recursal/Fanatic-Fandom huggingface dataset:
Shifty Salesman

*"I have little sense of trust for wandering merchants. True bargains are rarely found with those who are unwilling to wait around for their customers to test their wares."*

 This is an Encounter Card specific to The Emperor.

## Event

*You find the travelling salesman wandering the wilds.*

1. Buy the Relic. (Lose 40 Gold)
*"I've only ever seen this much coin in my dreams!"*

*The merchant seems pleased with the sale.*

**The player receives the Cursed Helm of Ogagu**

*You examine the relic closely and feel a sense of great unease.*

2. Negotiate a better price.
*"Make your best offer."*

**The player is offered a Dice Gambit. If the player wins, the price will be reduced by the total of the dice. If the player loses, the salesman may refuse to sell the player the relic. The starting target is 5. If successful, the player can do this again, but dice target will increase to 12, and so on so forth**

A. Haggle. (Dice Target: 5, 12)
Dice Gambit (Target: 5, 12)
Success
*"Got some rare things on sale, stranger..."*

**The player is taken back to the original options list, with the amount listed for option 1 reduced by the dice total)**

Failure
(insert text here)

B. Think about it.
*"Got some rare things on sale, stranger..."/"Is that all, stranger?"*

**The player is presented with the original options list**

Three: Threaten to take it by force.

*Despite your threat of violence, the merchant seems nonchalant. He smiles and says, "One does not operate this far from civilization without insurance."*

*He lets out a piercing whistle.*

**The Dealer draws 3 Greed Cards**

*You ready yourself for combat.*

**The player enters combat**

*After dispatching his bodyguards, you turn toward the shifty salesman.*

*"Someone in the Empire must really want this back," he says while gently rolling the relic in his hands. I imagine I could make someone very unhappy just by doing this..."*

*He throws the relic to the ground and crushes it under his foot.*

*"While I'd have preferred to profit from this encounter, I'm willing to settle for petty revenge."*

**The relic has been destroyed. The Gold token for The Emperor cannot be acquired**

Four: Leave.

(insert text here)

## Notes

* Like the other cards related to the relics, this one is specific to The Emperor despite lacking a Dealer's Mark.
* Also like the other relic cards, Shifty Salesman is not used as a space on the board, but instead is drawn when the player lands on the same space as a marker in the shape of the salesman, which moves around the board.
The Lionel Special

*"A bold testament to an old, if questionable, ally."*

## Artefact Ability

**Area Kill Chain:** Throw a bomb that causes 50 Damage. Any enemies defeated cause additional 25 Damage to an area.

## Statistics

Artefact Type: Bomb Artefact

Cooldown: 8 seconds

Uses: 3

Value: 8

Fame Required: None

Endless Points: 10

## Token Requirements

Defeat 3 Ogres with this item to continue Hubie's Quest.

## Token Unlocks

*For searching through ogre remains with Hubie...*

Hubie Suspects his Neighbours
Valiant Aegis

*"I have little trust in artefacts that breathe, myself."*

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

## Shield Information

*Strange mystery, the whims which keep some ancient relics in our hands while others are but dust.*

## Shield Ability

**Buckler:** Defend adds +1 to Weapon Charge.

**Eat Less:** Every third step does not consume Food.

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

## Statistics

Defence: 1

Value: 28

Fame Required: None

Endless Points: 20

## Notes

Originally, this shield merely had the ability to block, but was later changed so it could reflect.

This shield shares an ability with Fortitude's Breath from *Hand of Fate*. The Dealer alludes to this: He has "little trust in artefacts that breathe."
Threat Revealed

You sight the end of your quest...

1. Advance

2. Leave

Advance:

As the threat from the hidden group of Northerners increases, the local Imperial garrison doubles their efforts to find them.

You are observing a patrol conduction their investigations when suddenly the brutal band appears!

4 monster cards:

Brimstone / Normal combination of Frost Trapper and Frost Berserker

Brimstone Frost Shaman

Brimstone Frost Tyrant

In a flash, the Imperial soldiers are cut down. Before you can reach them, the Northern warriors flee down a nearby sewer grate.

You follow close behind.

--Combat--

Gunnar Gravefiller / Tjorfold the haunted

Once a great clan leader, now determined to avenge the death of friends and family.

Success:

The corrupted Empire will fall yet..." Gunnarr warns as his life leaves him.

You return to the surface to report your success to the local Captain of the guards.

The bards sing of your deeds.

+55 Fame
Surrounded

*"You have made bitter enemies, and the best of them would stop you now. One step closer, and you will reach my threshold."*

## Event

*Imperial soldiers surround you as you approach the clearing with the caravan.*

**The Dealer draws a Brimstone Knight of Steel and 7 other Steel Monster Cards.**

*A Knight steps forward. "Fools!" he calls, "No-one can hope to escape the Empire's reach. You have survived this far not by luck or skill. You have survived because we let you."*

*He chuckles, "If the sacrifice of an Emperor is what it takes to draw out the last of the Mages, then it is a price that must be paid!"*

*The Knight steps aside as the soldiers completely surround you.*

**The Brimstone Knight of Steel is discarded.**

*With the inevitability of the Empire closing in, you give the nod and your companions ready their weapons. Colbjorn looks you in the eye. "You know we're not going to get through unscathed, but I see no other way..."*

*Ariadne winds her hammer above her head as she rushes towards the enemy...*

**Chance Cards Gambit** (1 Huge Success, 1 Success, 2 Failure)

Huge Success

(insert text here)
Success

(insert text here)
Failure

*Overwhelmed by the sheer number of enemies, Ariadne falls to the ground, injured.*
*Estrella dashes towards a group of enemies, sword drawn...*

