recursal/Fanatic-Fandom huggingface dataset:
Payback

This encounter is triggered every 5 steps until the Loan Debt from Loan Shark is paid. The debt owed increases with every encounter.

## Event

**The Dealer draws 2-3 Greed Monster Cards.** (This is only for the first encounter. Subsequent encounters will have more cards. The cards may be of any faction and Brimstone cards are possible.)

On the first encounter:

*Badger's Goons soon catch up with you.*
On the second encounter onward:

*"Alright sunshine. How about we try this again? Only the price has gone up - you owe X gold now!"*
*"Well? You either got it, or you don't."*

1) Pay back your debt in gold. (You owe X gold)

*"Good."*
**The player loses X Gold.**
*"Say," Badger adds as you turn to leave. "You look like you can handle yourself in a fight - if you're ever looking for a job, I always have need of people who can... persuade others to do what's right."*
*As Badger and his goons leave, you notice a weapon glinting in the light.*
*You wait until the area is clear before stooping to pick it up. One of Badger's goons must have dropped it - though his band of well-armed cut-throats have more than enough implements of murder.*
**Encounter ends.**
**The player gains the Token for Loan Shark.**
2) Tell him that you don't have the money.

**The player enters Combat.**
*"This isn't over!"*
**Encounter ends.**
Ironpeak Curatives

> *"Honour among thieves, and compassion among killers."*
>
>

## Event

*Since the events in Ironpeak's cemetery, Keturah has been slowly wasting away in one of the city's empty infirmaries.*

*The lone physician tells you wearily that she will not last long - that she is alive at all is something of a miracle.*

*You stand at her bedside, not entirely sure what to say or do.*

*Her skin is grey and mottled. Her hands tremble and reach for something unseen and unknown.*

*"That bastard did it, I know he did it." The old woman bunches her fists and curses, as if anger alone could stave off death.*

*"You won't take me yet, not now..." Keturah mutters desperately, but her eyelids begin to droop. She grimaces - out of fear or pain - before succumbing to sleep.*

*Her hand is so cold.*

1) Ask who she's talking about.

*Her breathing is difficult, but she does not stir.*
2) Shake her.

*No amount of shaking will wake her.*
*"Seek ye a cure?" whispers a voice at your ear. You turn to meet the wild eyes of a soot-covered woman, draped in rag and bone. She leans against a crooked staff, topped with a ram's skull.*

*"Desperate times call for desperate measures," she tells you, "and strange poisons require even stranger cures. For your companion to see another sunrise, you must trade one life for another."*

*From beneath her tunic, she draws a scroll marked with arcane symbols.*

*"You know of the Lys, the dark realm beyond the veil? The Glomghuls owe their longevity to the shadow, and the creatures' hearts remain rejuvenative, even when freed from the current... vessel," she says with a sly smile.*

**The player acquires Witch's Cure.**

*"A sacrifice of your own, as well. Your travel rations will do. Soaked in the blood of a shadow beast, then burnt in a censer at her feet. Let the smoke do the rest."*

*"Her time grows short," she says as she perches eerily on the end of the bed. "Go, then. Go now!" You reach for your haversack and hurry out the door.*

**A marker for The Dark Grove is placed on the map.**

**Encounter ends.**

## Unlocked By

Acquire the token for Valt & Villie: Fine Baked Goods.

## Token Unlocks

*For saving Keturah from death...*

* Aculeus
* Keturah the Hunter

*For saving Keturah from death, your Supplies have been added to.*

* Runefire Flintlock
Reluctant Allies

*"There are few who would give you aid easily, but there may be some who would set their forces against the same enemies."*

## Event

*In the woodlands far from civilisation you are ambushed by a band of Elvish warriors.*

*"For what purpose do you dare to trespass within our kingdom?" one demands, as a dozen arrows point at you from all directions.*

*You warn the Elf of the advancing Northerner army and suggest they flee to safety.*

*"Ah, human," the Elf warrior says with a smirk, "we already know of your rampaging kin and there is no safer ground than our own home."*

*"Have no fear - the men you call Northerners know better than to enter our forest. To do so would be their doom," the elf remarks, matter-of-factly.*

*"If you have no other business, then it is time for you to leave."*

1) Plead for help against the Northerners.

**Wheel Gambit** (4 Success, 4 Failure)
Success
*The Elf warrior looks conflicted, saying "We do not wish to involve ourselves in you war - but your intentions do seem noble."*
*"We will not attack the humans, but we may use our influence to delay them."*
*"I shall speak of this to our queen. Do not seek to find us again," the Elf says in parting.*
**The player gains 2 Fame.**
**The Northerner army will be slowed down.**
**Encounter ends.**
Failure
"*We have no interest in the wars of men," the Elf replies as the band vanishes into the forest.*
*After a few hours travel you emerge from the other side of the forest, having seen no further sign of the Elves or their kingdom.*
**Encounter ends.**
2) Request food.

*"I'm sorry, but your kind has caused too much grief and destruction. We can offer nothing but the promise of a swift death if you do not leave."*
**Encounter ends.**
3) Request gold.

*"I'm sorry, but your kind has caused too much grief and destruction. We can offer nothing but the promise of a swift death if you do not leave."*
**Encounter ends.**
4) Leave.

*You return to the forest path. Glancing back, you note that the entire band of Elves has already vanished.*
**Encounter ends.**
Mask of the Exile

## Helm Ability

**Bleed Buff:** When causing Bleed the effects last 25% Longer.

**Infamy:** One enemy deals 200% Damage. When defeated all enemies deal 50% Damage for 30s. Excludes Shadows, Undead, and Corrupted.

