recursal/Fanatic-Fandom huggingface dataset:
High Priestess

## Event

*On a small island in the middle of a misty lake, you arrive at a magnificent stone temple.*

*This is the temple of the High Priestess, where only the blessed may enter. You are required to speak with the High Priestess in order to complete the Dragon Relics challenges.*

1) Enter the temple

2) Leave

*As you set foot upon the sacred ground, you collapse as a searing pain pierces your soul!*

The dealer draws you one Max Health Pain Card.

*The Priestess's attendants carry you outside to recover, explaining, "Only the most blessed may enter this place. You have been judged... unworthy."*

When you have 4 or more blessings :

*You are welcomed by the High Priestess. She blesses you and your quest to recover the Dragon Relics, though she does not know any of the ritual associated with them.*

*"We have not heard of this.. Perhaps the monk. It is possible that he possesses knowledge of the old religion that we do not, but it seems unlikely."*

*"Should your paths ever cross again, I would advise caution. This ritual you speak of may be unknown, but we are aware of the Dragon Relics from our tomes of lore."*

*"They were certainly real, and very powerful, but they were lost a long time ago."*

*You leave the High Priestess and continue your journey, intent on confronting Petward.*

This card's token is now yours.

Leave:

*Inside, the Priestess's attendants watch you turn and leave without incident.*

## Unlock

Encounter: Petward the Monk

Encounter: Holy Patronage

## Token

Encounter:Holy Patronage, Petward the Monk
Travelling Mage

The **Travelling Mage** is an Encounter Card in *Hand of Fate*. It is one of the random Shop Cards added to the deck by The Dealer.

When you arrive, the option "Approach the goblin near the tree slump" may appear. Then, Mr. Lionel offers to sell you 10 food for 40 gold, if you decline, then he offers 6 food for 18 gold.

## Available Services

**Buy Items:** Up to four of the following items are for sale: Plunderer's Cap, Herne's Antlers, Dragon Ring, Time Heals, Alchemical Silver, Damocles, Hag's Wraps

**Sell Items:** Items can be sold for their listed value.

**Buy Food:** The player may pay 6 gold to gain 1 food.
Suit of Lava Golems

## Description

The **Suit of Lava Golems** is a special suit and not a member of the court. They are unlocked after the player finds the underground caverns encounter, and intervenes. After this encounter three locked cards enter the encounters deck. They can also be found in other encounters, but very rarely. They are typically encountered in groups of one or three. They resemble lava monsters carrying big hammers.

## Tactics

Lava golems are both easy and hard to deal with. If they player isn't quick to roll away, they can quickly defeat the player. They have three attacks. A wide swing that can be countered, a downward smash that cannot be blocked, and a close range explosive attack. The golems will only use the explosive attack if the player is nearby. It is fairly close range, so one roll away and the player is safe. Lava golems will not fall over like other enemies, if they have any health left.

The lava golem encounter card typically takes place in the trapped river crossing arena. If they player wishes to avoid damage, it is entirely possible to run around the arena and bait the traps so the lava golem hits them.
Warlord 3

## Event

You return to the barren land to commune once more with the ancient god.

"Bring to me three items of power from the creature known as the Skeleton King," the ancient being intones.

Suddenly it disappears to its own realm, leaving you breathless and alone.

When you have the encounter with the full skeleton king set :

You place the three items from the Skeleton King on the ground before you and summon the nameless entity.

There is a blinding flash of light. When your vision clears, you see that a ring has appeared beside the Skeleton King's sword.

"It is done, use it as you will."

You take the ring to have it examined later.

"Your continued persistence even in the face of certain death intrigues me mortal.
Perhaps this next task will yet turn you from your goal."

"There is a child, lost and alone in the darkness. A darkness filled with beasts that would consume him.
Save this child and return to me."

Suddenly it withdraws to its own realm, leaving you breathless and alone.

This card's token is now yours.

You get the Lord of War achievement !

## Unlock

Equipment: Skeleton King Ring

Encounter: Blacksmith
Travelling Tinker

**Travelling Tinker** is an Encounter Card in *Hand of Fate*. It is one of the random Shop Cards added to the deck by The Dealer.

## Available Services

**Buy Items:** Up to four random items from the equipment deck are for sale. Items can be purchased for their listed value.

