recursal/Fanatic-Fandom huggingface dataset:
Shattered Forge

*"When even the fires of creation are destroyed, what new wonders can enter the world?"*

## Event

*You spy a column of smoke in the distance. Wreckage strewn across the road alerts you to the fate of the travelling forge.*

*You rush to the forge and find Anders sitting on a wooden stool amidst the debris, startled but otherwise okay.*

*"Ah," he says, looking up. "I was hoping you'd find me here. The ogre Draknar ambushed the forge while I was travelling to Braedan."*

*"I'm fine," he continues, tearing up a little, "and the forge can be rebuilt."*

*"It's Ari that I'm worried about. She stormed off in a rage. Her heart is in the right place, but I fear she is no match for Draknar by herself."*

*"Oh, I almost forgot," The smith continues. "You will probably be needing this."*

**The player regains their Equipment from the blacksmith.**

*The smith's workmanship is exemplary. The [equipment] feels stronger than it once was, yet its weight remains unchanged.*

**The equipment Defence increases by 10.**

*"I'm afraid the forge is in no state to assist further in your quest" he explains. "Now please, stop Ari before she does something foolish."*

*You thank the smith and set off towards the ogre's lair in search of Ariadne.*

Defeat the ogre.
Eldoxia Sheeaz'Din

1) Etat civil:

**Nom:**Sheeaz'Din.

**Prénom:** Eldoxia.

**Age:** 26 ans.

**Sexe:** Féminin.

**Race:** Elfe.

**Taille:** 2,10m.

**Poids:**52kg.

**Pays:** désert de Balaad.

**Métier:**Paysanne à la recherche d'un endroit pour se reconstruire. Femme de Rimghoud.

2) Compétences:

Mental: 60.

Instinct: 70.

Connaissances: 60.

Social: 50.

Force: 40.

Finesse: 70.

Endurance: 70.

3)Talents:

-Sens de la terre: 20.

-Dure à la tâche: 20.

- Psychologie/ Ecoute: 20.

- 1 lance.

- 1 boomerang.

- Arc et 2 flèches.

Equipement:

-Viande et légumes séchés.

- 1 gourde d'eau.

- des outils agricols.

- 1 couverture.

-1 corde.

- 1 silex.

-Elfe.

-Balaadien.

**Particularités:**

- Affaiblissement général.

-Graves traumatismes.
The Emperor

> *"These foes I place before you. These rules. I do not know, truly, if they will train you for the challenges Kallas will place in your way."*
>
>

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

## Quest Summary

Thieves have stolen a relic from the Emperor's Palace. The Empire are looking to hire adventurers to help this and other items.

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

**Bandit Country:** The wilds are a lawless land and perfect hiding place for Thieves on the run. Come prepared.

**Pathfinder:** Use Map Reveal to help navigate the treacherous wilds.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* X of 4 Relics Found
* Deliver the Relics Safely

## Challenge-Specific Cards

* Recruitment Drive
* Royal Palace
* Training Ground
* Entering the Wilds
* Dangerous Wilds
* The Open Wilds
* Stolen Relic
* Torrin's Plate
* Temple Relic
* Drak's Ring
* The Treacherous Wilds
* Shifty Salesman
* Cursed Helm of Ogagu
* Mage's Tower
* Ragnar's Cursed Blade
* Returning Relics

## Token Requirements

### Gold Token

* Discover all four relics
* Collect all four relics without any of them being destroyed
* Defeat the boss

### Silver Token

* Discover all four relics
* Defeat the boss

## Rewards

### Silver

*For completing the Emperor's expedition...*

#### Equipment

* Gambler's Jewel
* The Lord's Diadem
* Billy Clubs
* Mercenary Garb

#### Encounters

* Empire Contacts
* Palace Armoury
* Exploring the Wilds
* A Winding Trail
* Deadly Forest

#### Supplies

*For befriending the Empire, your Supplies have been added to.*

* Brigand's Blades

#### Endless Adventures

*The Briarfolk have taken root in Endless Adventures.*

* The Wild Hunt

*Endless Adventures is now available from the Challenge Map.*

* Endless Adventures

*Goblins are now causing mischief in Endless Adventures...*

* A round of Goblins

*Shadow beasts now stalk the land in Endless Adventures...*

* Shadow Games

*Aid your allies in Endless Adventures...*

* Goblin Favors
* Drunken Hero
* Blood for the Beast

## Notes

* Though the challenge is still mostly random, the first map and the placement of the cards is scripted.
* This challenge also marks the first time the player meets Estrella in the story before she becomes a companion in The Chariot.
Yvonne's Cottage

## Event

*By the side of a waterfall, you meet a young woman with striking grey hair. She is holding a baby.*

*"Greetings, traveller. Treat these waters with caution -they are not to be meddled with. If you're parched, you're welcome to stop by my cottage. I've a pie cooling on my windowsill, too."*

*Behind her, a little wooden sign reads: "Waterfall of Youth. Very Dangerous. Stay Clear."*

*"I am Yvonne," the woman says as she leads you to her cottage.*

*As was promised, a hearty beef pie awaits you. You enjoy it with a side of mashed potatoes.*

**The player draws a Food Gain Card.**

*With the meal finished, Yvonne asks you to help her out while she puts the baby to sleep.*

*The rare Sunsheen flower grows nearby, and she'd like you to gather a bloom.*

*It feels impolite to refuse.*

*The Sunsheen sprouts from the rocks behind the waterfall. If you were careful, you could climb out to retrieve one without falling into the water.*

