.

## Abilities

The Architect has more powerful versions of his component's abilities - he is able to heal himself, enhance his protection with Bulwarks, use advanced sword techniques, and use Rotation to devastating effects.
Imperial Justice

*"The Empire has stood in your path at every step, yet now there is no velvet over the iron. They would kill you to achieve their goals."*

## Event

*You are spotted as you approach a remote but well guarded Empire fort.*

*A call to arms rises from the walls as twin ballistas stall your advance.*

**The player draws a 50% Life Pain Card.**

*Imperial soldiers block the path ahead.*

**The Dealer draws a Knight of Steel, a Phalanx of Steel, and a Musket of Steel.**

**The player enters Combat.**

*With birds already feasting on the greater part of the fort's garrison, you gain easy access to the fort and locate Estrella in her cell.*

*"Took your time," she says with a crooked smile.*

*You briefly relate the difficulties that have beset your other companions as you exit the now deserted fort.*

*"I overheard the Warden say that someone gave them information. Told them right where I was going to be the day they ambushed me," Estrella says, pausing to relieve a fallen soldier of his weapon.*

*"It sounds like someone with a lot of clout went to a lot of trouble organising all this - you're making some powerful enemies."*

If the player gave the potion to Theophilus:

*Later that night, Theophilus appears from the darkness.*
*"Thank you friend, with your help I have at last gained my freedom. Perhaps one day I can return the favour..."*
Mercenary Garb

*"How appropriate."*

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

## Armor Ability

**Stun Bash:** Charged Bash causes Stun to a single target when activated. Basic Bash causes a brief Stun. Requires 5 defends.

**Stun Defence:** Cause a brief Stun to Thieves who hit the player with melee attacks.

**Tight Pockets:** Reduce the chance of Goblins stealing an item by 50%. Reduces Gold stolen by 50%.

## Statistics

Armor Type: Medium

Defence: 10

Value: 32

Fame Required: 13

Endless Points: 40
Sapper's Bolt

## Artefact Ability

**Explosive Bolt:** Aim a bolt that sticks to the first enemy it hits. Bolt detonates after a short delay and causes 40 Damage to an area.

**Limited Bolts:** Once Charge(s) are used this item is replaced with the standard Crossbow.

## Statistics

Artefact Type: Crossbow Artifact

Cooldown: 5 seconds

Uses: 10

Value: 40

Fame Required: 8

Endless Points: 25

## Token Requirements

Defeat 10 enemies with this item to unlock this Token.

## Token Unlocks

*For sabotaging your foes with the Sapper's Bolts.*

* Frost Bolt
Malaclypse

*"All mages are my children. This one, however, I would rather disown."*

Malaclypse is the one of the player's four main Companions in *Hand of Fate 2,* as well as the very first.

His initial card, **Malaclypse the Trickster,** is unlocked by completing The Fool. Upon completing his quest line, he is upgraded to the Platinum Card **Malaclypse the Magician.**

## Malaclypse The Trickster

### Information

*A magician, a jester, and a vagabond.*

 **Magic Shield**
When activated, Malaclypse casts a protective spell on you that absorbs a single hit.
Cooldown: 30s.

 **Respin Wheel**
Optionally, respin any Wheel Gambit, but lose your Companion for 3 Turns.

 **Ranged Magic**
Can cast Ranged spells that cause Magic Damage that ignores enemy Defence. Can teleport to avoid damage.

### Companion-Specific Cards

* Malaclypse's Problem
* The Underneath
* The Stolen Ones
* The Madmen
* The Cure

## Malaclypse the Magician

### Information

*He often comments that as far as brushes with death go, his was most convenient - he needed a new spellbook anyway.*

### New Combat Ability: Overcharged

Malaclypse's Magic Shield causes 25 Damage to nearby enemies when hit.

## Battle Quotes

Malaclypse is voiced by Craig Bentick.