**Gold Pain:** Gain +5 Gold after every encounter where you draw a Pain Card.

## Statistics

Helm Type: Mask

Defence: 1

Value: 41

Fame Required: 15

Endless Points: 40

## Bounty Shard Requirements

Gain 25 Gold from the Gold Pain ability to earn this Shard.

## Notes

The following Equipment can inflict Bleed on enemies:

* Colbjorn's Traps
* Crossbow
* Dead King Scales
* Scarab Grasp
* Setekh's Sting / Setekh's Wrath
* Spiked Boneguard

Platinum Keturah's combat ability also causes Bleed.
Goblins Ambush

## Event

*As you pass through the city cemetery, a band of warlike goblins suddenly bursts from concealment to surround you!*

*"Long-leg said to let nobody in!" a muddy goblin squeaks."Stab them up! Boil their bones! Drink their marrow!"*

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

**The player is ambushed into Combat.**

*The bloodthirsty goblins lie still at your feet as you pick through their remains for anything of value.*

**The player gains 4 Fame.**

**The player draws 2 Gain Cards.**
Ram Shield

## Shield Information

*Some shields are beautiful, some are functional. This one is inspired, and powerful.*

## Shield Ability

**Armour Breaker:** Bash causes additional damage to Armour.

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

## Statistics

Defence: 8

Value: 22

Fame Required: 8

Endless Points: 20

## Shard Requirements

Destroy the armour of 15 Armoured enemies to unlock this Shard.
Return the Sword

This Encounter is added to the map after the player completes the Knight's Sword Encounter.

## Event

If Malaclypse is the current Companion:

*Malaclypse stops you with an idea. "Let's say we pay a visit to Esmerelda, our weapon merchant friend. She could forge the shoes on you feet whilst you were wearing them, if you catch my drift..." The bard gives a roguish wink. "I'm saying we should give them a fake sword."*
1) Acquire a replica. (Lose 20 Gold)
*The replica is a convincing fake indeed. It matches the original to every detail.*
**The player loses 20 Gold.**
**The Exquisite Fake is revealed.**
*You present it to the Imperial Court.*
**Chance Cards Gambit** (2 Success, 2 Failure)
Huge Success (only possible with Eternal Hope)

A general examines the sword carefully. "The Knighting Ceremony can be rescheduled for tomorrow, thanks to you. Your service to the Empire will not go unrewarded!"
Draw 1 more Gain Card from the deck.

Success
(insert text here)
Failure
*A general examines the sword carefully. "How do I know you weren't the one who stole it? You couldn't live with the guilt and fear of being found so you've come crawling back with it."*
*The general waves you away. "As the Knighting Ceremony can proceed as planned, I will allow you to keep your hands."*
**Empire counters are removed from the map.**
**Encounter ends.**
2) Return the Exquisite Blade to the Empire.
*You present the ceremonial sword to the Imperial Court.*

**The player loses the Exquisite Blade.**

**The player gains 4 Fame.**

*A general examines the sword carefully. "The Knighting Ceremony can be rescheduled for tomorrow, thanks to you. Your service to the Empire will not go unrewarded.*

**The player draws 2 Gain Cards.**

*You leave the Imperial Court heralded as a hero.*

**The player gains 4 Fame.**

**Empire counters are removed from the map.**

**Encounter ends.**
Keeper Of Sorrows

*"Here is a chance to improve your standing, yet it will require you to take on additional hardship... your choice to make. Think carefully."*

## Event

*You take refuge in a cave to avoid a sudden downpour. You begin to explore your surroundings to pass the time.*

*What appears to be a small alcove turns out to be a tunnel burrowing deep into the mountain. After hours of winding paths and random junctions, you find yourself in a wide cavern lit by thin streams of sunlight penetrating from somewhere above.*

*A creature stands motionless in the gloom, peering at you with interest.*

*"Are you mortal?" it asks in a voice that seems more in your mind than not. It moves closer but makes no threatening gesture.*

*"The essence of death hangs on your every breath, yet your soul still lingers in its shell..." It points a crooked finger at your chest. "Would you like me to set it free?"*

*Chains hang from the creature's limbs - each movement creates a tiny jingling noise. Suspended from each one is a dark glass container.*

*"Ah, you notice the tools of my trade. I gather the sorrows of your kind - I tend to them until the gods see fit to release them once more. Would you like to see one?"*

**The player may choose to gain one or more of 5 Curse Cards to gain Endless Points.**

If the player gains at least 1 Curse:

*"Hmmm..." the creature says. "Your soul yet shines brightly. My charges will be safe there."*
If the player declines to gain any Curses:

*The creature watches as you leave the cavern:*
*"Farewell, mortal."*
### Strategy

* The Keeper tends to appear in the Undead and the Corrupted campaign, but can also appear in the Briarfolk campaign.
* The king's crown allows to take a single high value curse for points and discard it with no consequence.
* All curses the Keeper presents are in the upcoming curse deck (right to left) and the king's crown can be used to avoid the worst coming fate by preemptively discarding battle buffs for enemies like "Demon Heart" which doubles enemy damage and speed. It is akin to the "hard mode" buff in Hands of Fate 1.
* Any curse limited to the local area can be safely taken if it is not the final floor with a challenging brimstone battle, most of the time.

## Notes

This is a table of the Endless Points that can be gained by accepting Curses:
Scorched Blade

## Weapon Information

*The Inquisition tortured Equia for black magic, before burning him at the stake. His sword survived, and some say he still dwells within.*

## Weapon Ability

**Flame Strike:** Perform an attack that ignites the blade with Fire for 8s (base Damage becomes 19). Fire causes 175% Damage to Northerners.