**Sell Items:** Items can be sold for their listed value.

**Buy Food:** The player may pay 12 gold to gain 3 food, or 18 gold to gain 5 food.

## Revisiting

Travelling Tinker cards can be revisited.
Warning Signs

## Event

*You come across a narrow valley. Several dead adventurers lie under piles of stones before you.*

*"Don't bother trying to reach the treasure hidden in the valley, stranger." says an old man. "Those fools tried and look what happened to them!"*

* A) *Attempt to Cross the Valley floor*

*The old man sighs, but then says "Good luck. You're going to need it!"*

*You set off through the valley at a run. Soon, you hear the distinctive calls of hill giants far above you. They begin to throw rocks down at you.*

**Success (x1 dealt):**
*You get through the first volley with only a few glancing strikes from rocks.*
**Failure (x1 dealt):**
*You are struck several times by large rocks.*
**Draw 3 health Pain Cards.**
**Huge Failure (x2 dealt):**
*You are hit repeatedly by large rocks.*
**Draw 6 Health Pain Cards.**
This process is repeated three times, at which point the player will reach the treasure if they have managed to survive. If successful:
BEFORE CHANCE 2:
*You hear the giants calling out to each other, excitedly - it seems you are providing fine sport for them today!*
BEFORE CHANCE 3
*You see the entrance to a small cave up ahead.*
IF PLAYER SURVIVES:
*In the dim light of the cave, you discover a chest of gold and a finely-crafted, but damaged, mace. You take it with you to have it repaired.*
**Draw 3 Gold Gain Cards.**
**Acquire card's token.**
* B) *Find another way around:*

*"A wise choice." the old man says.*

## Token

Encounter: Warlord 2(warlord fate)

Equipment: Eye of the Storm, Plunderer's Cap

## Possible Results

3 Gold Gain Cards, Token (1.6%)
3 Pain Cards, 3 Gold Gain Cards, token (4.7%)
6 Pain Cards, 3 Gold Gain Cards, token (14.1%)
9 Pain Cards, 3 Gold Gain Cards, token (20.3%)
12 Pain Cards, 3 Gold Gain Cards, token (28.1%)
15 Pain Cards, 3 Gold Gain Cards, token (28.1%)
18 Pain Cards, 3 Gold Gain Cards, token (12.5%)
The White Council 2

## Event

*One day in the forest you come across a band of thugs standing by the road. As you draw near they move to block the path.*

**Draw 2 Monster Cards.**
*"Hand over half your gold, stranger, for passing through this forest. The White Council demands it!"*

* A) Give them half your gold. > You lose half your gold, and pass without gaining the token. However the card stays active and you can step back on it to fight instead.
* B) Refuse.

*"The White Council doesn't like armed mercenaries wandering through their land," the man says as they close in around you.*
(After Combat)*As you approach one of the fallen men, he says with some effort, "You'll regret this! There will be consequences..." he cuts off as his voice fails him. You notice a robed figure standing in the shadows of the forest. He waves his hand and a magical portal appears. Stepping through he is quickly gone. You look around to find no sign of the fight remains.*
**Acquire card's token.**
* C) Go back the way you came.

*The armed men watch you turn and leave.*
**Move back one space. Encounter remains.**

## Token

*For standing up to the White Council's thugs, you receive:*

Encounter: The White Council 3
The Alchemist

## Event

*You return to the hut of the strange old alchemist. Walking in the front door, you are instantly repulsed by a terrible smell. "Sorry for the stench," the old man says, appearing from behind a table with a large wooden peg on his nose, "Unfortunate side effect of using Lava Golem innards to cook stew with." "Are you interested in another of my potions?"*

* A) Give him the Ore that you found.(Requires Metal Ore)

*"Good,good. I'll whip one up right away." Hours late, he nudges you out of a nap on a crate of lab equipment to give you a potion. "This should do the trick!" he says happily.*
**Gain Max health.**
*You finish the potion and say goodbye to the strange old alchemist.*
* B) Tell him no.