1. Try to retrieve the Sunsheen flower.

*Remembering the warning, you inch your way along the rock wall, gingerly moving from stone to stone.*
If Hubie is the player's companion:
*Hubie merely dives in and begins paddling about in the strong current. He seems unaffected by the water...*
*...somehow you don't trust it will affect you the same.*
**Precision Gambit** (1 small Huge Success, 2 small Huge Failures, all stationary)
Huge Success
*You manage to grab a ledge and regain your balance. From here you reach the Sunsheen, bag it, and make your way back to the shore.*
*Yvonne is delighted to see the Sunsheen. "Most travellers just eat and leave."*
*In thanks, she gives you a gift. "This will protect you in your travels."*
**The player draws 1 Gain Card.**
**The player gains 2 Fame.**
**The player gains this card's token.**
Failure
*Your boots slip on the wet stones and you fall headfirst into the water, scraping your fingertips on the way down.*
**The player draws 1 Life Pain Card.**
*The churning waterfall knocks the air from your lungs. You sink into the blackness of the foaming river.*
*You shake your head groggily and pull yourself from the river. The current has deposited you somewhere far from Yvonne's cottage.*
*When you look in the mirror that night, you notice the lines of your face have disappeared.*
Huge Failure
*An arm's length from the flower, you lose your balance and tumble into the water, cracking your head against the stones.*
**The player draws 2 Life Pain Cards.**
*The churning waterfall knocks the air from your lungs. You sink into the blackness of the foaming river.*
*You shake your head groggily and pull yourself from the river. The current has deposited you somewhere far from Yvonne's cottage.*
*When you look in the mirror that night, you notice the lines of your face have disappeared.*
2. Go on your way.

*Heeding the warning about the water, you continue on your way.*

## Token Unlocks

*For helping gather Sunsheen flowers for Yvonne...*

Yvette's Cottage
Gorlink Von Krilin

Voici la fiche de Gorlink Von Krilin du scénario Fire Enblem au niveau 3:

1) Etat civil:

**Nom:** Von Krilin.

**Prénom:** Gorlink.

**Age:**29 ans.

**Poids:**85 kg.

**Taille:** 1.45 m.

**Race:** Nain.

**Pays;** république de Guojia ( ex empire Diguo).

**Métier:** Ingénieur, ministre en charge des administrations, du ravitaillement...

**Description physique:** Un jeune nain avec la peau bronzée, les cheveux et la barbe noirs mais tirant vers le roux. Il entretient sa barbe qu'il tresse régulièrement pour accentuer ses ondulations et coiffe souvent ses cheveux en queue de cheval.Il a les yeux bleus foncés et en amandes, un regard pénétrant et profond. Il a une forte carrure et toujours le sourire aux lèvres même durant les coups durs. la perte d'une partie de son ventre et de ses épaules le mettent mal à l'aise.

Particularité: **Bon vivant:** Immunisé aux effets de l'alcool mais en est dépendant.

2) Caractéristiques:

**Physique:200.**

Perception:60.

Agilité:60.

Force:80.

**Mental:180.**

Volonté:60.

Intelligence:60.

Magie:60.

**Social:120.**

Autorité:40.

Charisme:40.

Relationnel:40.

3) Compétences:

-Ingénierie:40.

-Résistance:30.

-Survie:40.

-Vision nocturne:30.

4) Magie:Force et roches:

-Eboulement.

-Perce mur/roche.

-Force sismique.

-Poings puissants.

**Forme d'éveil:** Un ours géant de roches aux griffes et crocs acérés.

-Marteau de guerre.

-4 dagues de lancer.

-Tronblon nain et 8 charges.

Armure: Porte une armure lourde en plaque bien épaisses.

Equipement:

-1 gourde de bière et sa choppe.

-1 gourde d'eau.

-1 couverture.

-1 corde.

-1 morceau de silex.

-1 pelle.

-1 pioche

-1 piolet.

6) Langues:

-Nain.

-Guojien.
The Mapmaker

The Mapmaker is a special challenge connected to the Outlands & Outsiders DLC. When entering the game, it is found under the Adventures section.

## Quest Summary

*There are places where the boundaries between life and death grow thin. None but the foolish or desperate would approach these gateways, but if you would change what has gone before, venture forth, in the steps of the thousands of mortals and gods who have failed before you.*

**Ghost Toll:** Ghosts and dead gods are not known for their charity. Use Gold to ease your journey.

**A Deadly Quest:** Few survive in the Mournful Wastes. Ensure you have enough Food and a means to Reveal a safe path.

**Hardy Creatures:** Even in a land wrecked and desolate, burning in the blood of gods, Goblins persist.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Challenge-Specific Cards

* Bridge into the Wastes
* Statue of a Priest
* Sea Dog Hali
* Old Valuables
* A Goat
* Iga's Mercy
* Iga's Sorrow
* Iga's Wrath
* Hellfire
* Crimson Hill
* The Gateway

## Token Requirements

### Gold Token

* Rescue all Hali's Crew members.
* Defeat the Prince.

## Rewards

### Gold

*For allowing Estrella a second chance...*

#### Encounters

* The Silver Man
* Sea Dog Hali

#### Encounters

* Portal Creature
* Goblin Trader
* Warring Kingdoms

#### Equipment

* Kingmaker
* Intriguing Sword

## Notes

* To Rescue one of Hali's crew members speak to the Statue of the Priest and pick "Pray for Mercy 20G"
* Getting the Gold Token requires you to save all of Hali's crew. Unlocking the clues is not necessary
The Wretched

*"Hunger: it chews at you. This whole land is starving, and you are left with only hard choices."*

## Event

*You wake one night to the sound of rustling.*

If the player has no Food:

*"There's nothing in here!" you hear a small voice exclaim.*
*With a start you realise that a group of children are rifling through your bags.*
*"They must have something to eat," another responds, a touch of desperation in her voice.*
*As you get up to confront them, the children flee into the darkness, empty-handed.*
**Encounter ends.**
Otherwise:

*With a start, you realise there are thieving hands pilfering your supplies!*
**The player loses X Food.** (up to 3?)
*You lunge for the closest thief.*
**Wheel Gambit** (2 Food Gain, 5 Failure)
Food Gain
*You catch the thief with his hand in your supplies and quickly snatch the bounty back.*
**The player acquires the Food Gain Card.**
*You easily hoist your attacker off their feet. They're no common bandit - you are face to face with a dirty, sickly child.*
*"Please," he stammers, "they can't feed us at home. We have to take what we can get just to survive!"*
1) Offer some food.
*Taking pity on the child, you give him some of your supplies.*
*"Bless you, mercenary, for your good heart," he exclaims, and runs off happily with his prize.*
**The player loses 1 Food.**
**The player gains 2 Fame.**
**The player gains a Blessing.**
2) Give the child nothing.
*You send the child on his way with a stern warning and a threatening swing of your weapon.*
Failure
*The fiends get away with X of your food, leaving you shaking your fist in rage.*
The Horde

*"Now you will clash and we will see who survives."*

## Event

*You are approached by a band of Northern raiders.*

1) Fight the marauders.

**The Dealer draws 2-4 Frost Monster Cards.**
**The player enters Combat.**
*Perhaps by your actions here you have saved the lives of innocent Empire citizens.*
**The player gains 4 Fame.**
**The Northerner marker is moved back to the far East side of the map.**
If you are in a Peaceful Village when you fight The Horde:

*The inhabitants of the nearby village rush out, cheering. The farmers and their families thank you for protecting the village.*
*"Death to the Northern barbarians!" a little girl screams as she kicks one of the fallen.*
**The player draws 2 Gain cards.**
*The people disperse to gather what they can before abandoning the village.*
This village has been saved. You gain 2 Fame.

2) Attempt to avoid them.

*You disappear into the forest.*
**The player may move off of the map tile.**
Supplies

Supplies are a new card type in *Hand Of Fate 2.* These are cards the player will have right from the start of a challenge, either improving starting equipment (in the form of rings, weapons, armor, artefacts), or providing extra benefits (such as Gain Cards and Blessings).

Supplies, despite containing equipment, are counted in their own separate section of a player's deck, and do not count toward the limit of Equipment cards the player can bring for any particular challenge. The Supplies section of the deck is opened to the player after completing the High Priestess challenge.

Below is a list of all cards in the Supplies section of the deck, sorted by type and then in alphabetical order.

## Weapons

* Brigand's Blades
* Chieftain's Axe
* Cutthroat's Blades
* Fine Sword
* Goblin Griefers
* Knight's Sword (Weapon)
* Mischief Makers
* Questing Mace
* Soldier's Sword
* Spiked Mace
* Sword of Light
* Warrior's Axe
* Worker's Hammer

## Shields

* Buckler
* Tactician's Buckler

## Armor

* Fitted Leather Armour
* Leather Armour

## Helms

* Battered Helm
* Reinforced Helm

## Rings

* House Lashar's Seal
* Mark Of Damnation
* Merchant's Ring
* Ring of Preparation
* Soul Gem

## Artefacts

* Crossbow
* Flintlock Pistol
* Healing Spirits
* Runefire Flintlock
* The Lionel Special

## Blessings

* Fate's Path
* Humble Assistant
* Necromancer's Call

## Starting Supply Changes

* 5 food supply card - start with 5 additional food (10 for Judgement Gold Token)
* 10 gold supply card - start with 10 additional gold (20 for Judgement Gold Token)
* 5 max life supply card - start with 105 health (10 for Judgement Gold Token)
* 5 fame card - start with 5 additional fame (10 for 8th shard completion)

## Gallery

5 Food Supplies card5 Max Life Supplies card10 Gold Supplies card
Shadow of the Empire

## Shield Information

*Even as the Ratmen fell away from the Empire, driven into the deep places, they crafted tools against its rise.*

## Shield Ability

**Bash:** Bash deals full Weapon Damage to Empire while they Block. Ignores Defence.

**Heavy Shield:** One-Handed Weapon required. Use Defend to Block attacks from Ranged enemies. Reduces Movement Speed by 10%.

## Statistics

Defence: 10

Value: 17

Fame Required: None

Endless Points: 20
The Blood District, Main Gate

*"Checkpoints... as if they keep one step ahead of the deaths that hunt them."*

## Event

*At the gates leading into the Blood District, an Empire soldier speaks to a grumbling, slow-moving crowd. It appears there is some sort of hold up.*

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

1) Join the line into the Blood District. (Go to next level)

*The soldier shouts a proclamation to the crowd.*
*"Attention! From this day forward, and until further notice, there will be checkpoints at all gates."*
*With the speech over, you continue shuffling through the gates with the rest of the crowd. You hope that you're not recognisable enough to arouse suspicion.*
**Chance Cards Gambit**
Success
*You move along with the crowd. The soldiers manning the gate do not notice anything amiss.*
**The player moves to the next map.**
**Patrolling Soldiers are revealed on the map.**
Failure
(insert text here)
2) Keep exploring this district.
Weathered Blades

This is the player's default light weapon.

## Weapon Ability

**Critical Spin:** Perform 4 quick strikes that can hit multiple targets when activated. Each hit causes 150% Damage. Requires 16 hits.

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

## Statistics

Weapon Type: Light

Damage: 7

Value: None

Fame Required: None

Endless Points: N/A
Trading House

*"Here you will always find fair exchange. Do not overlook the many possible uses this may have. Many will not be so fair in your travels."*

## Event

*The Trading House in the capital is well known for its fair barter exchanges. People from around the world gather here to trade their wares.*

*"Welcome adventurer, do you have something to trade?" asks a strapping young merchant.*

1) Trade food for equipment.

*"Food is always a welcomed commodity. How much do you want to part with?"*
A) Put up 6 (8 on the second trade) food for a random Equipment.
*"Here's a nice one for you. I traded a wild auroch for this one."'*
**The player receives a random Equipment card.**
*"Many an adventurer has sought just such an item!"*
**The player loses 6 (or 8) Food.**
B) Put up 9 (12 on the second trade) food for your pick from 2 pieces of Equipment.
C) Put up 14 (18 on the second trade) food for 2 random pieces of Equipment.
D) See what else he has on offer.
2) Trade equipment for food.