* “I’m no happier to be here than you lot.”
* “I hope this works!” (when using combat ability)
* “Thank you!” (when revived)
* "Ugh, that helps." (when revived)
* “By sea and sun, fate and fame.”
* "Do something worthy, will you?"
* "If nothing else, I'll get a song out of this."
* "We could have simply walked away, but nooooo."
* "Don't let them hit me! I'm too handsome for violence."
* "I'll have you know that my friend here has killed far better than you!"
* "Once again, good intentions end up with people trying to hit me!"
* "If you can't trust a thief, who can you trust?" (When fighting the boss of The Fool) [got the companion card from Change of Plans]
* "With all these soldiers, you don't think you could have left me at home?" (When fighting the boss of The Magician)
* "Why does everyone even want these accursed things?" (When fighting the boss of The Emperor)
* "Right one, wrong one, I've been itching to fight these sods since we met them!" (When fighting the boss of The Hierophant)
* "They've sent a legend to kill us! Well, you." (when facing the boss of Death)
* "She's not one of ours, by the way. Totally different set of mages, honest." (When fighting the boss of Temperance)

## Trivia

Malaclypse is named after Malaclypse the Younger, the author of the *Principia Discordia*, and therefore cofounder of the parodic religion Discordianism. While Gregory Hill is generally considered to be the true founder and Malaclypse his pen name, he insisted that 'Mal-2' was a spirit sent by Eris to help him write the book. While Discordianism is decidedly a trickster religion, Mal the companion is not terribly Discordian in outlook.

## Gallery

Malaclypse's card as it appears in The Fool challenge.Malaclypse the Trickster regular cardMalaclypse the Magician Platinum Card
Questing Mace II

This is the second iteration of the Questing Mace.

## Weapon Ability

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

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

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Unlocked By

Acquire the token for Questing Mace (With Token).

## Token Requirements

Defeat 20 Corrupted to unlock this token.

## Token Unlocks

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

Questing Mace III
Pauper Plague

*"In case you're wondering whether I take it personally - these purges of the corrupt - indeed I do. How could I not?"*

## Event

*The town crier announces the Empire seeks mercenaries to join the battle against corruption. You seek out the watchtower where recruitment is taking place.*

**The player draws 2 Steel Monster Cards.**

*You arrive in time to hear Sir Malifowel's plan to wipe out the Paupers District. "The outbreak began there and we cannot risk sparing any of their lives," he says.*

*Sir Malifowel the Green leads the mercenaries to the Pauper District where the poor and sick have been walled off from the rest of the city. As you hear the wailing of the corrupted, Sir Malifowel gives his command to charge.*

*You find yourself surrounded by corrupted.*

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

*You draw your weapon and set your feet.*

**The player enters Combat.**

*Sir Malifowel commends you for your bravery and offers you a reward.*

**The player gains 2 Fame.**

**The player draws 2 Gold Gain Cards.**

## Notes

This Encounter is replaced by Pauper Dilemma after the player completes The Chariot.
Prison Wraith

*"So much death here... it leaves behind so much that is tainted and unclean."*

## Event

*A sudden drop in temperature stops you in your path. You glance over at [your Companion] as your breath turns to fog.*

*"We're in the presence of a shade," your companion whispers.*

**The Dealer draws a Shade of Skulls and 1 more Skulls Monster Card.**

*"Such vibrant souls," hisses a voice in the dark. "I will feast on your essences for years."*

**The player enters Combat.**

*You search the shade's previous victims for anything of value.*

**The player gains 4 Fame.**

**The player draws 2 Gain Cards.**
Marksman's Bane

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

## Weapon Information

*There are none so hated by the infantry as marksman. Small wonder this weapon is prized by them.*

## Weapon Ability

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

**Empire Bane:** Deal 135% Damage to Empire and Ranged enemies. Ignores Defence.

## Statistics

Weapon Type: One-Handed

Damage: 18

Value: 30

Fame Required: 3

Endless Points: 50

## Token Requirements

Reflect 15 projectiles from Empire enemies with a Shield that can Reflect.

## Token Unlocks

*For persecuting ranged enemies with Marksman's Bane...*

Dazzling Blade

## Notes

This card was originally named "Archer's Bane".

For the purpose of acquiring this card's token, these shields can be used to reflect projectiles:

* Buckler / Tactician's Buckler
* Kingmaker
* Shield / Reinforced Shield
* Valiant Aegis
* Wanderer's Bounty
* Ward of the Innocent
Kallas' Blood

This Blessing can be acquired by getting a Huge Success in Stranger In The Shadows (only possible with Eternal Hope).

## Information

**Blood of the Victor:** Deal +25% more damage while you have a One-Handed Weapon equipped.

**Unhelpful Companion:** Your Companion will not aid you during Gambits.

**Stand Alone:** Your Companion will not aid you in Combat.
Market Mayhem

This is an Adventure Card in *Hand of Fate 2*.

## Event

*You overhear two Imperial guards as they enter a tavern.*

*"Some fool tried to bring a caged ogre into the city, thinking he could put it on display. Well, it's causing a spectacle now! It broke free and has been smashing everything down at the docks all morning."*

*You head to the dock.*

## Adventure-Specific Cards

* Ogre Ambush
* Sacrifice
* Terror on the Dock
Greed

The Suit of Greed represents the rogues, thieves, and assassins in the world of *Hand of Fate 2*, and will simply be referred to as "Thieves" in the game.