**Riposte Armour:** Riposte causes damage to Armour.

## Statistics

Weapon Type: One-Handed

Damage: 16

Value: 34

Fame Required: 10

Endless Points: 60

## Shard Requirements

Activate your Weapon Ability 40 times to unlock this Shard.
Red Ambush

This Encounter is added to the deck when the player sides with the Blue Kingdom in Warring Kingdoms.

## Event

*"Stand and deliver!" a voice yells out from somewhere above.*

*Soldiers from the Red Kingdom appear on the rooftops, bows cocked and aimed at your heart.*

*Each end of the narrow street is suddenly blocked off as carts are pushed into position and piles of crates come crashing down.*

If the player does not possess the Blue Alliance Blessing:

*"New we've got you-" one of the soldiers exclaims, but suddenly stops. He peers down at you intently, then declares, "You look like someone we're after. Very well, you may go about your business."*
*The end of the alleyway is cleared by the red soldiers and you leave.*
**Encounter ends.**
If the player possesses the Blue Alliance Blessing:

*"Aha!" one of the soldiers exclaims. "We've caught another of the mercenary dogs working for the despicable Blue Kingdom!"*
*"Don't worry, coin slave You may return to your callous masters soon enough. All we require is your gold. I'm sure you've amassed enough of it for the Red Kingdom that you can spare today's ill-gotten gains."*
1) Drop your food and gold.
**The Player loses most (75%?) of their Food and Gold.**
*You throw most of your supplies to the ground and slink away, hoping they don't notice the small sack hidden under your traveller's cloak.*

"*Now* get a*way, before i change my mind and give the order to end your life!"*
**Encounter ends.**
2) Attempt to flee.
*Arrows rain down as you attempt to vault up and over the barricades blocking the alleyway.*
**Precision Gambit** (1 medium Success, 2 small Success, 2 medium Huge Failure, 3 small Huge Failure, all moving very fast)
Success
(insert text here)
Failure
*You bound over a crate and escape with not more than one or two arrows in your back.*
**The player draws 2 Life Pain Cards.**
Huge Failure
*You flop clumsily over a crate and fall to your knees as the arrows hit their mark.*
**The player draws 3 Life Pain Cards.**
*You struggle to your feet and flee for your life.*
**The player loses 2 Fame.**
Goblin Griefers

## Weapon Information

*A simple enchantment is woven into these blades, though only a fool would be flummoxed by it.*

## Weapon Ability

**Critical Stabs:** Perform 4 quick stabs when activated. Each hit causes 150% Damage. Requires 14 hits.

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

## Statistics

Weapon Type: Light

Damage: 7

Value: 9

Required Fame: None

Endless Points: 30

## Token Requirements

Reflect 50 arrows from Goblins to unlock this Token.

## Token Unlocks

*Your supplies have been upgraded.*

Mischief Makers
Lost to Grief

## Event

*A young woman approaches you, her cheeks stained with tears. "My father, in his grief, has joined a cult. They've promised they can reunite him with our mother, but she is gone, and cannot return."*

*You agree to seek out the cult and rescue the girl's father. She marks the location of their enclave on your map.*

## Adventure-Specific Cards

* Corruption Ambush
* Keeper Of Sorrows
* Worshippers of the Blight
Man-Eating Tree

*"Strange things still exist. Do you not see the beauty in this plant? True wonders still remain. Treat it gently."*

## Event

*High on a misty mountaintop, you discover a vicious-looking plant.*

*Its gaping mouth looks more than capable of shredding you to pieces, but at its base you notice some unusual fruit.*

*If you throw something, you may be able to distract the savage mouth, thus allowing you to steal some fruit.*

1) Throw a piece of equipment to distract the mouth.

*You inspect your supplies for something suitable...*
**The player must choose an Equipment Card to discard.**
*Do you throw your equipment at the plant?*
1) Yes.
*You launch your [equipment] at the creature. With a snap of its jaws, the item disappears. You pluck one of the fruits while it is distracted.*
*The fruit is especially delicious, leaving you feeling refreshed and vigorous.*
**The player draws 2 Max Life Gain Cards.**
*The creature curls up to protect the remaining fruit as you leave the area.*
2) No.
2) Keep your equipment.

*You look for something suitable on the ground to throw, but quickly lose your way in the mist.*
**Encounter ends.**
Prison Necromancer

*"Death Mages: They'll make a crypt out of anything."*

## Event

*The fetor of decaying flesh assaults your nostrils and turns your stomach. You have entered the makeshift lair of a necromancer.*

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

*"Rarely do I see such strength in this forsaken place. You would lead my army of the damned, if you would just submit to my will."*

**The player enters Combat.**

*The necromancer may have kept relics.*

**Dice Gambit** (Target: 11)

Success

**The player draws an Artefact.**
*You take an artifact from the Death Mage's corpse.*
**The player gains 4 Fame.**
Failure

(insert text here)
Raiders Ambush

This is a challenge-specific encounter for The Empress. It can later be unlocked as a normal encounter the player can add to their deck.