A) Trade 1 piece of Equipment for 2 Food Gain cards.
**The player chooses an Equipment Card to discard.**
*"A band of Northerners brought this meat from the carcass of some type of beast they hunt in the snowy northern mountains."*
**The player draws 2 Food Gain cards.**
B) Trade 2 pieces of Equipment for 3 Food Gain cards.
C) Trade 3 pieces of Equipment for 4 Food Gain cards.
D) See what else he has on offer.
3) Trade equipment for other equipment.

(Insert text here)
4) Leave.

*"Nice trading with you. Come back anytime!"*
After making any two trades:

*"A pleasure trading with you."*
**The player gains this card's Token.**
*"We're closing up! You'll have to come back another day."*

## Token Unlocks

*For making good use of the Trading House...*

Scouting Party
The Peasant's Son

*"The shadow folk appear to have found your trail."*

This is an Encounter Card in *Hand of Fate 2.* It come with the Servant and the Beast DLC.

## Event

*You follow frenzied rumours of vampires and were-beasts to a derelict farm deep in the lowlands.*

*A thin farmer tilling the rocky soil looks up in desperate hope at your approach.*

*"Please, our little Timos was taken by a... monster with bloody claws and gleaming eyes! They came... they came through the walls!"*

*He points a shaking finger at the hills.*

*You glance at Veles, who responds with his usual unnerving smile.*

*Sure enough, you find the boy huddled at the back of a menacing cave.*

*As you draw near, hulking cloaked figures emerge from the shadows to surround you.*

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

*"Lord Veles," one of the beasts notes in surprise, before they all bow. "We have set up this trap to lure strong-blooded adventurers."*

*You notice that their cloaks pale in comparison to Veles's own elaborate embroidery.*

*Your companion nods in approval, before his claws lengthen. "Very good, but now I must kill you all, or this particular adventurer will be a fountain of endless complaints."*

*("Hero..." One of the beasts hiss. "We knew you would take this simple bait. Now, relinquish your power.")*

*You draw your weapon.*

**The player enters Combat.**

*Weeping, the peasant falls to embrace his son. "Thank the gods, Timos, thank the gods!"*

**The player gains 4 Fame.**

*The small family gathers a dusty bundle of what they can in gratitude.*

**The player draws 2 Gain Cards.**
Watch Tower (The Chariot)

*For the normal Encounter unlocked by completing The Empress, see Watch Tower.*

## Event

*The tower provides a commanding view over the once-impressive city.*

*As you pause to catch your breath, you watch the last of the sun's rays disappear over the horizon. [Your companion] shakes your shoulder and points over the battlements to the south.*

**Final Refuge** is revealed on the map.

*There you see the final gatehouse, its tower rising from the wall of the Old City to the south.*

**The Dealer adds a corruption counter to the map.**

*"Have you ever sees so many?" [your companion] remarks as you watch the infected swarm the city wall.*

*"How can the Empire let its people suffer so?" [your companion] mutters under their breath, "and then abandon those in need?"*

**The Dealer adds more Blight Monster Cards to the deck.**

*As you continue to look, a small glow appears on the horizon beyond the city perimeter. First one, then another, and another.*

*"The Empire!" [your companion] cries. "They are preparing to burn the city! We must get the people to safety! Let us hope we are not too late!"*
The Capital

## Event

*You reach the walls of the Capital ahead of the Northerner invaders, only to find a mass of people stranded outside the city.*

*After spending hours pushing through to the gates you make yourself known to the guards.*

*Eventually Captain Alpus arrives with a company of soldiers to escort you into the city.*

*You are taken up onto the battlements where General Trenico stands overlooking the mass of refugees at the base of the wall and, streaming from the forest behind them, the Northern horde.*

*"Ah, at last we have the troublemakers in custody," the General comments as you approach. "Well mercenaries, despite your efforts to clear out the northern villages, as you can see the barbarians still took the bait."*

*Distant horns capture your attention and in the distance a long, long line of troops carrying Imperial banners begins to move into position on the far side of the Northerners.*

*"And now we've got them trapped!" the General cheers, raising his fist. "We'll smash them between our army and the city walls."*

*He excitedly hurries away, rapidly barking orders to his men. "Man the catapults! Ready the archers!"*

*Captain Alpus signals his men to take you away.*

*"The General will decide what to do with you after we annihilate the barbarians."*

**The Dealer draws a Captain of Steel and 2 more Steel Monster Cards.**

**The player enters Combat.**

*You find yourself momentarily free from Imperial attention as the battle with the Northerners escalates, so you and [your Companion] discreetly slink down to the streets and lose yourself among the crowds.*

*The clash with the Northerners continues for a day and a night, but finally the city gates are opened and dawn's light reveals the barbarian horde to be no more.*
The Peasant King

*"You see now how kings are made: in dirt, poverty, and violence."*

## Event

*The Peasant King sits in a throne of bones and feathers to honour the downtrodden and forgotten. Clad in a heavy cloak and a leather cap, the grubby young man rises gracefully from the somber nest as you enter.*

*The basement of Far Water's only tavern serves as his throne room. A gracious host, he offers you chipped mugs of something leafy and lukewarm.*

*"Some of the townsfolk claim he is a saviour, others say he's a good-for-nothing layabout," Estrella explains. "Regardless, the peasants hold him in some esteem here in Far Water."*

*He draws a curiously-shaped set of pipes from a pocket and plays a jaunty tune.*

*"Enough." Estrella draws herself up tall. "The peasants of Far Water will soon be cast from their homes - is there anything that you can do for them?"*