**Precision Gambit** (1 small Huge Success, 1 medium Success, 3 small Huge Failure, 1 medium Huge Failure, all moving)

Huge Success

**The Player chooses a Steel Monster card to discard.**
Estrella defeats her target.
Success

*Estrella defeats her target.*
**A Steel Monster Card is discarded.**
Failure

(insert text here)
Huge Failure

(insert text here)
*Malaclypse's book glows as he summons a spell...*

**Wheel Gambit** (4 Steel Monsters, 6 Failure)

Steel Monster

*Malaclypse defeats his target.*
**The drawn Greed Monster Card is discarded.**
Failure

(insert text here)
*More soldiers rush towards you...*

**The Steel Monsters Cards are discarded until only 3 remain. The player draws a 5 Life Pain Card for every discarded Steel Monster.**

*"So be it," The Knight says, stepping forward. He lowers his helmet and, drawing his weapons, he calls the last of his men. "Charge!"*

**The Dealer draws a Brimstone Knight of Steel.**

**The player enters Combat.**

**The player enters A New Beginning.**
Tavern Wager

## Event (Opening)

*The tavern is crowded as you sit arguing with a pair of adventurers from the southern kingdoms.*

*Coin and drink flowed freely through the evening as the three of you swapped tales over a game of cards.*

*But now - having beet beaten soundly and thus robbed of the gold you gambled away from a rich dwarf earlier that day - their insistence that your claims of heroics are as fanciful as tales of a white minotaur has you reaching for your blade.*

*"Why not prove your valour, mercenary?" the powerfully built warrior taunts, "How about a wager?"*

*"Yes," the thin, robed man smirks, "Surely a hero of your stature could complete your quest without the aid of - say - any magical [Equipment type]?"*

*With a rage in your heart and drink dulling your senses, you agree to the wager.*

*The thin, robed man speaks some strange words and touches your forehead, saying, "Just to make sure you keep your word."*

**The player's [Equipment type] will be returned at the end of this Adventure.**

*The other tavern patrons, having taken an interest in your heated exchange, cheer your decision.*

*"He'll be dead before noon tomorrow," one man says. "I'll take that wager!" you hear a woman reply.*

## Event (Closing)

*You return to the tavern where fates and wagers were determined weeks ago, to find the same pair of adventurers still spouting tales of their prowess.*

*On seeing you the large warrior gives a hearty laugh.*

*"Still alive my young friend! You're a good sport - let me get you a tankard and you may regale us with more outrageous claims of your abilities!"*

**Trial completed.**

**The player's [Equipment type] are returned.**

*The pair hand over your winnings for going through with the bet.*

*"Not bad, mercenary," the thin adventurer says, "But I'll bet you're not brave enough to accept another wager?"*

**The player gains X Endless Points.**

*Your companion sighs heavily.*

## Notes

Tavern Wager is also the name of an Encounter Card in *Hand of Fate*.
Sword of Light

## Weapon Information

*Grants the wielder the ability to see disguised shadow beasts.*

*Drove the last wielder mad.*

## Weapon Ability

**Stun Shadows:** Create a powerful blast that causes Stun to Shadows in an area when activated. Requires 9 hits.

**Riposte Counter-Attacks:** Against Shadows, Riposte deals 150% Damage and causes Stun if they Counter-Attack.

## Statistics

Weapon Type: One-Handed

Damage: 15

Value: 8

Fame Required: None

Endless Points: 40

## Unlocked By

Acquire the token for Knight's Sword (Weapon).
Trader from a Distant Land

*"What has happened to the world beyond the reaches of the Empire? Even I am unsure."*

## Event

*A trader of uncertain origin entices you to exchange your equipment - or your soul - for the items rattling around in his trunk.*

1) Receive two random items. (Lose 1 random Blessing)

**The player discards a random Blessing.**
*You feel an inexplicable sense of loss.*
*The feathered man nods in satisfaction and draws two items from his trunk.*
**The player draws 2 Equipment Cards.**
*The citrus-scented man takes his trunk and clatters away, disappearing into the crowd.*
2) Choose one item. (Lose 1 random Equipment)

(insert text here)
3) Leave.
The Dread Caverns

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

## Adventure

**Enemy Unknown:** This Adventure ends with a Combat against powerful enemies. Expect to encounter their kind on your journey.

## Event

*A traveller from a small town asks that you find a group of townsfolk who disappeared in a canyon not far from their village.*

*"They've gone off looking for the treasure of the Dread Caverns," the woman explains. "Times are tough for us, but we're afraid that they might have gotten lost..."*

## Adventure-Specific Cards

* Corruption Ambush
* Cursed Treasure
* Empire Ambush
* General Store
* Kubarak's Favour
* Raiders Ambush
* Dread Caverns
Toshers

*"You have far more pride than the Usurper ever did. But you reach far further than he did. Curious!"*

## Event

*A noxious smell alerts you to an oncoming group of toshers led by a short, stumpy woman with an eye patch. "Eye-Patch Eve" they call her, and although they dress in greasy drabs, her fingers are adorned with exquisite rings and their pockets are deep with gold.*

*"Look at this princess. I bet they've never done a day's dirty work," she sniggers. "What do you say, fancy eking out a bit of coin?"*

*"Tides a-coming! Better get in there quick, princess," says Eye-Patch Eve, as one of her consorts lifts a lid off a manhole.*

*As you and the toshers come splashing down and your boots soak up the muck, you feel something clank at the bottom of the putrid subterranean river.*

Sometimes:

**The player chooses 1 of 2+ Equipment Cards.**
Other times:

**Chance Cards Gambit** (4 Gold Gain Cards)
*You plunge your hands into the rancid water to pull it out.*

**Dice Gambit** (Target: 13)

Success

*You fish out the trinket, doubtful it's worth such torment.*
**The player gains the chosen Equipment or Gold card.**
*The sewer walls tremble. "Time to surface!" she shouts as the toshers lift themselves out of the gutter.*
*They pull you out just as the tunnel floods.*
**The player gains 2 Fame.**
**The player gains this card's Shard.**
Failure

*You plunge your hand deep into the repulsive muck only to fish out an old boot. "I'll have that!" snaps Eye-Patch Eve. She takes a big whiff of it before stashing it in a crusty bag.*
*The sewer walls tremble. "Time to surface!" she shouts as the toshers lift themselves out of the gutter.*
*They leave you behind and you're swarmed by the corrupted.*
**The Dealer draws 1 Blight Card.**
1) Fight.
*They close in as you draw your weapon.*
**The player enters Combat.**
*Before you escape the wretched sewer, you salvage what you can from their ashes.*
**The player gains 2 Fame.**
**The player draws a Gain Card.**
2) Escape.
*As you lift yourself out of the gutter, a corrupted grabs your leg. You manage to shake him off and escape with just a few cuts and bruises.*
**The player draws a Life Pain Card.**
Stirring in the Mire

## Event

*Your day's travel is slow and long. The sun's rays now gone, a chill fills the marshlands.*

*To avoid the swelling bogs, you press on to higher ground and happen upon an old road through the marshland.*

*To the left you see X.*

**The Dealer reveals the next 1-3 X Monster Cards in the deck.**

*To the right you make out a group of Y.*

**The Dealer reveals the next 1-3 Y Monster Cards in the deck.**

*With no other safe path through the mire, who do you fight?*

1) Fight X.

2) Fight Y.

*The cold chill of night builds as you ready yourself for combat.*

**The player enters Combat.**

*With X/Y defeated, you notice they were guarding some equipment hidden of the path in the mire.*

*You slide down the bank to the treasure.*

**Dice Gambit** (Target: 13)

Success

**The player receives a piece of Equipment.**
*You successfully collect your prize and continue on your journey.*
Failure

*You lose your balance as you slide, knocking the item into the bog and losing it forever.*
*Disappointed, you scramble up the bank to continue your journey.*
**The player gains 4 Fame (2 Fame if only 1 Monster Card was defeated).**
The Hermit

*For the final Encounter in this Challenge, see The Hermit (Encounter Card).*

> *"I have spent more time alone than any Hermit could imagine. In truth, it is only your ignorance that leaves these cards occupied by such commoners."*
>
>

This is the tenth challenge of *Hand of Fate 2.*

## Quest Summary

Rumor has it there is a powerful magician hidden in a devilishly confusing and dangerous forest of eternal snow.

**Map Reveal:** Finding your way is one thing. Knowing where to go is another. Avoid danger using Map Reveal.

**Explorer:** The road ahead may be long. Ensure you have enough Food to avoid starvation.

**Empire:** Prepared for Combat against Empire.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* The Empire is X Days Away (starts at 40 and counts down)

## Challenge-Specific Cards

* The Devilish Forest
* Blizzard
* Mage Hunting
* Winter Trail
* Further In
* The Hidden Mages
* A Perilous Chance
* The Hermit's Death
* General Store
* Sharptooth
* The Hermit (Encounter Card)

## Token Requirements

### Gold Token

* Reach the Hermit before the Empire does, and defeat the boss

## Rewards

### Gold Token

*For protecting the hermit from the Empire's purge...*

#### Equipment

* Imperial Armour
* Will of the Emperor
* Scorched Blade
* Golden Shield

#### Encounters

* Mage's Workshop
* Helpful Priest
* Holy Relic
* Healer

### Supplies

*For braving the winter forest, your Supplies have been added to.*

* Fate's Path

## Notes

Hint: There are three floors. The day count is for all three floors. Landing on Blizzard cards delays the Empire and increases the day count by 4. Landing on Further In speeds up the empire and decreases the day count by 4. Sharptooth can increase the day count by 10 days but resets the floor, hiding and repositioning everything including the exit. The Hermit is on the third and largest floor, but not necessarily the corner
Shadow's End

*"Now, we truly see the consequences of your challenge."*

## Event

*As your vision returns, you find yourself standing on the perimeter of a peculiar circular room, bathed in the light of the crimson moon.*

*Shadow beasts fill the far end of the chamber, hoods pulled low over their faces.*

**The Dealer draws 3 "4 of Shadow" Cards.**

*Your companion frowns as they part to make way for a great beast draped in an elaborate, glimmering robe.*

**The Dealer draws an Elder of Shadow.**

*The figure bows deeply, then raises his head with a sly grin. "Veles, what brings you here? Are you not supposed to be rotting in the goblin pits for another lifetime?"*

*"...and on the blood moon. You always were one for theatrics."*

*Veles remains silent, his gaze shifting carefully from his uncle to the rows of shadow beasts waiting in the wings.*

*His uncle approaches, eyes like embers, growing in size in preparation for conflict. "Come, now. You must understand I sent the House after you because I have been tasked with keeping you in the pits."*

*Veles interjects. "Perun has broken his oath, Rusalka is dead."*

*"Do not be foolish now!" The old beast shouts, his voice ringing clear for the rest of the congregation. "What proof have you that your love is dead? Why, I saw her but three days ago!"*

*"Grobben has been to her shrine. He has seen her skull drenched in her blood."*

*"Grobben? You are so quick to trust these goblin creatures. And you took this human through the Lys? Veles, the pits have truly sent you mad."*