## Event

*A rustling behind you is all the warning you get that your life is in danger.*

If the player has Elusive Charm equipped:

*The cords of a Northern bola begin to wrap around you, but the ring of Elusive Charm cuts effortlessly through them, snapping the ropes.*
**The Dealer draws 2-3 Frost Monster Cards**
*As the raiders charge toward you, you have a moment to prepare yourself for combat.*
**The player enters Combat.** (no ambush)
Otherwise:

*You turn as the cords of a Northern bola wrap around your body.*
**The Dealer draws 2-3 Frost Monster Cards**
*A party of Northerners charge at you as you break free.*
**The player is Ambushed into Combat.**
*With the defeated, you contemplate your next move.*

**The player gains +2 Fame**

1. Search for spoils.
**Chance Cards Gambit (1 Gold Gain Card, 1 Food Gain Card, 1 Health Pain Card, and 1 Gold Pain Card, shuffled twice at slow speed)**
Gold Gain
*You rifle through the defeated Northerners' belongings and uncover a stash of Gold.*

**Huge Success (Only possible with the Eternal Hope Blessing)**

Equipment Gain

*Then you see it, something glinting in the bush*

**The player receives the Gold Gain Card**

Food Gain
*You rifle through the defeated Northerners' belongings and uncover a stash of Food.*

**The player receives the Food Gain Card**

Health Pain
*As you search for valuables, one of the Northerners grabs you. With his last breath he runs his blade into your side.*

**The player receives the Health Pain Card**

Gold Pain
(insert text here)

2. Continue on your journey.
*Not wanting to waste any time, you continue on your way.*
Light Forest

*"The study of wood is the study of steel, for without the ability to cut, our tools are nothing."*

## Event

*The ancient path up the mountain leads through light woodlands.*

*X wood remains at this location to be harvested.* (X=100 initially)

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

**Precision Gambit (1 small Huge Success, 1 medium Success, 1 large Success, all moving)**
Huge Success
*The soldiers quickly and efficiently hack down a number of trees before you continue on.*
**The player loses 1 Food.**
**The player gains 50 wood.**
Success
(insert text here)
Failure
(insert text here)
Once the forest has no more wood to be harvested:
*"We've taken all the usable timber from this area," Captain Alpus declares. "We'll need to find another source."*
2) Continue on without stopping.
Questing Mace III

This is the third iteration of the Questing Mace.

## Weapon Ability

**Questing Power:** Perform a powerful strike that deals 300% Damage to Northerners when activated.

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

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Requirements

Defeat 20 Northerners to unlock this token.

## Token Unlocks

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

Questing Mace IV
Inn by the Sea

## Event

*You enter a tavern as a storm lights up the night sky. The bar is packed with fellow travellers seeking respite from the weather.*

*As you make yourself comfortable in a relatively dry corner, a band of Northern raiders kick in the doors. "Prepare your souls for cleansing, godless heathens!"*

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

*You ready your weapon.*

**The player enters Combat.**

*The Northerners retreat into the storm. The innkeeper serves a round of drinks in your honour. "Here, an old soldier left this with me before renouncing his adventuring for good. I want you to have it."*

**The player gains 4 Fame.**

**The player draws 2 Gain Cards.**
Goblin Trader

## Event

* *"Greetings!" a goblin loudly exclaims, squeezing out of the hollow of a tree by the side of the path.*
* *"Ahoy!" someone calls from above. Looking up, you see a goblin climbing down from a giant nest at the top of a tree.
He swings down next to you and declares, "Welcome aboard!"*

*"You look like a savvy human or goat," he says, taking you by the arm and leading you further into the forest. "Are you in need of a magical doohickey? Poisonous gum? Perhaps an exploding helmet?"*

*"What's it to be, sir or madam? A lucky charm, or some safe goblin magic?" the goblin enquires enthusiastically.*

1) Deliver package. (only if the player has the Delivery List)

*The goblin snatches the basket out of your hands and pokes through it keenly.*
*"Here," he says, bringing out a red, lit candle, "this is for you."*
*He hands you the candle then inspects the wick, declaring, "Only half spent, so you'll have plenty of time to finish your quest with this."*
**The player draws 1 Gain Card.**
*You note that you have X deliveries left to make.*
2) Purchase equipment. (Helms and Artefacts)

3) Sell your headgear.

4) Combine artifact charges.

If the player shows Meteor strike to the goblin:

"Where did you get this? I know a dragon in the market for one of these" the goblin mutters while staring at the magical relic.

5) Offer to trade your Thieves Folly. (only available if the player has it)

*The goblin's eyes light up at the sight of the ring. "What a prize! What could I offer in exchange for something so precious?"*
A) Request gold.
**The player draws 4 Gold Gain Card.**
**The player loses Thieves Folly.**
He grabs eagerly at the offered item and puts it on. "Who's not invited to the king's ball now, hey?"
The goblin suddenly turns and runs away into the forest, giggling.
**Encounter ends.**
B) Request food.
"Here, take it!", the goblin cries, kicking open a barrel full of old fish. You pick through the foul-smelling ones to find anything fresh.
**The player draws 3 Food Gain Cards.**
**The player loses Thieves Folly.**
He grabs eagerly at the offered item and puts it on. "Who's not invited to the king's ball now, hey?"
The goblin suddenly turns and runs away into the forest, giggling.
**Encounter ends.**
C) Keep your ring.
*"Ah, disappointing," the goblin murmurs, his eyes never leaving the ring.*
6) Leave.

If the player showed Thieves Folly to the goblin:
*"Going so soon?" the goblin asks, grasping at your tunic.*
*"Are you sure I couldn't convince you to part with that ring?"*
A) Consider again trading away your Thieves Folly.
B) Leave.
**The player enters a Goblins! Encounter.**
If the player has a helm equipped:
*"Going so soon?" the goblin asks, grasping at your tunic.*
*"You're sure I couldn't convince you to part with your millinery? That means 'hat', you know. I'll give you another 25%, you can't argue with that!"*
A) Consider selling your headgear.
B) Leave.
**Encounter ends.**
Mayor of Far Water

*"A leader must be strong for their people, or they have failed."*

This is a companion-specific encounter for Estrella, and the initial card in her quest line.