*The infernal tooting stops, and the Peasant King lowers his pipes with a grin. "Twenty-seven loaves of bread."*

*You choke on your muddy tea.*

1) Give the bread. (Lose 27 Food)

*Estrella hands over a pouch heavy with gold as additional payment.*
**The player loses 27 Food.**
*The Peasant King bows. "I confess there is little else I can do for these people." He suddenly becomes very serious. "I will scrounge and blackmail what food I can, but without their homes and farms... there will not be enough to keep everyone alive by winter."*
*"This is a generous gift, but even if you were to bring me ten-fold the amount of food, it is a lost cause."*
*Estrella frowns. "Is there no family, or neigbouring town that could welcome them?"*
*"I know Borim, the tavern-owner, has family in the City - but he is one of the few." The Peasant King reclines on his bone pile. "So it goes. Far Water could never stand against the will of the Emperor."*
*"No!" Estrella shakes her head. "Enough. The people will not starve because they are not going to leave their homes."*
*She bows to the Peasant King and turns to leave, grim determination on her face. "They have all but ignored my messages regarding the matter... there is only one thing for it. We must fight."*
**The player gains this card's token.**
*"But how?" The Peasant King chuckles. "You are but two warriors, and the Empire cannot be stopped."*
*"Yes, it may be suicide." Estrella places a practiced hand on her pistol and grins. "The odds are stacked against us. I cannot use my allies in the Empire, but I have garnered some underground contacts in my time."*
*"Come, we are going to visit a special friend of mine."*
**Encounter ends.**
2) Say you don't have that much bread.

*The Peasant King laughs dryly. "As it always is in these parts."*
**Encounter ends.**
3) Leave.

**Encounter ends.**
## Unlocked By

Acquire the token for Mayor of Far Water.

## Token Unlocks

*For deciding to fight for Far Water...*

Estrella's Unusual Contact
Undead Ambush

## Event

*While hunting around the Church of Fires for free church chestnuts, you hear an ominous rattling behind you.*

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

**The player is ambushed into Combat.**

*You loot what you can, wondering who had sent these fiends to attack you.*

**The player gains 2 Fame.**

**The player draws 1-2 Gain Cards.**
The Star

> *"There is much that people meddle with that they ought not."*
>
>

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

## Quest Summary

Mages are opening the gates of the underworld in the dark corners of the Empire. Close the portals before it's too late.

**Ancient Magic:** The relics wish only death on their owners. Prepare to scrounge Life where you can.

**Gambits:** Keep your wits about when dealing with magic and mages.

**The Damned:** What comes crawling from the portals? Prepare for Combat against Corrupted.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* X of 4 Portals Closed
* Investigate the Beam of Light

## Challenge-Specific Cards

* The Gathering
* Decaying Inn
* The Goblet
* Empire Inquisitors
* Band of Thugs
* Seething Portal
* Rotting Cave
* The Dagger
* General Store
* Boneyard
* The Pentacle
* Stormy Shore
* The Sceptre
* The Summoning

## Token Requirements

### Gold Token

* Close all the portal and defeat the boss

## Rewards

#### Equipment

* Arcane Edge
* Meteor Strike
* Weave of the Protector

#### Encounters

* The Black Cauldron
* Wine of the Gods
* Ordeal by Iron

## Trivia

* This card's artwork is originally from Twilight Ritual in *Hand of Fate*.
* The Relics in this Challenge are the rewards Kallas won from the Dealer in *Hand of Fate* as he progressed through the Court. They also correspond to the Minor Arcana tarot suits:
	+ The Goblet - Cups
	+ The Dagger - Swords
	+ The Pentacle - Pentacles
	+ The Sceptre - Wands
* The ritual in the conclusion returns The Dealer from the dead, and introduces the corruption into the world.
Stolen Relic

This is a challenge-specific Encounter Card for The Emperor.

## Event

**The Dealer draws 2 "4 of Greed" Cards**

*The thieves' erratic movement crosses right into your path. You catch them frantically loading the relic onto a horse and cart.*

*"Just hold [him/her] off for a couple of minutes while we ready the horses!"*

**The player enters a timed combat. They have 45 seconds to defeat all enemies before the thieves escape**

If the player wins:

*After clearing out the thieves' camp you quickly locate the relic.*

**The player gains +4 Fame and recovered a relic. The player receives Torrin's Plate**

*["The relic is cursed!" Malaclypse exclaims. "Who would want to steal such a thing in the first place?"]*

If the player fails:

*The distant sound of horses alerts you to a carriage disappearing over the horizon. You'll never catch them, now.*

**The Relic escapes back into the wilds.**

 If the player encounters them again:

**The Dealer draws 2 "4 of Greed" Cards**

*Though their movements are erratic, you eventually track the thieves back to their camp. You catch them frantically loading the relic onto a horse and cart.*

*"Just hold [him/her] off for a couple of minutes while we ready the horses!"*

**The player enters combat with the thieves. They have 1:15 to defeat all the enemies before the thieves escape**

If the player wins:

Same result as previous.

If the player fails:

Same result as previous.

## Notes

* Even though this card is specific to this challenge, it lacks the Dealer's Mark.
* Unlike most cards in the game, this one is not placed on the board. Rather, it is connected to a thief-shaped marker that moves around the board, and the player only gets the card by landing on the same space as the marker.
Will of the Emperor

## Artefact Ability

**Execute Thief:** Deal 100 Damage to a random enemy Thief when activated or 10 Damage to other factions.

## Statistics

Artefact Type: Horn Artefact

Cooldown: 30 seconds

Uses: 3

Value: 23

Fame Required: None

Endless Points: 10

## Notes

Always targets a random enemy. In a fight against mixed opponents there's no guarantee it will hit the Thieves
Magie d'illusion

La magie de l'illusion se base sur l'altération des sens d'autres personnes. Celle-ci peut se faire par la création de mirages troublant la cible, ou en attaquant directement les capteurs sensorielles. Pour les gens les plus dupes, une illusion aura un impact aussi réel qu'un sort (faux murs infranchissables, fausses flammes provocant des brulures).