*You watch, transfixed, as your companion's body stretches and elongates, muscles bulging, the power of your blood burning through his veins.*

*"Do not speak of Grobben and this thin Grobben in such a way," Veles growls. "Perun has poisoned your mind." His uncle grins as they leap upon each other.*

**The player enters Combat.**

*"It is no longer safe here," your companion mutters, his tattered rags drenched in the blood of his House.*

*He grips your shoulder and you slip back through the darkness.*

*You return to the glow of a campfire. Veles awaits, glaring into the flame. "Perun will pay for this. So few of us remain, and still he would poison the House against me."*

*"Stay here, servant. I will return for you in three or seven days." He stands confidently and melts into the gloom of night.*

**The player befriends Veles the Shadow.**

*You take a seat by the fire, weary from your ordeals. As you prod investigatively at the coals, conflicting thoughts of your bloodthirsty new ally keep you from truly enjoying your reclaimed freedom.*
Sisters Of Vengeance

*"I find almost every motivation suspect... except revenge. Revenge, I understand intimately."*

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

## Weapon Information

*The great smith Varaya made two blades, for two sisters. As the sisters became distant from one another, the blades craved closeness. Now the blades are together.*

## Weapon Ability

**Sister's Scorn:** Weapon deals 135% Damage when activated. Lasts until you are hit. Stacks up to 3 times. Requires 12 hits.

**Vengeance:** The first Riposte after taking damage deals 300% Damage.

## Statistics

Weapon Type: Light

Damage: 7

Value: 36

Fame Required: 12

Endless Points: 70
The Hidden Mages

*"Hurry. You must find the secret the hermit holds."*

## Event

On the first encounter:

*You follow the sound of screams and clashing metal to find a company of Empire soldiers tearing down tents and executing cowering mages.*
**The player draws a 3 of Arcane.**
**The Dealer draws 2 Steel Monster Cards.**
**The player enters Combat.**
*The mages are grateful for your intervention.*
**The player gains 4 Fame.**
On the second encounter:

*In a small clearing you stumble across another group of exiled mages.*
*After some insistence, they lower their guard.*
*This tent village is well hidden in the sweeping snow and fog.*

*You can spend time here in exchange for resources.*

1) Continue on your journey. (Go to next level)

*The mages point you vaguely in the Hermit's direction. Even they are not certain of his whereabouts.*
* *"Across the silver river, through the twin oaks."*
* *"Stay fast to the path of bluebells. If you're at the Great Lake, you have gone too far."*

**The player moves to the next map.**
2) Spend 5 days. (Draw 1 Equipment Gain Card)

(insert text here)
3) Spend 2 days. (Draw 1 Food Gain Card)

*You spend a few days helping harvest snowberries and other poisonous-looking plants from the forest. Your hands grow cold from the numb.*
**The Empire draws 2 days closer to the hermit. Challenge objective counter -2.**
*The mages gift you with soft blocks of pounded felonwort mixed with syrup. The package smells faintly of cinnamon.*
**The player draws a Food Gain Card.**
4) Ask about the hermit.

* *A mage draws a rune in the snow and says, "the hermit enchanted the forest to protect us. I'm not sure how he does it... perhaps blood magic?"*
* *A distracted mage waves his hand towards the forest without looking up from his readings. "Yes, yes. The hermit is that way. He doesn't often take visitors. I've never seen him, anyway."*

5) Ask about Sharptooth. (only available if the player encountered him)

*"A horrible little imp," grumbles a mage as he stares into a beaker full of bubbling liquid. "God knows how he does it, but every time he shifts the forest around it plays havoc with my readings."*
6) Turn back.

(insert text here)
Wanderer's Bounty

## Shield Information

*In the days before the Empire, a professional duelist could make a fair living travelling from town to town. A little help with food and drink along the way was worth a pretty price.*

## Shield Ability

**Buckler:** Defend adds +1 to Weapon Charge

**Add Gold:** Gold is added to a random encounter at the start of each new map.

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

## Statistics

Defence: 1

Value: 16

Fame Required: None

Endless Points: 30
Tiger's Eye

*"With an eye towards the predators, you make yourself like them. Yet, are you born to it, or simply making yourself in its image?"*

## Ring Ability

**Reduced Pain:** Damage inflicted from Pain cards reduced by 5. Excludes damage from Shadows.

## Statistics

Defence: 0

Value: 22

Fame Required: 12

Endless Points: 20

## Notes

* The ring will not reduce damage from Pain Cards lower than 1. E.g., a 5 Life Pain card will still inflict 1 damage.
* For the purpose of this ring, damage from Shadows includes:
	+ Damage taken from Veles at Camp
	+ Damage taken during the Stranger In The Shadows encounter
The Open Wilds

*"A moment of peace on your travels... savour it."*

This is a challenge-specific encounter for The Emperor. While this card always begins with the same line, the text and results after that can have a few variations. Mechanics-wise, this card is the counterpart of The Treacherous Wilds.