## Event

"*Forsaken!" weeps the mayor, as he packs his sizeable collection of handkerchiefs into a large trunk. "When they have me this backwater town I thought I'd be a king. Now look at me! Not even a fair warning."*

*Estrella chastises the flustered old mayor. "You are supposed to lead these people. Will you not stand for them against the Empire?"*

*A flicker of recognition crosses the mayor's face. "Oh! The peasants will have to leave their entire livelihoods behind..."*

*Then he returns to packing - attempting to squash some golden buckles into the near-bursting travel case.*

*Estrella sighs and leaves Far Water's mayor to make his shameful getaway in peace.*

*"This was my home, you know." She draws her pistol and begins to polish it, absentmindedly.*

*She explains that an Imperial legion intends to use the town as a stronghold in their war against the North. Estrella was assigned to break the news to the mayor and the townspeople - that they must pack what they can and leave.*

*"I believe the Empire means to punish me for defying orders during the corruption outbreak in the Old City."*

*"I'll surely be trialed for treason if I do not comply this time."*

1) Ask what will become of Far Water's villagers.

*Estrella's lips narrow. "The City is already crowded to the battlements with people - many of the Old City refugees had to leave and seek shelter elsewhere."*
*"...and that is by the Capital. There is little nearby but forest and Northerner territory. I can't imagine where these people will go."*
2) Ask if she has any family here in Far Water.

*"No, they are all dead," Estrella says, matter of factly. "From war mostly - such is the risk of having a family of soldiers. Although I believe I have a distant aunt married to some minor lord across the sea."*
3) Ask what happened in the Old City.

*"You were there...." Estrella gives you a worried look. "We were locked in the Old City with hordes of corrupted. Many people died, remember?"*
4) Continue.

*Estrella paces back and forth, the gold Empire pins of high office glinting on her belt. "Perhaps it is not so bad - it is the nature of war, I suppose. The mayor is useless here, of course, but I know of someone who could help the peasants."*
*The familiar confidence returned to her face, she sheathes her pistol and stands. "Come, we are going to visit the Peasant King."*
**The player gains this card's token.**

## Token Unlocks

*For committing to help Estrella save Far Water...*

The Peasant King
Ordeal by Iron

## Event

*A midwife confined to a pillory cries out to you, proclaiming her innocence. "I'm not a witch!" she cries.*

*She's accused of practicing necromancy after she brought a stillborn back to life and is due to stand trial in front of the Inquisition.*

*"I was only looking out for the child and now they will have me hold scorching iron to see if I burn. Of course I will burn!" She exclaims.*

*You promise to do whatever it takes to free her.*

*On the day of the trial, you sneak into the executioner's chamber and draw your sword as the burly man adjusts his executioner's mask.*

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

Success

*With a single blow, he drops like stone. You claim his attire, leaving him tied in a closet.*
If the player does not have the Executioner's Axe:
**The Dealer draws the Executioner's Axe Equipment Card.**
If the player does have the Executioner's Axe:
**The player draws a random Equipment Card.**
*As you perform the ordeal, you ensure the iron scarcely touches the flames. The midwife winces as you drop the warm bar into her hands but soon realises the ruse is for her benefit.*
*You advise her to leave town before the real executioner is discovered.*
**The player gains 2 Fame.**
**The player gains this card's token.**
Failure

*"You are beautiful, no matter what they say," the masked executioner insists at his reflection, before bursting into noisy sobs.* *The sudden outburst stops you in your tracks.* *You cannot help but sink further into your hiding place behind the closet as he executioner, still sniffing, hurries from his quarters.*
**Encounter ends.**
Huge Failure

*He blocks your attack with his meaty hands and within moments, you find yourself standing in the pillory next to the midwife.*
*The townsfolk gather around to watch her trial. She screams in agony as she is made to hold the iron bar.*
*"She's not a witch!" calls one the villagers. Her blistered hands are bandaged before she is sent away.*
*You, on the other hand, are left in the pillory for hours while passing folk throw stones before you're set free.*
**The player draws 3 Pain Cards.**

## Token Unlocks

*For saving the midwife from the ordeal by hot iron...*

Executioner's Axe
Grateful Merchant

*"Even in the midst of terrors, there will always be traders who stay too long hoping to profit."*

## Event

*You find a merchant and his family.*

*You explain Captain Fiore's plan and help the merchant and his family on to the wagons.*

**The player saves 8 citizens.**

*"Thank you," The merchant says, boarding the wagon. "Should you find yourself short of gold, I'd be happy to give you a good price for any equipment you might want to trade."*

**The player can now sell Equipment at the Campfire.**

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.*
## Notes

This card's artwork is originally from Loan in *Hand of Fate*.
Forgotten Dreams

*"Our dreams vanish like mist, when exposed to the light of day and reason."*

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

## Event

*Townsfolk gather around a well. A weeping woman says, "We are seeking solace for loved ones lost. But be warned, if you peer too long, your soul will be trapped in the well for all eternity."*

*You gaze into the deep waters of the Well of Forgotten Dreams.*

**The player must choose an Encounter from their deck not laid out on the CURRENT floor. (Can be used to scout the remaining cards' presence.**

**Chance Cards Gambit** (Chosen Encounter, 2 Curses or Pain Cards)

If the Chosen Encounter is Platinum (?): **Another Encounter is added to the Gambit.**

The player must repeat the gambit until they draw an Encounter, gaining any drawn Curses and Pain Cards. (Curses and Pain Cards are removed from the gambit once drawn.)