There are both ranged and melee units in this suit, although both are lightly armored and extremely agile. The basic units of this suit (see below) are also the first enemy the player will face in the game, making them similar to the Suit of Dust in the original *Hand of Fate*.

Thieves typically use one or two swords/daggers, similar to light weapons (except for the Anarchist). Due to their high agility, they can easily dodge heavy weapons, making them least effective, while light weapons are the most effective against them.

## Unit Types

### Thug

*Violence for the sake of violence, and theft for the sake of money. Thieves attack frequently and can Evade standard attacks, making Heavy weapons less effective.*

The most basic unit of this suit, represented by plain, numbered Greed cards. They dual wield daggers and with their agility, they can dodge attacks from one-handed or and heavy weapons. They have two attack patterns, which are the regular attack and the wake-up attack.

### Anarchist of Greed

*There are always men who merely want to see the world burn.*

The ranged counterpart of the Suit of Greed, which are distinguished by their tricorner hats. They attack by throwing Molotov cocktails, which acts as a ranged AOE move. They also defend themselves with an unblockable fire breath attack when the player is close.

### Silencer of Greed

*Cut your throat, or cut your purse, it makes no mind to them.*

Silencers are more elite versions of the basic Greed unit. They also use twin daggers but with deadly intent. Their attacks have a blockable, the same regular and wake-up attack of the common Greed unit, and unbloackable, the jumping and stab attack. Silencers are distinguished by their use of face masks.

### Assassin of Greed

*Like a knife in darkness, the Assassin waits.*

The most powerful unit of the Suit of Greed. Assassins of Greed are distinguished from other Thieves by their large, wide-brimmed hats. Besides using basic attacks, Assassins will also perform quick, heavy (unblockable) attacks, and will also not only dodge, but teleport around the battlefield.

## Gallery

Basic Greed cardAnarchist of Greed (one pip)Brimstone Assassin of Greed.
Resources

Resources are a basic component of *Hand of Fate 2.* As the player traverses the board, they can gain and lose one of four basic resources, which are indicated by a set of cards in the lower left part of the screen during any challenge or adventure. Most resources (with the exception of Fame) can be altered through Gain Cards and Pain Cards.

These resources are:

**Life:** This is displayed as a card with a red heart. This represents the player's current health. The default maximum is 100, though this number can be increased and decreased.

**Food:** Food is displayed on cards as a green apple. The player will consume 1 Food every time they step onto a new card. If the player is injured, consuming Food will restore 5 Life. The player can also consume Food at Camp. However, if the player moves to a new encounter card and does not have any Food, they will take 10 damage from starvation. In most instances, the player will start with 5 Food.

**Gold:** Gold is the currency of the game, displayed on cards as a small pile of gold coins. Gold is used to buy food and equipment, as well being necessary for certain encounters. The gold count is usually 10 by default.

**Fame:** Fame is a new resource in *Hand of Fate 2.* It is represented on cards as a blue crown. Fame starts at 0, and is gained through performing heroic deeds in various encounters. Fame is vital because many pieces of Equipment require a certain amount of fame in order for the player to equip them.
Plagued Village

## Event

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

1) Advance.

*The Town of [town name] is too quiet as you approach. No smoke rises from the chimneys, no sounds of tools or animals or the children playing breaks the silence.*
*Only the moans of the corrupted can be heard as you enter the village.*
**The Dealer draws a Spire of Blight and 2 more Blight Monster Cards.**
*There is nothing left to do here but put the twisted creatures out of their misery.*
**The player enters Combat.**
*You recover what you can from the remains of the townsfolk and return to the village.*
*The town mayor grimly thanks you for laying the poor souls to rest and bids you to leave, saying there is nothing else you can do here.*
**Trial completed.**
**Corrupted are now stronger in combat.**
2) Leave.
Questing Mace VIII

This is the eighth iteration of the Questing Mace.