## Event

*The wilds are welcoming, their bounty plentiful.*

### Variations

*In the bed of a river, you find some discarded coins.*

**The player receives 1 Gold Gain Card**

*You harvest succulent berries from a nearby thicket.*

**The player receives 1 Food Gain Card**

*You feel soothed and reinvigorated by your exploration.*

**The player receives 1 Life Gain Card**
The High Priestess (Encounter Card)

*For the Challenge, see The High Priestess.*

*"You must ponder the ties that begin to bind. The trap is slowly laid for you."*

## Event 1

*You cross the Northern Border and prepare yourself for the long journey up Mount Freydis.*

*You are surprised, however, to find a band of Northern warriors waiting for you.*

*"The High Priestess is expecting you," the leader of the band declares.*

*"Wait!" he says, stopping to peer at you intently.*

*"Her Shadowness, Queen of Frost, cannot abide the presence of the unpure. You cannot enter the Ritual House without sufficient sacred blessings."*

*You require 4 more blessings.*

**The player encounters the Grey Traveller.**

## Event 2 (after acquiring at least 4 blessings)

*You cross the Northern Border and prepare yourself for the long journey up Mount Freydis.*

*You meet again with a band of Northern warriors who wait to escort you up the mountain.*

*With their guidance and protection you quickly find yourself once more in the ritual house of Esmaranthia.*

**The player gains 4 Fame.**

*"I know why you have come," the giantess begins, moving to inspect Ariadne.*

*She quickly sneers, saying, "It is no wonder your holy people cannot heal her."*

*"This is no minor curse or spell from a magician - a beast of the underworld has tainted your friend's spirit and without my help she will die."*

*Esmaranthia pauses to consider you, her gaze boring into your soul.*

*"I think your fate will be to one day destroy the one who brings ruin to my people. Until then, the enemy of my enemy is my friend, yes?"*

*The Queen of Frost sends you to another room as she prepares a ritual.*

*Many hours later you are summoned again. You find the queen standing over Ariadne who, apart from being famished, appears fully recovered.*

*"Leave when you are ready," Esmaranthia declares, turning to leave. "But heed my warning hero - a shadow hangs over your soul. Stray but a little and you will fail, to the ruin of us all."*

**Ariadne joins the player as a Companion.**

*"Malaclypse told me he was going to the village of Rumstock to investigate a rumour of a magical artifact," Ariadne explains as you leave the Ritual House. "I was to meet him there some days ago."*

**The player moves to the next map.**

**The player encounters Shadow Over Rumstock.**
Shadow Over Rumstock

*"I cannot understand how you come to be here now, given the challenges that have stood before you."*

## Event

*As you journey towards Rumstock, you are disquieted by an increasing number of rumours concerning the village.*

*It seems that every traveller coming from that direction has heard of terrible, ritualistic murders being performed in the woods nearby.*

*The rumours also suggest the mage responsible has been captured.*

*"Disguised himself as a bard!" one fellow declares. "I saw him with my own eyes and he has the look of a killer!"*

*"Don't worry," continues the man. "There'll be justice served for those poor souls when that necromancer burns at the stake."*

**Village of Rumstock is revealed on the map.**
Thunderbolt

## Artefact Ability

**Arc Bolt:** Aim a bolt that causes 35 Damage to the first enemy it hits, then arcs additional damage to 4 nearby enemies. More effective against Corrupted .

**Magic Bane:** Causes extra damage and Stun to magical enemies. Includes Shaman, Chanter, Mages, Shadows, and Undead.

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

## Statistics

Artefact Type: Crossbow Artefact

Cooldown: 3 seconds

Uses: 10

Value: 43

Fame Required: 10

Endless Points: 25
The High Priestess

*For the Encounter in The Devil, see The High Priestess (Encounter Card).*

> *"You find yourself once again the company of prayer and religion. How unfortunate."*
>
>

This is the third challenge of *Hand of Fate 2*.

## Quest Summary

Collect blessings in order to enter the Ritual House at the summit of Mt. Freydis and negotiate a treaty with the Northerners there.

**Tribute:** Gain Blessings to increase your chances of success.

**Northern Honour:** Do not expect to be welcomed by Northerners whilst treading in their lands.

**Campfire:** Survive Mt. Freydis by restoring Life at Camp.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

* The limit is changed to 1 if the challenge has been won on silver at minimum and retried.

## Objectives

* Meet with the High Priestess
* [Number] of 6 Blessings Acquired
* Make Camp

## Challenge-Specific Cards

* Foothill
* Blizzard
* Ascension
* Blessed Brew
* Temple Prayers
* Avalanche
* Blessed Summit

## Token Requirements

### Gold Token

* Meet with the High Priestess and defeat the boss
* Possess 6 blessings when meeting the High Priestess

### Silver Token

* Meet the High Priestess and defeat the boss

## Rewards

### Gold

*For gaining favour with the High Priestess...*

### Silver

*For besting the High Priestess's champion...*

#### Equipment

* Humble Hammer
* Berserker's Creed
* Extinguisher

#### Encounters

* Winter Solstice
* Burning Building
* Temple Prayers
* Cartographer

*Take aim and uncover what lurks in Ironpeak.*

* Rana's Remarkable Fishing
* Unrest in Ironpeak

#### Supplies

*For ascending Mt. Freydis, your Supplies have been added to.*

* Gain 5 Food
* Warrior's Axe
* Soldier's Sword

#### Challenge

*New Challenge available on the Challenge Map...*

* The Mapmaker (with Outlands and Outsiders DLC)

## Notes

* While the player was taken to the Camp briefly during the Fool challenge for initial character customization, the Camp is officially introduced here, and opening up its full range of uses for all proceeding challenges.
* This card's artwork is originally from High Priestess in *Hand of Fate*.
Temple Prayers

*"Not every temple has crumbled into dust. More's the pity."*

This encounter card is both a challenge-specific card of The High Priestess, and can later be unlocked as a regular encounter card the player can add to their deck. The card is exactly the same in both specific and non-specific forms.

## Event

*The Temple of Divine Providence provides blessings in exchange for a simple gold donation.*

1. Make donation (lose 6 gold)

**Choose 1 out of 5 Blessings:**
* Gambler's Banquet
* Gold Zealot
* Monk's Vitality
* Beggar's Charm
* Random Blessing

*You leave with your new blessing.*

2. Decline

**Exit encounter**
Watch Tower

*For the Encounter in The Chariot, see Watch Tower (The Chariot).*

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

## Event

*On the edge of the Empire, far from the Capital, sits a lonely watchtower. You approach with caution, knowing that few travellers are allowed near.*

*"Halt!" calls a soldier as you approach the tower. "None may cross the border from the Northern lands into the Empire."*

1) Offer them gold.