La magie de l'illusion est assez proches d'autres écoles de magie comme la lumière ou le son, bien que leur utilisation finale n'est pas la même.

## Liste de sorts de l'école de l'illusion

* Escamotage : faire disparaître et réapparaître des objets ou parties du corps pour une durée limitée.
* Lumières dansantes : création et manipulation de sphère lumineuse à plus ou moins forte intensité.
The Demon Arae

*"There are benefits to besting the devil, not least of which are the new friends you will meet along the way."*

This is a Platinum Encounter Card in *Hand of Fate 2.*

## Event

*"Are you the one who ruined Apollyon's fun?" A woman with the pointiest face you've ever seen approaches from the shadows one night.*

*"Yes! Yes, you are!" She laughs. "How delightful! Did he cry? He used to be such a crier in our youth."*

*"Oh, you're wonderful!" She pokes at your bicep. "I'll remove your curses, if you like."*

If the player has no Curses:

*"You're as pure as a mountain spring! There are no curses for me to take. How unfortunate."*
*Still laughing about Apollyon's failure, the woman waves goodbye and disappears into the night.*
**Encounter ends.**
If the player has at least 1 Curse:

*"Although... it goes against our nature to gift without games."*
*She throws you some silver dice. "Here, roll your luck. I'll split it by six and lift that number of curses from your soul."*
*"Six is a lovely number, don't you think? That's why I have six fingers on my left hand."*
*You glance at her hand in alarm. It's a hoof.*
**Dice Gambit** (Target: 18)
*"Ooh, what a roll!" The demon winks, pulls out an abacus and flicks some counting beans around.*
If the Dice Result was 24 or more:
*"Four curses! What a roll!"*
**The player chooses 4 Curses to discard.**
If the player had at least 3 Curses to discard:
The player gains this card's Shard.
If the Dice Result was between 18 and 23:
*"Three curses! Oh I'll be full all day!" The demon licks her lips.*
**The player chooses 3 Curses to discard.**
If the player had at least 3 Curses to discard:
The player gains this card's Shard.
If the Dice Result was between 12 and 17:
*"I can release you of two curses. What curse will you give me?" The demon's eyes light up. "A plague, perhaps? They taste exquisite."*
**The player chooses 2 Curses to discard.**
If the Dice Result was below 12:
*"One!" The demon flings the abacus to the floor and it shatters like glass. "That's hardly enough to sate my hunger, but it'll have to do."*
**The player chooses 1 Curse to discard.**
*You feel a pull on your soul as the demon wrenches the curses from you. She smiles at your discomfort.*
*Still laughing about Apollyon's failure, the woman waves goodbye and disappears into the night.*
**Encounter ends.**

## Notes

In Greek mythology, the Arae were female spirits of curses.
Toil

The Suit of Toil is a Minor Suit in *Hand of Fate 2* that represents farmers and/or basic civilians, as in Burning Building. Toil cards are the weakest units in the game.

Under most circumstances, cards of this suit act as reinforcements for the player, or as a group the player has to protect. However, there are some instances, such as during the Emperor challenge, or during the Infamous encounter of the Tower challenge, where the player can end up fighting against the farmers, rather than with them.

## Unit Types

### Rabble

*You know the land is in peril when those who do not fight, fight.*

The only unit of this suit, represented by plain, numbered Toil cards. They have low health and no armor, and their damage is low as well. Most farmers are armed with pitchforks, and will use those for melee attacks. Sometimes they can be armed with rifles, but these too do little damage.

### The Jailer

*To guard the worst Imperial prisoners is a job for the toughest of souls.*

The Jailer is a mini-boss of sorts in the Sun challenge. He needs to be fought to proceed past the second map. He is represented by a Brimstone 1 of Toil card, but it also accompanied by a great deal of backup in the form of Steel cards.

## Trivia

Unlike the other suits in the game, whose cards have pips modeled after the heads or faces of their respective units, the pips on Toil cards are shaped like the points of pitchforks.
Thorns

**Briarfolk:** Enemies from the Briarfolk faction. Vulnerable to Fire.

**Regrow:** Can return to combat after being defeated.

**Fire Weakness:** Vulnerable to Fire.

**Briarfolk:** Enemies from the Briarfolk faction. Vulnerable to Fire.

**Regrow:** Can return to combat after being defeated.

**Ranged:** Can attack from range. Use Evade to avoid, or Defend with a Shield.

**Snaring Vines:** Can create an area of vines that causes Snare when touched.

**Fire Weakness:** Vulnerable to Fire.

**Regrow:** Can return to combat after being defeated.

**Armoured:** Drastically reduces physical damage while Armoured. Use Bash to damage and destroy armour.

**Snaring Vines:** Can create an area of vines that causes Snare when touched.

**Fire Weakness:** Vulnerable to Fire.
Winter Solstice

*"The longest night, and a symbol of the deepest matters. You would do well to attend to the things that happen here."*

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

## Event

*On the longest night of winter, the townsfolk of Stiegal set up around a huge bonfire to celebrate the victory of light over darkness; the one night the Empire turns a blind eye to the outlawed use of magic.*

*You join a group of peasants close to the fire. Taking a sip, the woman beside you offers you a goblet. You politely accept the pungent potion and take a quick swig. Warmth rushes through your body and you fall into a deep, hypnotic trance as you stare into the dancing flames.*

*The townsfolk chant, calling on the mountain spirits. In a flurry of snow, spirits descend and join the festivity. A curious white owl perches next to you and speaks, "I sense a magical air about you. If you feel particularly inclined, will you share your blessings in exchange for longevity?"*

*He nuzzles against your arm as he awaits your response.*

The player may trade Blessings for Max Life.