**Huge Success** (possible only with Eternal Hope):

If the encounter chosen is not Platinum: Add the chosen encounter, and one other encounter from the choices to the table. You're teleported to the non-chosen card. (?) (both encounters are faced up)

*You wake up some time later with no idea how much time has passed...*

If the Encounter is a Platinum Encounter:

**The player gains this card's Shard.**
**The Encounter is added to the map face-down.**

**The player is moved to a random(?) (face-down?) Encounter.**

Sometimes, nothing happens after this encounter (probably if map is full, like in Emperor map)

## Trivia

Prior to an old version, you didn't need to play the Chance Card gambit. Instead you reveal that encounter immediately.
Last Stand

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

## Event

*Atop Westwend town hall is a large bell tower. It used to signal the day's end for the workers in the mines and surrounding fields, but now it will summon Westwend's defenders. Do you wish to summon the soldiers you have recruited?*

1. Ring the bell.
*As night cloaks Westwend you can sense the Corruption rising from the shadows all around you. You survey any soldiers you've managed to recruit.*

**The Dealer draws Steel ally cards equal to the number of soldiers recruited**

*You have gathered a large group soldiers to defend the town. Here's hoping you won't need any more.*

**The Dealer Draws a Terror of Blight, a 3 of Blight, and a 4 of Blight**

*You must survive 'til morning when Imperial reinforcements will arrive.*

A. Give a rousing speech.
**Chance Cards Gambit (3 Failure, 1 Success ("Inspired" Blessing Card), shuffled twice at medium speed**
Success
*Your rousing speech imbues the soldiers with confidence and zeal!*

**The player receives the Inspired blessing**

*"May the gods bless you, hero!" shouts a farmer listening by the stables. He is quickly bundled back into the inn for safety.*

**The player receives a random blessing**

**Enter combat**

*Once the corrupted behemoth falls, the rest of the minions flee, their spirits broken. The soldiers erupt in cheers, praising your valor. You can rest until morning, ready to greet the reinforcements with a town already saved.*

Failure
*The soldiers appear unmoved by your words and remain tense and fearful.*

**Enter combat**

*Once the corrupted behemoth falls, the rest of the minions flee, their spirits broken. The soldiers erupt in cheers, praising your valor. You can rest until morning, ready to greet the reinforcements with a town already saved.*

B. Remain silent.
**Enter combat**

*Once the corrupted behemoth falls, the rest of the minions flee, their spirits broken. The soldiers erupt in cheers, praising your valor. You can rest until morning, ready to greet the reinforcements with a town already saved.*

2. Search for more recruits.
*You retreat from the bell tower in Westwend to search for more recruits.*

**Exit encounter and return to the map.**
Merchant's Ring

*"Trade: everything is give and take. With the current Empire, more take than give."*

 This is a Ring in *Hand of Fate 2.* It is also part of the player's Supplies.

## Ring Ability

**Reveal Shops:** Reveal Shop encounters at the start of each new map.

## Statistics

Defence: 0

Value: 8

Fame Required: None

Endless Points: 20

## Notes

For the purpose of this ring, these are considered Shop encounters:

* Blacksmith
* Empire Contacts
* Friendly Innkeeper
* General Store
* Healer
* Palace Armoury
* Shaman of Eyebright Weald
* Tarts, Pies, and Exotic Lies
* The Black Cauldron
* Trading House

This Ring is similar to a card of the same name in *Hand of Fate*.
Hunter's Blades

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

## Weapon Information

*A true hunter is prepared at all times, and sure enough these blades have been sharpened to an immaculate edge.*

## Weapon Ability

**Stun Prey:** Cause Stun to the 2 enemies with the Lowest Life when activated. Requires 14 hits.

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

## Statistics

Weapon Type: Light

Damage: 9

Value: 38

Fame Required: 5

Endless Points: 30

## Token Requirements

Defeat 50 Goblins with this item to unlock this Token.

### Bugs

The encounter "Payment is Due" sometimes does not recognize its members as goblins. Thus any kills with the hunter blade or the other goblin weapons won't register the deed for the token. The best way to level these weapons is the Mapmaker desert.

## Token Unlocks

*For hunting those who would seek to harm the forestfolk.*

Ranger's Blades
Payment Due

## Event

*You feel a firm pair of hands grip you around the shoulders and yank you into a nearby alley.*

**The Dealer draws a Clip of Mischief and 1-3 more Mischief Cards.**

*The biggest goblin you've ever seen lurks in the shadows. Balancing on top of his tophat is a helm of obvious arcane power. He touches the brim in acknowledgement.*

*"I heard you helped my father while he was in a bit of a scrape." He gestures behind him and a smaller goblin steps sheepishly into the light. It gives you a little wave of recognition.*

*"Now, what he gave you wasn't his to give. I don't blame him, but I have to ask you to return what he paid - plus a little extra for our inconvenience."*

*You feel a sudden lightness in your haversack. The goblins bound out of the alley, whooping and cackling.*

*You pursue your muggers into the courtyard and encounter their backup. As the goblins brandish their weapons, you grab whatever is closest to hand and make your attack.*

**The player enters Combat.**

If the player regained their stolen equipment from the goblin thief before it escaped:

*You retrieve your equipment from the thief - everything is now sticky with caramel. Succumbing to temptation, you pry the helm from your mugger's head and slip it into your haversack.*
**The player gains a Helm Equipment Card.**
*With great care, you kick the goblin corpses into the gutter. Hopefully no-one will notice them.*
If the goblin thief escaped with the stolen equipment:

*Despite your valiant efforts, the thieves escape down a portal with the contents of your haversack. You stare sadly at the empty patch of cobblestones for a while and contemplate your loss.*

## Bugs

The encounter sometimes does not recognize its members as goblins. Thus any kills with the hunter blade or the other goblin weapons won't register the deed for the token. The best way to level these weapons is the Mapmaker desert.