*The soldiers are desperate - for only a few coins, they will invite you to climb the tower and survey the countryside before crossing the border.*
A) Give them some gold. (Lose 4 Gold)
*You hand over some coins and climb the tower.*
**The player loses 4 Gold.**
*You look to the East and West...*
**Encounters East and West of the Watch Tower are revealed.**
*You turn your gaze to the North and South...*
**Encounters North and South of the Watch Tower are revealed.**
*You continue your journey.*
If at least 4 Encounters are revealed:
**The player gains this card's Shard.**
B) Decline.
*You choose to keep your supplies to yourself.*
2) Try to sneak past the tower.

*You return hours later, as night approaches.*
*As you scramble through the undergrowth, you hope their scouts don't spot you.*
**Dice Gambit** (Target: 13)
Success
*You scale the tower without incident.*
**The player gains 2 Fame.**
*You look to the East and West...*
**Encounters East and West of the Watch Tower are revealed.**
*You turn your gaze to the North and South...*
**Encounters North and South of the Watch Tower are revealed.**
*You continue your journey.*
If at least 4 Encounters are revealed:
**The player gains this card's Shard.**
Failure
*You are struck by a volley of arrows.*
**The player draws 2 Life Pain Cards.**
*You leave, having achieved little here this night.*
**The player gains 2 Fame.**
3) Go the long way around.

*You spend a few days finding another path, far from the watchful eyes in the tower.*
**The player consumes 3 Food.**
Worthy Hero

This is an Encounter Card in *Hand of Fate 2.* It is specific to The Empress. This card is not used as a space on the map. Rather, it appears when the player gains enough Fame to wield Hretha's Ire.

## Event

*You turn Hretha's Ire over in your hands. The rune on its face begins emitting a golden light. It is unclear if it now weighs less or you have a new-found strength, but either way you can now wield the mighty hammer.*

*[Malaclypse] looks on in awe. "Wow...that would earn a pretty penny at the markets...but, uh, first, let's use it to break the barrier to the Northern raiders camp, slay the Shaman and stop the raids, once and for all."*

**The Sanctum is placed on the board over an existing card**

*Remembering the Elder of Talos' instruction, you set out toward the sanctum of the Shaman.*
Shield

## Shield Information

*When skies are darkened by your enemies' volleys, fight in the shade of this personal wooden bulwark.*

## Shield Ability

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

## Statistics

Defence: 10

Value: 10

Fame Required: None

Endless Points: 10

## Token Requirements

Defend 30 Attacks from enemies to unlock this Token.

## Token Unlocks

*For putting your Shield to good use...*

Reinforced Shield
Yvette's Cottage

## Event

*Another woman greets you at the door to Yvonne's cottage. She curtly introduces herself as Yvonne's sister, Yvette. Yvonne and her baby are nowhere in sight.*

*She, too, offers you beef pie and potatoes, sprinkling some Sunsheen flower over it. "Brings out the flavour, you know."*

*You bite into the pie. The seeds of the Sunsheen burst sweetly in your mouth as you chew.*

*Then you see it - your hands, wrinkling before your eyes!*

**The player is cursed with the Spell of Aging.**

*Yvette laughs. "Fool! That will teach you to befriend my awful sister."*

*Before you can do anything she pushes you from the cottage and locks the door.*

*You see the sign in front of the waterfall. "Waterfall of Youth. Very Dangerous. Stay Clear."*

1) Step into the water.

**Chance Cards Gambit (2 Success, 2 Failure)** (Medium)
Huge Success (only possible with Eternal Hope)
*Something shimmering by the river bark catches your eye.*
**The player draws 1 Equipment Card.**
**Proceed with Success outcome.**
Success
*Squinting, you see that the pool behind the waterfall is more tranquil than the roaring river.*
*You wade across and duck beneath the waterfall.*
*As you slip into the tranquil waters, your wrinkled hands smooth. Surrounded by the delicate yellow Sunsheen flowers, you feel at peace...*
**The player discards** **Spell of Aging.**
*...until you are startled by the sudden cry of an infant.*
*Tucked away in the dim, wet cave, you find a baby! It lies calmly in a simple wicker basket.*
*Around its neck hangs Yvonne's amulet. The baby smiles gummily and sucks on the edge of the artefact.*
*Piecing it together, you pluck a sprig of Sunsheen flowers and drop a few petals into the child's gurgling mouth.*
*The baby begins to magically mature. Before you know it, a frazzled and fully-grown Yvonne clambers out of the basket, wrapping the linens around her for modesty. "Yvette was so much nicer as a baby."*
*"Thank you. I don't think she intended to leave me here forever. Maybe just overnight."*
**The player gains 2 Fame.**
*"The Water of Youth cannot be taken from these grounds without losing its magic - unless it's in a citrine vial. Return to me later, and I'll have one prepared for you."*
**The player gains this card's token.**
Failure
*As you cup the clear waters of the river, a stone strikes your temple.*
**The player draws 1 Life Pain Card.**
*You turn to see Yvette pelt another from the cottage window. "Get out of here, urchin! This is my land, you know."*
*You hurry away as fast as your old bones can carry you.*
2) Leave.