## Weapon Ability

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

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

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Unlocks

F*or defeating Mages with the Questing Mace...*

Questing Mace IX
Ranger's Blades

## Weapon Information

*The ever-watchful Stewards of the Aeldwood needed an edge when defending the forest. Now you've got two.*

## Weapon Ability

**Stun Prey:** Cause Stun to the 2 enemies with the Lowest Life when activated. Requires 13 hits.

**Hunts Bounty:** Enemies defeated while affected by Stun drop Gold.

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

## Statistics

Weapon Type: Light

Damage: 10

Value: 45

Fame Required: 12

Endless Points: 70
King's Crown

*"It's not the crown makes the king, as I'm sure you know."*

## Helm Ability

**Reduced Pain:** While a Platinum Card is equipped, the effect of all Pain Cards is reduced.

**Curse:** When drawing a Curse Card, optionally discard it, but lose your Companion for 3 Turns (+1 Turn per use).

## Statistics

Helm Type: Helm

Defence: 10

Value: 30

Fame Required: 17

Endless Points: 50
Platinum and Brimstone Cards

Platinum and Brimstone Cards are a new feature of *Hand of Fate 2.* They are distinct from the usual types of cards in both appearance, and in function. The number of cards of either type that can be used at any given time (a separate restriction form the total number of cards that can be put in the player's deck) will vary from challenge to challenge, though often there are either very strict limits, or no limits at all.

## Platinum Cards

Platinum Cards are identified by the reflective illustrations, which are silvery-blue in color and give the card a distinct glow.

These cards are extremely powerful, and will provide the player with much higher rewards and benefits than normal cards would, and usually take the form of equipment, encounters, supplies, or companions.

Very rarely, there can also be Platinum Gain Cards as well, such as in The High Priestess, which can be the player's first exposure to this type of card, if the main challenges are played in sequential order (or The Empress, if they are not).

Because of their highly powerful nature, most challenges place strict limits on how many of them can be included in each section of the deck, usually a number between 1 and 3, if they are allowed at all.

## Brimstone Cards

Like their counterparts, Brimstone Cards are identified by their highly reflective illustrations, though in their case, the illustration is a red-orange color, making the card look like it's on fire.

Where Platinum Cards provide great benefits to the player, Brimstone Cards are designed to be far more difficult to overcome, or are just very harmful in nature. They usually take the form of encounters, equipment, and enemy units, though there are also some Brimstone Pain Cards and Special Items as well.

Brimstone Monster Cards will have the same reflective coloring, but otherwise the illustrations are unchanged. Inside of combat, Brimstone enemies are far stronger than their normal counterparts. Their appearance will also be drastically altered, being colored black with glowing red lines, giving them an overall fiery aesthetic.

While there are usually strict limitations on the number of Platinum Cards that can be included, the opposite is true here. With some exceptions, most challenges place no limit on the number of Brimstone Cards that can be placed in any section of the player's deck, allowing the player to challenge themselves as much as possible.
Lost Bearings

## Event

*The dark confines of the sewers start to disorient you.*

**Dice Gambit** (Target: 12)

Success

*You notice some construction markings scratched into the wall. You use them to keep your bearings.*
Failure

*You lose your bearings completely and utterly. Even your memory of the journey to this point cannot be trusted.*
The flood level rises as you try to find your way.
Golden Shield

## Shield Information

*It seems almost a shame to bring such a pretty piece to the battlefield, yet perhaps a patina of wear will improve its already high value.*

## Shield Ability

**Ornamental:** While ineffective in combat, this item is very valuable.

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

## Statistics

Defence: 8

Value: 100

Fame Required: None

Endless Points: 30
Law and Order

*"Now you can reap the rewards of your justice."*

## Weapon Information

*These clubs seem to hum, almost eager to crack heads and enforce justice.*

## Weapon Ability

**Knockdown Thieves:** Perform a flurry of strikes that cause Knockdown against Thieves. Enemies in Knockdown can be defeated with a Finisher. Requires 13 hits.

**Thieves Bane:** Weapon deals 135% Damage to Thieves.

## Statistics

Weapon Type: Light

Damage: 10

Value: 42

Fame Required: 11

Endless Points: 60
Gnome Hunt

This is an Encounter Card in *Hand of Fate 2.*

## Event

*With little warning, a stampede of gnomes bursts from the treeline, trampling your camp and ruining a perfectly adequate stew.*

*The tiny creatures clamber into the bushes behind you and peer out from the foliage with great anticipation.*

*You turn to see what has frightened them.*

*A larger-than-average goblin steps into the clearing, a crude sword in one hand and an empty sack in the other. "Did some gnomes just come through here?"*

*The goblin's chins jiggle with anger at your hesitation. "We will not eat them, only throw them."*