1) Give him one blessing.

*The creature lets out an ear-piercing squawk.*
**The player may choose 1 Blessing to discard.**
*A tingling sensation flows through your body.*
**The player draws 1 Max Life Gain Card.**
2) Give him two blessings.

*The creature flutters his wings, covering you with snow.*
**The player may choose 2 Blessings to discard.**
*A tingling sensation flows through your body.*
**The player draws 2 Max Life Gain Cards.**
**The player gains this card's Shard.**
3) Decline.

*"As you wish," says the owl, as he flies off into the night sky.*
*You gaze into the flames as the festivities continue around you.*

*You wake to find yourself in a stable, nestled among a herd of cows. On you way out you spot a few unconscious Empire guards huddled together outside the stable.*

## Notes

* In-game, this Encounter is listed with the "Dice" trait, but it does not appear to have any Dice Gambits in the current version of the game.
Ylneck Arumk

1) Etat civil:

**Nom:** Arumk.

**Prénom:** Ylnek.

**Age:**15 ans.

**Taille:**75 cm.

**Poids:**7.8 kg.

**Race:** Gnome- Dragon.

**Pays:** République de Guojia.

**Métier:** Musicien, compositeur.

2) Description physique:

Un jeune gnome encore adolescent et plutôt discret. Il a la peau blanche,les cheveux noirs aux reflets roses coupés courts. Il a les yeux verts emeraude et en amande. Il est souvent en train de sifler un air de musique en rêvant.

Sous forme draconique il est rouge bordeaux avec de grands yeux verts emmeraudes.

3-1)Caractéristiques pour Fire Enblem:

**Physique:190.**

Perception:70.

Agilité:80.

Force:40.

**Mental:150.**

Volonté:70.

Intelligence:80.

Magie:0.

**Social:160.**

Autorité:50.

Charisme:60.

Relationnel:50.

3-2) Caractéristiques pour Fire Enblem 2:

**Physique: 310.**

Force: 40.

Agilité: 60.

Dextérité: 70.

Constitution: 60.

Instinct: 80.

**Mental: 270.**

Volonté: 70.

Intelligence: 70.

Connaissances: 60.

Perception: 70.

Magie: 0.

**Social: 330.**

Charisme: 70.

Discernement: 70.

Empathie: 70.

Codes: 60.

Réseau: 50.

4-1)Compétences pour Fire Enblem:

-Répare tout:20.

-Imagination fertile:30.

-Musique:30.

-Dissimulation:30.

-Herboristerie/Alchimie:30.

4-2) Compétences pour Fire Enblem 2:

-Répare tout/Recycle tout: 5.

-Imagination fertile: 10.

-Musique/ Dessin: 15.

-Dissimulation/ Furtivité: 10.

-Herboristerie/ Alchimie: 10.

-Epée courte.

-Arc avec 16 flèches.

-Pistolet gnome avec12 balles.

-3 étoiles de lancer.

**Armure:** Cuir souple.

Equipement:

-1 couverture.

-1 morceau de silex.

-1 cape à capuche.

-1 lyre.

-1 petite flute.

-1 banjo.

-Matériel d'écriture (1 plume, du parchemin et de l'encre).

- 1 tenue de rechange.

- Viande et fruits et légumes séchés.

6) Langues:

-Gnome.

-Guojien.

-Draconique (bases).

7)Particularités:

-Artiste dans l'âme.

-Adolescent: il gère les craintes inhérentes à cette période de la vie.
The Chariot

> *"This corruption spreads across the breadth of the Empire. It even touches me. My power keeps it at bay, but these are the seals Kallas has attempted and failed to place upon my return."*
>
>

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

## Quest Summary

A plague of corruption is spreading through the downtrodden denizens in the Old City. Aid Estrella and her loyal soldiers and find a way for the citizens to escape.

**Infestation:** Defeat as many Corrupted as possible to find the source of the plague.

**Precision:** You will need to demonstrate great Precision in order to win the day.

**Rescue Wagons:** Save innocent townsfolk to access more stock and options at Camp.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* X of 60 Citizens Saved
* X Corruption Remaining
* Clear the Gatehouse

## Challenge-Specific Cards

* City in Peril
* City Streets
* Drudge of Corruption
* Grateful Citizens
* Grateful Hero
* Scouts Report
* Gatehouse
* Watch Tower (The Chariot)
* Burning Rubble
* Hungry Paupers
* Grateful Merchant
* Plague
* Final Refuge

## Token Requirements

### Gold Token

* Clear out all of the Corrupted
* Defeat the boss
* Rescue all citizens

### Silver Token

* Clear out all of the Corrupted
* Defeat the boss

## Rewards

### Gold Token

*For rescuing all the citizens in the Old City...*

#### Equipment

* Rethgar's Quake
* Grifter's Companion

### Silver Token

*For finding safe passage through the plague ridden city...*

#### Equipment

* Empire's Burden
* Marksman's Bane
* Felvin's Favour
* Elusive Charm

#### Encounters

* Plague
* Alchemist
* Yvonne's Cottage
* Street Fighter
* Pauper Dilemma

### Supplies

*For saving a blacksmith from the Old City, your Supplies have been added to.*

* Leather Armour

### Companion Unlocked

*For befriending Estrella.*

* Mayor of Far Water
* Estrella the Soldier

## Notes

* Saved citizens will add options at Camp.
* For this challenge, the Camp card is renamed Rescue Wagons
* Because of the nature of the story, food offered at Camp during this challenge is extremely cheap, 1 gold for 1 food.
* This card's artwork is originally from Noble Trader in *Hand of Fate*.
Soothsayer

## Event

*You are about to embark on a quest for the mayor of a small town when a young, strangely dressed woman shouts to you, "Beware stranger!" For I have seen your future and danger awaits!"*

*"For but a few coins," she continues while gripping your arm, "I can tell you of your coming misfortunes."*