*You hobble away with heavy steps.*

## Token Unlocks

*For saving Yvonne from her fate as a baby...*

Waterfall of Youth

The Old Maiden (with token)
Shadow

**Shadow:** From the Shadows faction. Immune to Confuse.

**Retaliate:** Can perform heavy attacks when struck. Retaliates to Light Weapon attacks more frequently.

**Counter-Attack:** Can attack again quickly after a strike is defended. Riposte with Light Weapons to interrupt and cause a brief Stun.

**Evade:** Can Evade attacks. Evades Heavy weapons more frequently.

**Blood Madness:** Can enter Blood Madness making them aggressive and unpredictable. Attack during their ritual to interrupt the effect.

### Elder of Shadow

*The royal lines of Lysa Hora Houses are blessed with privilege, and more importantly, power.*

**Shadow:** From the Shadows faction. Immune to Confuse.

**Retaliate:** Can perform heavy attacks when struck. Retaliates to Light Weapon attacks more frequently.

**Counter-Attack:** Can attack again quickly after a strike is defended. Riposte with Light Weapons to interrupt and cause a brief Stun.

**Evade:** Can Evade attacks. Evades Heavy weapons more frequently.

**Shadow Disciples:** Summons Shadow Disciples that charge your position. Evade to avoid their damage.
The City

This is the initial Encounter of The Moon Challenge.

## Event

*On the last day of Solstice you pass through the gates of the great city. The scene before you is overwhelming - a melange of architectural styles, exotic smells and busy, busy people.*

*You have taken counsel with your companions and wrestled with self-doubt. Your path is clear now. The Empire is a force for darkness in this world, bringing nothing but death and destruction.*

*If you are truly a hero, this is the time to prove it. There can be no other end than this one - The Emperor must die.*

*Estrella has organised a covert meeting with General Flinthallow - an ally from her Empire days. "He will tell us the way into the palace," she explains, "but only if we prove that we have the backing for such a rebellion."*

1) Begin your search.

*Estrella disappears into the crowds, stating that she has some business to attend to.*

*You see the meeting place in the distance. The Church of Fires, a shining marble monument soaring above the crowd and rabble of the city.*

*But first, you must explore the districts and gain enough support to your cause.*

*An Empire soldier stares at you from across the way. You disappear into the market crowd before he realises who you are.*

**Patrolling Soldiers are revealed on the map.**
The Hunter Lives

## Event

*You return to Ironpeak bearing the ingredients for the witch's cure.*

*The witch greedly takes the reagents from your hands and begins the ritual.*

*A bronze basin by the foot of the patient's bed. The rations, soaked in blood squeezed from a shadow beast's heart. The wild woman whispers something to her nameless god and clicks her fingers, igniting the contents of the basin in a spout of green flame.*

**The Dealer reveals Witch's Cure.**

*Thick plumes of smoke fill the infirmary and cloud your vision - it becomes harder and harder to concentrate. The last thing you remember before you slip into unconsciousness is the leering face of the witch.*

*The dusty rafters of the infirmary stretch out overhead. The dull clatterings and drippings of Ironpeak echo just out of earshot.*

*You sit upright.*

*Keturah is lying peacefully in her bed, very much alive.*

*The witch is nowhere to be seen, but the basin of blood remains, a dark reminder of your deeds.*

*Her face still hollowed and grey, Keturah gazes at you with heavy-lidded eyes.*

1) Ask how she is feeling.

2) Remain silent.

Either choice proceeds:

*"I'm not a good person, I know this," she says, softly. "I have killed many - more than I can remember. Their lives blur together in a smear of blood and screams."*
*A single tear rolls languidly down the lines of her face. She makes no motion to wipe it away.*
*"I feel no sorrow for the dead at my feet. Perhaps I am broken in my soul. It matters not, as long as my Tamar can be avenged."*
A) Ask who Tamar is.
*"Tamar was my child. My daughter. She was perfect, and brilliant, and she is long, long, gone."*
*Keturah stares at the ceiling.*
B) Ask if Aculeus is involved.
*"I found him in Marhunt and tracked him here. We fought once before, but I could not defeat him." She closes her eyes. "But he is her killer. I know it in my bones."*
*"The witch said you saved my life. I owe you a debt."*
*"Here," she draws one of her pistols and passes it to you. "I hope this serves you well."*
**The player receives Runefire Flintlock.**
*"I will go to face Aculeus once more." Keturah considers you for a moment, her exhaustion apparent in her eyes.*
*"...perhaps you should not come. You are young, and you have the weight of this land on your shoulders. I am old. Soon I will die and the memory of this injustice will die with me."*
*"Consider your rebellion, and consider that you may die with me."*
**The player gains this card's Token.**
The Summoning

## Event

*You follow the ominous beam of light up the foothills to a summit overlooking the countryside.*

*Yet another portal stands surrounded by mages, necromancers and witches.*

*This one is much, much larger than the others - flames dance at the edge of the maelstrom.*

**The Dealer draws a Seer of Arcane, a Shade of Skulls, and a 2 of Arcane.**

*A group of levitating mages begin to cast an incantation. The cacophony of the portal clashes with the roaring stormwinds until all you can hear is a deep and powerful heartbeat.*

*As they chant something unintelligible, a decrepit arm extends from the fiery maelstrom.*

*A robed figure, its face obscured by a ragged hood, steps from the flaming portal to stand before the assembled mages.*

*It rasps with a voice long unused, "I have returned to reclaim my place at the table. A new era awaits."*

*The mages and necromancers fall to their hands and knees in reverence.*

*They fall into pious silence as he speaks again. "For returning my objects of power, you will be rewarded."*

*He leans heavily upon his staff and waves an arm. Gold and trinkets appear and clatter to the ground before him.*