1. Stand your ground.

*You reach for your weapon. No good can come from letting this goblin have his way with the gnomes.*
**The Dealer draws 1-2 Mischief cards.**
*"You wish to be thrown too?" The large goblin glares up at you as his friends emerge from the forest to assist.*
**The player enters Combat.**
*With the goblins defeated, the gnomes emerge from the bushes. "Again, you come to our aid, human. Perhaps we were wrong about your kind."*
If this card's token has not yet been acquired:
*One of the creatures darts into the darkness and returns, dragging a pair of rune-etched daggers behind him. "We forged these greatswords to wield against our terrible foes, but perhaps they'd serve you better."*
*The gnome coughs and looks at his feet. "Also, none of us are strong enough to lift them."*
**The player acquires Goblin Griefers.**
**The player gains this card's token.**
If this card's token has already been acquired:
*One of the creatures darts into the darkness and returns, dragging a weapon behind him. "We hoped to wield this siege weapon against our terrible foes, but perhaps it would suit you better."*
**The player draws 1 Equipment Card.**
*In gratitude, the gnomes quickly restore your campsite before dispersing through the forest.*
2. Help the goblin capture gnomes.

*Sheepishly, you help the goblin pluck gnomes from the bushes and deposit them in his sack.*
**Dice Gambit** (Target: 13)
Success
*Satisfied with the haul, the goblin heaves the wriggling sack over his shoulder and tests the weight. "Thank you, fleshy mortal. I am happy with these gnomes, they are of a good weight and can be flung far."*
**The player gains 16 Gold.**
*He counts out a coin for each gnome in the sack, then return to the forest, leaving you alone to re-organize your camp.*
**The player loses 16 Fame.**
Failure
*As you reach into the bushes, a set of tiny teeth clamp down on your thumb. You give a startled cry, scattering gnomes in all directions. The goblin frowns as the tiny creatures leap onto your face and attack!*
**The Dealer draws a Gnomes Card.**
*You've been ambushed!*
**The player enters Combat.**
*"At least you tried." Though clearly disappointed, he thrusts a small pile of coins into your hands as payment and marches back into the forest.*
**The player loses 12 Fame.**
**The player draws a Gold Gain Card.**

## Token Unlocks

*For saving the gnomes from the goblins, your supplies have been added to.*

Goblin Griefers
Kubarak's Favour

## Event

*You set up camp one night beside an old, forgotten battlefield. It is a haunted place - local legends say the field is strewn with the bones of a hundred witches. Your supper is interrupted by the arrival of a strange horned creature.*

*"Greetings, mortal! My time here is limited, but I wish to offer you my aid."*

*The creature gives you a brief but entirely accurate summary of your adventures so far.*

*"I like you, human," it says, peering at you intently with unblinking eyes. "I want you to succeed and fulfill your destiny."*

*"Let's bargain!"*

(Kubarak provides the player with 1-3 of the following options)

* Gain 40 gold. (And lend him all of your Equipment  *or*  And gain 1 curse  *or*  And lose 1 random blessing)
* Gain a map of area. (And gain 1 Curse)
* Gain 2 pieces of equipment. (And lose 20% Fame)
* Gain a map of area. (And lend him all of your Equipment)
* Gain 2 pieces of equipment (And lend him half of all your gear)
* Gain 15 food. (And lend him all of your Equipment)
*"I hope I've helped your quest in some small way," Kubarak comments. "Now, for your side of the bargain?"*
**The player gains 15 Food.**
*"You are too generous mortal," Kubarak exclaims. With a click of his fingers your belongings vanish, only to reappear on him.*
**All the player's Equipment cards are borrowed.**
*"This is exactly what I need to attend the Fairy King's costume ball!" Kubarak exclaims with glee.*
*"I'll be quite the sensation dressed as a mortal warrior, striving to one day be a hero so that my name will live on long after my life has faded like an afternoon's sunset."*
*"Thank you, mortal. I shall return these to you when next we meet."*
**The player's borrowed Equipment will be returned when visiting this Encounter again.**

3) Leave.
Lair of the Necromancer

*"She smells death upon you... death promised but not delivered... death whose time has been delayed."*

## Event

*The sky is unnaturally dark as you approach the ruined graveyard.*

*A cloaked figure stands amid the crumbling tombstones. Despite your stealthy approach, it turns to watch your arrival.*

**The Dealer draws a Necromancer of Skulls.**

*"The living have no place here," she rasps, the breath leaving her body with some effort.*

*"Though you will make fine source material for another minion."*

*She raises her staff and undead rise from the ground.*

**The Dealer draws a Skulls Monster Card.**

**The player enters Combat.**

*Smoking ash is all that remains of the necromancer as you inspect the contents of the crypts.*