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

*You hand a poorly wrapped brown package to the Soothsayer, who opens it immediately.*
*"Ah, smaller than I had imagined," she mutters, holding up the tiny skull of some humanoid race you don't recognise.*
*"Would it kill them to kill something a little larger next time?"*
**The player draws 1 Gain Card.**
*You note that you have X deliveries left to make.*
*"Now, where was I?" the Soothsayer pauses. "Ah, yes - danger awaits! But for a few coins I can tell you of your coming misfortunes."*
2) Accept and learn about your future. (Lose 4 Gold)

*You hand over the coins and they vanish into the woman's robes.*
**The player loses 4 Gold.**
*She focuses on you, thinking for a moment and tells you the outcome of your quest.*
**The Dealer reveals a combination of 8 Pain and Gain cards.**
**The player gains this card's Shard.**
*Now that you know your fate, what will you do?"*
**The player gains 2 Fame.**
A) Go on the mayor's quest as planned.
*"Suit yourself," the woman remarks, suddenly disinterested.*
*She turns and enters the tavern to order her usual drink.*
*The next day you stride into the forest, intent on hunting down the brigands that have been harrying the town.*
*Your quest gets off to a good/bad start*
**The player receives all 8 Pain/Gain cards.** (note, should create a section on this page for possible "mini-events" associated with the cards)

*With the situation with the brigands resolved, you return to the village to collect your payment only to discover that the mayor has left town on holiday for an "indefinite time".*
*You leave the small village without payment.*
B) Abandon the mayor's quest.
*Her work done and her pouch newly filled with coins, the woman enters the tavern and orders a drink.*
3) Decline and go on the quest anyway.

(insert text here)
4) Decline and abandon the quest.

*The woman seems surprised by your change of heart, saying, "You scare easily, don't you?"*
The Threat Within

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

## Adventure

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

## Event

*There are rumours of a band of elite Northerner warriors hidden somewhere in the city. They plan to wreak terrible vengeance upon the populace in response to the violence brought upon their people.*

*You join the quest to find and deal with the fearsome group.*

## Objectives

* Defeat Vali the Bloody-Handed/Olafr Frostfiend

## Adventure-Specific Cards

* Raiders Ambush

* Threat Revealed
The Old Maiden

*"Age turns us all. She has done rather better than I, in the time that has passed."*

This is an Encounter Card in *Hand of Fate 2.* This card originally appears without a token, but can later be given a token by completing another encounter.

It also acts as a challenge-specific card (in its most basic, non-token form, see "Event" below) for Endless Adventures, being the second card the player encounters when they start a run, coming after Adventure Awaits, and before A Thirst for Adventure.

## Event

*Walking through a shady forest, you encounter a frail, old maiden.*

*She stops to greet you. "For centuries I have helped the mortals who find themselves lost in my forest. Is there anything that may help you with your journey?"*

1. Ask for supplies.
*"This should sustain you for a few days," she says, squinting at you with tired eyes.*

**The player receives 1 Food Gain Card**

2. Ask for longer life.
*"May you live a long life!" she says and with a fragile wave of her hand, you feel a warm sensation through your body.*

**The player receives 1 Max Life Gain Card**

3. Ask for gold.
*"No amount of gold will satisfy a mortal, but if that is what you wish," her ancient voice falters on the words, as if long unused.*

**The player receives 1 Gold Gain Card**

## Event (If the player has the Potion of Youth)

*Walking through a shady forest, you encounter a frail, old maiden.*

*She stops to greet you. "For centuries I have helped the mortals who find themselves lost in my forest but not once has one helped me. You have something I desire. Give it to me and in exchange I will offer you something no mortal has ever beheld."*

1. Give her the Potion of Youth.
*She pours the entire contents of the vial into her mouth...*

**Token acquired. The card transforms into The Maiden.**

*Within moments the potion takes effect. The old woman transforms into a youthful maiden.*

*"I thank you for your generosity, mortal. Now I may continue helping your kind for centuries more. Please, take my offering."*

**The player gains +8 Fame and receives the Elven Ring.**

*Now tell me, what is it you seek?"*

See The Maiden for the proceeding list of choices and their results.

2. Refuse.

Warning:
If you have acquired the blessing and lost it before encountering the Old Maiden, the option to give it to her will still be present but the game will stall and require a return to title/exit. If the blessing is not currently in your list, the encounter is not completable. (Discovered in endless)

## Unlocked By

Finding Forest Folk (Without token)

Yvette's Cottage (With token)

## Token Unlocks

*For restoring the Maiden to her true form...*

The Maiden

## Trivia

* This card and The Maiden serve as a continuity nod to The Maiden from the original *Hand of Fate.*
The Pyre

## Event

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

1) Advance.

*As you approach the village palisades, your companion stops and sniffs the air. "Is that smoke?" You hurry through the gates.*
*Inside is a grisly sight - the entire population of Rudditch has been massacred. Your arrival has interrupted a regiment of Imperial soldiers as they pull corpses from the nearby houses and drag them onto a mass funeral pyre. They go about their duty with grim determination.*
**The Dealer Draws a General of Steel and a Phalanx of Steel.**
*The commanding officer spots you through the haze, the pyre embers casting his face in an eerie light. "How unfortunate. Had you arrived a day later, you'd have discovered an empty village - a mystery. Instead, your bodies will join the others. No-one must ever know what happened here.*
*"No-one." His men draw their weapons and charge.*
**The player enters Combat.**
(more text here)
2) Leave.
22.12

**22.12**, also known as **Twenter**, was a hospital worker at the Zerotown General Hospital.

When the 4 from 43 entered the hospital carrying an 8 from 8808, 43 told him that he needed to be fixed together. Twenter operated on him for free. When 43 left the hospital, disguised as a 48, he destroyed the hospital in an explosion, killing Twenter.