*The figure nods at his subjects and disappears in a burst of flame.*

*Eventually the mages realize they're not alone.*

**The player enters Combat.**

*You search the bodies for anything of value, but cannot escape the question that echoes in your mind. Who, or what, have you unleashed here today?*

## Trivia

This ritual is summoning Valenos the Dealer, and according to Malaclypse in A New Beginning, both he and the hermit are present in this ritual. He also states that the corruption was brought into the world by the ritual, which is corroborated by the fortune teller's words in A Stiegal Pumpkin if you bring Valenos.
Wheel of Greed

*"Like a flame, you are never satiated until you have consumed all."*

## Event

*"Is it Greed that leads mortals to degrade each other in the pursuit of coin?" Ghariyel whispers in your ear. Thin strands of silver smoke ensnare you like jailer's chains.*

*"Or perhaps we are all equally damaged, and we label those with better understanding greedy to appease our envy?"*

*"Give in to Greed and Fate will reward you."*

**Wheel Gambit** (8 Gold Pain Cards: 3, 5, 7, 10, 13, 15, 20, 25)

If the player has at least the drawn amount of Gold:

*"Yes. Yes," says Ghariyel, with delight. "Power comes in many forms across the realms. While inflexible, gold is quite useful in the mortal realm."*
**The player gains 4 Fate Shards.**
If the player has less than the drawn amount of Gold:

*"You gain nothing." Ghariyel sighs.*
Lord Apollyon (Endless Adventures)

*For the Encounter in The Devil, see Lord Apollyon.*

## Event

*"Ah, my favourite adventurer," Apollyon begins, his voice laced with a hint of menace and no small measure of anger, "Still meddling in affairs beyond your comprehension I see."*

*He moves forward - or perhaps you are drawn closer - and a cold chill takes hold of you.*

*"I do prefer to leave these menial tasks to one of my servants - those who were foolish or desperate enough to wager against me and lost - but in this case I'll make an exception."*

*From the folds of his robes he produces an hourglass, framed with bones and containing not sand but a dull, red liquid. With a turn, the miseries of past adventures return to weigh upon your heart.*

**You draw a curse. (Higher chance of Endless curses)**

*"Let us see how you manage to avoid your fate a second time."*

*The figure vanishes into a portal and you are left alone with your sorrows.*

## Trivia

Lord Apollyon first sends his devils after the adventurer after adventure ten. If they fail to cause their downfall due to being bribed by blessings or weak curses, he will personally ensure an end to the adventurers travels if possible after adventure twenty. He is the games last ditch effort to stop the player from reaching the 25.000 point threshold. The Underneath will make short work of most of his efforts, however.
The Corrupted City

*"Death stalks these streets... your death, my death... and the death of an Emperor."*

## Event

* *While passing through the City's bustling fish markets you hear a choking sound followed by a terrified scream.
Pushing through the panicking crowd, you find a family of fishmongers writhing on the ground beside a toppled wagon. You watch in horror as pustules of corruption spread across their bodies and down their limbs, leaving them grotesque and unrecognizable.*
* *While climbing the battlements encircling the City, you hear a choking sound followed by a terrified scream.Panicked tourists hurry past you, covering their mouths.
Behind them, a squad of soldiers writhes painfully on the ground, their bodies twisted and malformed by the corruption.*

**The Dealer draws 1-2 Blight Monster Cards.**

**The player enters Combat.**

*You pause to inspect the bodies of the vanquished...*

1) Search for spoils.

**The player draws 2-3 Gain Cards.**
*The crowd watches in distress as you loot the newest victims of the Blight.*
**Dice Gambit** (Target: 12)
Success
(continue with "Leave quietly" below)
Failure
*Someone curses and spits on you. "Have you no shame?"*
**The player draws a Curse.**
2) Leave quietly.

*With the corrupted creatures dealt with, you stand to leave and hope that no-one recognises you.*

**Dice Gambit** (Target: 15)

Success

*You garner a few curious looks from the crowd.*
**The player gains 2 Fame.**
Failure

*A grizzled bone-setter croaks and points wildly in recognition. "It's that traitor! It's the traitor! Emperor murderer!"*
**The player gains 4 Fame.**
*As you press your way through the crowd, you hear somebody yelling for the guards.*
**The Dealer adds 1 Brimstone Steel Monster Card to the Monster Deck.**
*Thankfully, the bustle of the City swallows you up again.*

**Encounter ends.**
Sewer Stairs

## Event

If the player found the real stairs:

*You find the hatch marked with a bronze sun that signifies the way out of the sewers.*
1) Open the hatch. (Go to next level)
**The player moves to the next map.**
**The player encounters the Palace Prison.**
2) Stay here.
Otherwise:

*You pry open a gate but find nothing more than a dead end.*
Unimpressed Farmer

*"An opportunity, once more, to find what you need."*

## Event

*You see an adventurer leaving a farm with a large basket of fresh vegetables and sweet pies. He grins at you as he passes, looking terribly pleased with himself.*

*An elderly farmer flaps his hand at you as you near the farm.*

*"Ho! Adventurer!" he shouts. "Be you a small potato or an acclaimed hero? Come closer so my eyes can see you!"*

1) Approach the farmer.

If the player has at least 30 Fame:
*He squints at you and cries out, clapping his leathery hands in joy. "Why! It's you! I'm honoured, adventurer, simply honoured!"*
*He insists on gifting you a basket overflowing with freshly baked bread and fruits.*
**The player draws 3 Food Gain Cards.**
If the player has less than 30 Fame:
*He squints at you and declares you a nobody. "A small potato after all!"*
*He turns his nose up at you and you bid an awkward goodbye before leaving his lands.*
2) Continue on your journey.

*You politely walk on and continue on your journey.*