*There you find letters written and signed with the Emperor's seal, each one calling for your death.*

*What have you done to earn the Emperor's wrath? As if in answer, the voice of the Hermit rings in your ears.*

*"It is not what you have done, but what you are yet to do. A powerful force presses against you, and every move takes you closer to the end of the game. You have few friends, now."*
Misery at the Fair

## Event

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

1) Advance

*When you reach the forest clearing, the Devil's Carnival is far less grand than you were expecting. Legends spoke of the magnificent caravans, colourful pennants and fabulous pyrotechnics - this is just a couple of tents and a petting zoo. The old woman sense your disappointment. "These years have been hard on all of us, dearie. Let's take a look inside."*
*She enters the largest tent. A group of mages stand around a summoning circle, the runes at their feet scrawled in blood. "No-one's going to fall for this, eh, Gilly? It seems like you owe me a farthing."*
**The Dealer draws a Brimstone 1 of Arcane.**
*"Fine. I'll pay up AFTER we deal with these new sacrifices."*
**The player enters Combat.**
*"Acrobatics, conjuring and a light show - just as I remembered!" the old woman says, delighted. "And here you were thinking this would be a let-down."*
*You try to explain to her just how close she came to death, but she won't listen. "Now, now. Let's go take a look at the mythical Esquilax, and then we'll see who's earned a nice caramel apple."*
*You wouldn't say no to a caramel apple.*
**Trial completed.**
**Mages are now stronger in combat.**
2) Leave

## Notes

The Esquilax was a "mythical" animal in a Renaissance Fair in *The Simpsons*.
Piper's Sanctuary

## Event

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

1) Advance.

*The townsfolk of Tarrin welcome you eagerly. "At last, someone to help us!"*
*"Tom Willow knows where Canda took our children. He followed them right to her lair in a cave beyond the forest."*
*Tom is brought from his bakery and he leads you to the cave. The sound of children wailing echoes from within.*
*"I'll wait for the children here," Tom declares.*
*"One more for the ritual!" a voice hisses from the darkness as you step forward.*
**The Dealer draws a Brimstone 2 of Arcane and 3 more Monster Cards.**
*Canda doesn't seem surprised by your arrival. She and her companions ready for battle.*
*"I could hear that damn fool Tom blundering through my forest a mile away!"*
**The player enters Combat.**
*Canda collapses under your might and you rush to free the children.*
*You and Tom lead them back to the village where you are both hailed as heroes.*
*The people gather what they can to offer to you in gratitude for returning their children.*
**Trial completed.**
**The player gains X Endless Points.**
**Mages are now stronger in combat.**
2) Leave.
Purgatory

*"I have walked beyond these gates... I do not recommend it."*

This is an Encounter Card in *Hand of Fate 2.*

## Event

*Your journey leads you directly through Purgatory. By the edge of a cave entrance, you meet an old man bundled in rags.*

*He stares at you with milk-white eyes and warns of impending peril.*

*"It will not leave you unchanged, as the favour - and ire - of the gods pursue all who journey here."*

(If your companion is Valenos) *Valenos laughs heartily. "Purgatory? Is this what they call it now? To paint the Wheel in such broad strokes is a folly of men."*

**The Dealer reveals 2 Blessings and 3 Curses.**

*Will you take the path that leads through purgatory or take a longer, safer option?*

1) Yes, travel through purgatory. (Receive Blessings and Curses)

*You traverse the strange and surreal world of the unliving, the penitent and the unrepentant.*
**The player gains 2 Fame.**
**The player receives all revealed Blessings and Curses.**
**The player gains this card's Shard.**
2) No, that way lies only madness.

*You decide to take the long way around.*
*The old man wishes you a safe journey, adding, "I doubt you'll find much peace in this realm, what with that madman in the dealer's chair."*
**The player consumes 3 Food.**
Quarry

*"Stone will be key to your success."*

## Event

*You stumble upon a deserted quarry set into the side of the mountains. Discarded tool and wooden carts litter the area.*

*"We could use this stone," Captain Alpus declares. "Not many of the tools here are usable, but we could get all the stone we need for the fort with some hard work."*

1) Direct the soldiers to gather stone. (Requires 1 Food)