When a goblin thief successfully escapes the game might not delete them as a target of the battle, causing the fight to be unwinnable and forces a reset. People that wish to finish things in one season for any achievement are adviced to kill them before they escape.

Sometimes gnomes of goblin chieftains freeze and can't be attacked.
Return to Rumstock

*"It is astounding what fame and the love of fame can lead to."*

## Event

*While passing through the gates of a village on the outskirts of the Empire, you are approached by a crowd of eager youths.*

If the player has less than 6 Fame:

*They stop and stare at you for a moment. "Stranger, have you any tales to tell?"*
*"Of great heroes?" asks one. "Or fearsome villains?" adds another.*
*"...Anything interesting to say at all?"*
*You begin to relate the details of your quest so far, but the gang soon wanders away.*
*"I wish a real hero would visit our village for once," you hear someone mutter.*
*"Nothing interesting ever happens here."*
**Encounter ends.**
*"It's you! The legendary hero, subject of ballad and rhyme!"*

*The townsfolk break into cheer and offer you gifts as the vie for your attention.*

*Once you accept one type of offering, the others will be withdrawn.*

If the player has 6-9 Fame:

**3 Gain Cards are revealed.**
If the player has 10-13 Fame:

**4 Gain Cards are revealed.**
If the player has 14-29 Fame:

**5 Gain Cards are revealed.**
If the player has 30+ Fame:

**6 Gain Cards are revealed.**
 **The player may keep all cards of any single Gain Type.** (Reveal, Gold, Food, Life)

*You spend the remainder of the day and most of the night at the village tavern, surrounded by local peasants enamored with your exciting tales.*

**The player gains 2 Fame.**
Healer

*"Healing in a place like this always carries a price."*

## Event

*"Tell me wanderer, what is it you seek?"*

1) Buy healing.

*She continues to grind powder in her mortar dish.*
*"I can heal many things," she says, "for a price."*
A) Heal 8 Life for 5 Gold.
B) Heal 20 Life for 10 Gold.
**The player loses 10 Gold.**
**The player gains 20 Life.**
C) Heal 35 Life for 15 Gold.
**The player loses 15 Gold.**
**The player gains 35 Life.**
D) Decline.
2) Buy healing for your companion. *(If your companion is disabled)*

*[Character] lays on a small straw mattress for examination.*
*"Yes, yes," the healer says at long last. "I can certainly help your friend, but the ingredients for the remedies are not without cost."*
*She holds her wrinkled hand for a donation.*
1) Revive [Character]
*The woman gathers ingredients, seemingly at random, from the bottles and jars around her bench. She adds them to her mortar and grinds them into a fine powder.*
*Satisfied, she ignites the powder with a purple flame, filling the room with sweet-smelling smoke.*
**You lose 6 Gold.**
*[Character] sits up with a start.*
*Miraculously, they are fully healed.*

(if current disabled companion is Valenos) :

*Despite your insistence, the healer is unable to tend to your companion. She examines the shape of your head with some concern. “Visions and spirits? A sign of a mind fettered by guilt or poison.”*

2) Decline.
*"Hhmph! Well best of luck to you both."*
3) Ask about curse removal.

*"One must accept the frivolity of their accomplishments in order to find refuge from the gods' ire," the woman says, as she places a small bowl of tree bark in front of you.*
*"Can you abandon your ego and thusly be redeemed from poor fortunes?"*
A) Remove a random curse. (Lose 10 Fame) (This increases with subsequent curse removals. Second is 15 Fame, then 22 Fame, 33 Fame, going up 50% each time.)
**The player discards a random Curse.**
*You nod, and the bark combusts in a blaze of green and blue flame.*
*The woman smiles as sweetly-scented smoke wafts from the bowl.*
**The player loses 10 Fame.**
B) Remove a specific curse. (Lose 20 Fame) (This increases with subsequent curse removals. Second is 30 Fame, then 45 Fame, 67 Fame, going up 50% each time.)
**The player chooses a Curse to discard.**
*You nod, and the bark combusts in a blaze of green and blue flame.*
*The woman smiles as sweetly-scented smoke wafts from the bowl.*
**The player loses 20 Fame.**
**The player gains this card's Shard.**
C) Decline.
*"As you wish," the woman smiles, returning the bowl to its shelf.*
4) Buy food. (X remaining) (Stock: 8) (Stacks in 3 or 1)

**The player may choose to buy 1 or more Food Gain cards** (1 Food for 4 Gold, 3 Food for 10 Gold, etc.)
5) Buy information.

*"I can ask the Whispers of their travels," she explains. "They speak of many tales, some of daring, some of adventure, some of things yet to pass."*
*She holds out her withered palm, "For a donation I can share their tale."*
A) Pay 5 Gold.
**1 random Encounter is revealed on the map.**
**The player loses 5 Gold.**
B) Decline.
*"No?" she says. "So be it."*
6) Leave.
Hubie Suspects his Neighbours

## Event

*Hubie's neighbourhood turns out to be a small clearing in the middle of the forest. Flat stone doors lead into underground burrows, arranged in neat little rows.*

*"This is my neighbourhood!" Hubie closes his eyes and takes a deep breath, luxuriating in the aroma of fresh herbs and too many goblins. "If we can lure them out and maim them, we can search their houses for my horn!"*

**This card's token moves to a Hubie's Neighbour Card, which is placed on the map.**

*"They don't like pies or silver things, they only like swords and hats and rings!"*

*Your companion points at the closest stone "door".*

## Unlocked By

Acquire the token for The Lionel Special.