**Chance Cards Gambit** (Varies)
Huge Success
*The men are highly motivated, working the stone quickly and efficiently.*
**The player loses 1 Food.**
*While gathering stone, the soldiers stumble upon a tunnel entrance.*
*"This tunnel system may lead all the way through to the other side of the mountains!" Captain Alpus remarks.*
**This card's token moves to the Greyfell Tunnel card. This card is placed on the map.**
*You leave the quarry to rest for the day.*
**The player gains 2 Fame.**
**The player gathered 23 stone.**
Success
(insert text here)
Failure
*X soldiers are injured while working on the stone.*
**The player loses X soldiers.**
**The player loses 1 Food.**
*You may continue to harvest here as long as you have gathered food and soldiers.*
**The player gathered 12 stone.**
Huge Failure
*While the soldiers work, you explore the area.*
*Clumsily, you slip and fall down into a shaft. You catch yourself at the last moment, but only just.*
*You hear the clatter of something bouncing off the rocks down into the darkness*
**The player loses 1 Food.**
**The player loses a random piece of Equipment.**
*You leave the quarry to rest for the day.*
**The player gathered 1 stone.**
2) Continue on.

(insert text here)
## Token Unlocks

The token does not unlock on this card, but moves to the Greyfell Tunnel card.
Portal Creature

## Event

*A tremendous flash of light heralds the arrival of an immense creature hovering overhead - your mind reels at its enormity. Its presence alone is enough to bend and warp the trees around you, drawing the branches upward through some unseen force.*

*The creature peers down at you, expectantly.*

*Your [equipment] begins to vibrate, drifting up toward the great creature.*

**1 Equipment Card from the Inventory is revealed.**

**Dice Gambit** (Target: 12)

Success

*You keep a firm grasp on your [equipment].*
Failure

*Your [equipment] slips from your hand and flies off toward the creature, sticking to its hide with a metallic clang.*
**The player discards the revealed Equipment Card.**
*"I am here on a mission of dire need. I beg for your donation to the war effort."*

1) Offer an item. (Lose 1 Equipment)

**The player may choose an Equipment Card to discard.**
*"This will help our cause, no doubt. You have my thanks. I will return with a worthy reward once we have achieved victory."*
**The Dealer adds the Portal Creature Returns Encounter Card to the deck.**
**Encounter ends.**
2) Offer equipment. (Lose 2 Equipment)

**The player may choose 2 Equipment Cards to discard.**
*"Your generosity to our cause will not be forgotten. When our war is won, I will return with a worthy reward."*
**The Dealer adds the Portal Creature Returns Encounter Card to the deck.**
**Encounter ends.**
3) Ask what the creature is.

*"That is a question not easily answered. Suffice it to say I have travelled a great... distance. I am gathering weapons and armour to aid my masters in their war."*
*"Anything you can spare will be greatly appreciated. Once we are victorious, I will return with rewards far greater than that which has been sacrificed."*
4) Ask about the war.

(insert text here)
5) Leave.

(insert text here)
Outlands and Outsiders

**Hand of Fate 2: Outlands and Outsiders DLC** expands the Game of Life and Death with a brand new campaign challenge and a unique companion character.

Risk the ire of chained gods in the Mapmaker Challenge as you search for a legendary portal that can undo a mistake from your past. Then join Hubie the Orphan, your unpredictable new goblin companion, in his struggle to unravel a world-ending prophecy.

Mapmaker unlocked after completion of High Priestess Challenge. Hubie unlocked from the Burrow Borrow encounter (awarded on completion of Hierophant Challenge).

This DLC includes:

* Challenge: The Mapmaker - There are places where the boundaries between life and death grow thin. None but the foolish or desperate would approach these gateways, but if you would change what has gone before, you must venture to the lands where even the gods have died - the Mournful Wastes.
* Companion: Hubie the Orphan - this mischievous goblin will vex your foes.
* Companion Quest: Grave prophecy haunts Hubie the Orphan. Can he prevent a terrible calamity and restore his place in goblin society?
* Encounter and Equipment Cards to unlock
Ironpeak Necropolis (Keturah)

*For the utility Encounter, see Ironpeak Necropolis.*

## Event

*Ironpeak's graveyard lies on the fog-enshrouded waterfront - a hidden island of the dead.*

*Coffins are piled in spared corners. No-one remains to bury them.*

*Someone chuckles maliciously behind you.*

**The Dealer draws a Poisoner of Greed.**

*A figure emerges from the fog, clapping. Draped in purple and emblazoned with golden scorpions, it can be none other that Aculeus, the Poison Prince. A brass contraption covers the lower half of his face.*

*"Cruel Keturah." The masked man bows deeply. "You remain as persistent as ever. I should have killed you back in Marhunt, but at the time I expected old age would do the job for me."*

*Keturah does not speak. Her face contorts with rage as she advances on her enemy. As she scrabbles for her blunderbuss, her eyes well with tears.*

*The villain laughs and flings a glass ball at her feet, where it shatters, engulfing the pair in pale purple fog.*

1) Stay back.

*Cautious of the poison cloud, you keep your distance.*
2) Rush forward.

*You charge forward, but the smoke begins to burn your eyes and throat.*
**The Dealer draws Food (?) Pain card.**
**Keturah is lost indefinitely as a Companion.**

*From the fog, you hear the distinctive sound of daggers leaving their sheathes.*

**The Dealer draws 3 Greed Monster Cards.**

*"Boss says you don't get out of here alive." You ready your weapon - the Prince and Keturah are nowhere to be seen.*

**The player enters Combat.**

*You hurry back to Keturah. The poison smog has dissipated, leaving a broken body in its wake.*

**The Brimstone Hunter Card is revealed.**

*Gingerly you pick her up - she is even lighter than anticipated. Nothing remains of the legendary bounty hunter - all that is left is a fragile old woman on the threshold of death.*

*You grit your teeth and hasten to an infirmary.*

*She does not have long to live.*

**The player gains this card's Token.**
Goblins!

*"One should always keep an eye on their belongings, lest little hands find idle work."*

This Encounter is in the Dealer's deck during The Hierophant challenge, as well as Endless Adventures.

## Event

*With a snap, you feel something being yanked off your person.*

*You turn to see a few goblins running away, giggling and pointing at you.*

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

*With no time to check what was stolen you rush after the thieving devils!*

Defeat the Goblins before they blow their horn and escape!

*Some highwaymen emerge from the bushes to protect the goblins - Thieves Guild!*

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

If Hubie is the player's Companion:

*Hubie and one of the goblins exchange a congenial wave.*
**The player enters Combat.**

If the player defeated the goblin carrying the stolen Equipment before it escaped:

*You take back your [Equipment] from the unconscious goblin.*
*As soon as you do, with a sputter, the goblin in question awakes and flips away from you. Giggling it escapes into the forest.*
**The player gains 2 Fame.**
*So goblins are colluding with the Thieves Guild now?*

*With the thugs defeated, you search their bodies for valuables.*

**The player draws 2 Gain Cards.**

## Notes

This Encounter is similar to the Goblins Encounter in *Hand of Fate*.
Questing Mace V

This is the fifth iteration of the Questing Mace.

## Weapon Ability

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

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

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Unlocks

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

Questing Mace VI
Hubie's Neighbour

## Event

*You lift the capstone leading into the goblin hole.*

*Peering into the gloom, you hear the unmistakable chittering of goblins! You step back from the doorway as the creatures burst from the hole and lunge at your person.*

Goblins will try to escape in X seconds. (60 on the first try, 40 on the second, 20 on the third)

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

**The player enters Combat.**

On the first and second attempts:

*As you carefully hide the goblin bodies in the thickets, Hubie searches the hole for his horn.*
*"Nothing," Hubie cries, flopping out of the hole like a wilted plant. "Let's try another."*
**The token moves to another Hubie's Neighbour card, which is placed on the map.**
*You continue on to the next lot of neighbours.*
On the third attempt:

*Hubie surveys the field of upturned stones and goblin bodies. "I guess they didn't have my horn..."*
**The player gains this card's token.**
*"Maybe... the Emperor took it! Sometimes the soldiers would flush us out of our homes with fire to take our trinkets."*
*Hubie nods, formulating a new plan. "Do you think the Palace has an equipment store we can search for my horn?"*
**Take Hubie to his desired Encounter. The Orphan card gains a token.**
Platinum Suit

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

## Armor Ability

**Knockdown Bash:** Charged Bash causes Knockdown to a single target when activated. Basic Bash causes a brief Stun. Requires 7 defends.

**Resist Damage:** Enemies inflict 10% less damage.

**Masterwork:** Light and flexible armour with the Defence of Heavy Armour. Does not affect Movement Speed.

## Statistics

Armor Type: None

Defence: 22

Value: 65

Fame Required: 18

Endless Points: 200
Goblin's Revenge

This Curse is acquired in the Goblin Hunt Encounter.

## Information

**Lose Equipment:** You may Lose an Equipment Card after any encounter where you gained an Equipment Card.

## Notes

* When the Curse triggers, a mini-encounter with the same name occurs:

*A goblin hand deftly reaches through a tiny portal and takes something from your person.*
**[Equipment] has been discarded.**
* In Endless Adventures, platinum equipment will be discarded first.
* The Curse can trigger when the player gains Equipment at Camp (e.g., by trading).