## Token Unlocks

*For successfully beating up Hubie's neighbours...*

Hubie Token 2
Iga's Mercy

## Event

*The ground here is cracked and blasted. Magma boils from great fissures and the air shimmers from the dreadful, stifling heat.*

*A rumble comes from deep within the earth, like something huge and terrible waking from a slumber.*

*A voice from below laments, "I killed my own sister to reach the gateway. Hundreds of gods and thousands of mortals fell before they could chain me."*

*"Here!" A solid gold statue bursts from the boiling magma and lands at your feet. "With this, spread the story of my regret, mortal."*

**The player draws a Gold Gain Card.**
Greyfell Tunnel

*"A hidden passage. Perhaps you can make it harder for the Northerners to progress."*

## Event

*You approach the tunnel entrance Captain Alpus sends some men to explore it.*

*"One old Imperial map had a 'Greyfell tunnel' listed, but I had no idea that it still existed."*

*Hours later they return and report, "It leads through to the other side of the mountains! There's clear evidence that the Northerners have used this path for years."*

*"Is this the only way out on this side?" Alpus asks.*

*"We can't be completely sure, but it looks like it."*

*Alpus turns to you, saying, "We could fortify the entrance on this side - make the tunnel even smaller. Then even a small garrison could hold the pass. It would force those barbarians to take a different path."*

*You stand at the entrance to a tunnel through the mountain.*

1) Fortify the tunnel entrance. (Requires 20 Wood, 20 Stone, 20 Soldiers)

*Captain Alpus sends his men to work.*
*"I'll meet you back at the fort."*
**The player loses 20 Wood.**
**The player loses 20 Stone.**
**The player loses 20 Soldiers.**
2) Travel through the tunnel.

**Dice Gambit** (Target: 12)
Success
*As you make the long journey through the dark tunnels you spot something glinting faintly in the torchlight.*
*On the ground you find a curious ring and put it in your pack to examine later.*
**The player acquires this card's token.**
Failure
*During the long journey through the dark tunnels you frequently sense a malicious presence, but nothing draws attention to itself before you reach daylight.*
3) Go back.

**Encounter ends.**

## Token Unlocks

*For exploring Greyfell Tunnel...*

* Bullseye
Illicit Trade

## Event

If there is at least 1 Platinum Equipment Card in the Deck:

*You approach a weapon merchant's carriage, tucked away in the shadiest part of town.*
*As you take a seat opposite the merchant, Esmerelda, you notice a fearsome weapon on display.*
1) Ask about the weapon on display.
**The player chooses a Platinum Equipment Card to purchase.**
*"A lad in town is trading me a prize mare for this shining beauty, but if you want to take it now I'll sell it to you for 50 gold," she says.*
A) Buy it. (Lose 50 Gold)
(insert text here) (If the player is with Malaclypse, they can also ask him to negotiate, resulting in a dice roll >14 allowing the item to be gained for free.)
B) Ask to see the rest of her wares.
2) Ask to see the rest of her wares.
If there are no Platinum Equipment Cards in the Deck:

*Esmerelda's weapon carriage is parked down an alleyway in the shadiest part of town. You rap on the carriage door and ask to see her wares.*
OR if player has already acquired token, and is with Malaclypse dialogue is changed:

*Malaclypse leads you to a merchant's carriage, tucked away in the shadiest part of town.*
*"Esmerelda has a bit of a soft spot for me, so I should be able to fetch us a good price," he says, rapping on the carriage door.*
*"By the gods. Malaclypse? Weren't you executed for that cat and crowbar debacle?" says Esmerelda as she ushers you in.*

*She kicks a panel under her seat and a secret compartment opens, unveiling the stock she has on offer.*
**The player chooses 1 of 4 Equipment Cards.**

*"How about we make a deal?" she says.*

*The bells on her robe tinkle as she leads you to the door, pressing the equipment into your arms. "In a few moments soldiers are going to storm through and raid my respectable establishment. You take this for free, and I run."*

**The player gains the chosen Equipment Card.**

*Shouts echo up the alleyway, spooking the carriage horses.*

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

*"Oh, thank you!" Esmerelda pushes you out of her carriage and into the alleyway.*

*You find yourself completely surrounded by Empire guards.*

**The player enters Combat.**

*Esmerelda whips her horse and carriage into motion. She waves at you as she escapes.* (If not with Malaclypse:) *"Tell Malaclypse I said hello!"*

*You scavenge what you can from the dead.*

**The player gains 4 Fame.**

**The player draws a Gain Card.**

**The player gains this card's token.**

## Token Unlocks

*For taking the heat for Esmerelda the Merchant...*

Merchant's Favour
Apprentice Mode

Apprentice Mode is a modification for *Hand of Fate 2* that was introduced in the Combat Reforged Content Update. This modification can be enabled and disabled from the game's Setting menu.

When enabled, Apprentice Mode allows for the following:

1. Scores are not uploaded for Endless Adventures.
2. Auto Finishers: Attacking in the direction of an enemy in Knockdown automatically performs the finisher.
3. Auto Riposte: Successfully defending with Light or One-Handed Weapons automatically ripostes.
4. Weapon Charge: Weapon charge does not reset when hit in combat.
5. Increased Damage: Weapons deal increased damage in combat.