*"Well, you know where to find me if you change your mind," he says, pouring a strange liquid over himself and then standing in the fireplace, causing his shoes to ignite but otherwise seeming to cause no ill effects. "Old reliable, that's me!"*
Test Of Pride 1

## Event

*Despite having rested in safety you're suddenly awoken and surrounded by the Pride Council, the eldest of your kind who lead all of you towards reclaiming this land from the beasts. "We sent you out into the wild to see if you could grow into a strong member of our pride, now you will be judged. With every kill you've made you grow stronger but are you strong enough?"*

*The Pride Council sit in judgment of you.*

* **If max health is below 100:** *"Woe be upon you. You are not yet fit for our pride. When we next meet it would benefit you to have hunted more of the prey that infest this land."*

* **If max health is between 100 and 120:** *"You make progress towards becoming a Pride member but you still lack strength. Hunt more prey and you will be ready soon."*

* **If max health is over 120:** *"Praise be to you. You grow strong but this is only your first test. We shall be visiting with you again."* **Acquire card's token.**

*After the judging, the leaders address you "The strength of the pride is the lion and the strength of the lion is the pride". The council disappear as suddenly as they appeared.*

**Card remains active if token is not acquired.**

## Trivia

The leaders' parting words are a reference to Rudyard Kipling's *The Law For The Wolves* - "For the strength of the pack is the wolf, and the strength of the wolf is the pack." This also is the origin of the phrase "law of the jungle".
Iron Hunger 3

## Event

*You return to the hut of the strange old alchemist. Walking in the front door, you find him standing at his workbench, dripping with blue slime. "Had an accident with some Lizardman guts and Blood Raven wings," he comments, wiping off the slime and moving over to a table. "But let me tell you about the Ore!" "It's fantastic stuff! Very reactive. I wasn't able to make anything useful with it, but I did come up with a potion that can increase your vitality." "Here," he says, giving you a vial, "Drink this. Strangely, my tests indicate that it is more effective if you've been cursed. Do you know how hard it is to buy a cursed rat?"*

**Gain Max health.**
*The alchemist watches you closely for a moment. Seeing as you apparently aren't going to produce any results more interesting than a loud burp, he looks mildly disappointed and continues. "This is a noteworthy result, but not what I hoped for. Bring me more Ore!" The old man chases you out of the front door with a broom and you continue your journey.*

**Acquire card's token.**
The Curse of Davey Jones

## Event

*Suddenly, a deep, inhuman voice booms out; it's as if the sky, sea and ground are speaking with one voice.*

*"You thought that you could steal from me and get away with it ? The humans you stole had value to me."*

*"No man is safe from the curse - a price must always be paid."*
2 success card, 2 huge fail card

Success :

*"I see the gods favour you ! You shall avoid your fate... for now."*

*You return to the barren land to commune once more with the ancient god.*

*"You dare to gain the ire of a minor god and yet... still you live. unusual for your kind. How long will your luck hold out ?"*

*"Bring to me three items of power from the creature known as the Skeleton King," the ancient being intones."*

Suddenly it withdraws to its own realm, leaving you breathless and alone.

**This card's token is now yours.**

Huge fail :

*"Davey jones has claimed your soul"*
==>

**instant death**

## Token

*For fulfilling the curse of Davey Jones, you receive this card:*

Encounter: Captain Boccanera

Encounter: Warlord 3
Carnivorous Plant

## Event

*In the Valley of Shadows, you encounter a deadly carnivorous plant!*

* A) Attempt to cut your way past it.

**Huge Success:**
*You get through without a single scratch!*
**Failure:**
*Both your skin and clothing are shredded by thorn and tooth by the time you reach a clear path.*
(with light armour)*Thorns easily penetrate your light armour several times, as you make your way to the other side.*
**Draw 2 Pain Cards.**
**Huge Failure: Draw 4 Pain Cards.**
* B)(Player has Inferno Potion)Burn your way through the plant.
Shadow Agent 2

## Event

*You return to the small tavern outside of Steigal.*

(No Guild Master's Ring)*"The master of our guild is little more than a crook. He has hired goons to keep us all in line, while he lives very well from the coffers of the guild's treasury." "Bring us the Guild Master's ring and we will reward you well with coin."*

(With Guild Master's Ring)*"Excellent!" a guild member proclaims as you present the Guild Master's ring. "This will surely put him in his place! The mayor will have to replace him now!" A small chest of gold is opened and an amount carefully counted before being put in a sack and handed to you. "We were never here and you've never met us, but it was nice doing business with you."*

**Lose Guild Master's Ring. Draw 2 gold gain cards. Acquire card's token.**
The White Minotaur

## Event

*The next time you come across tracks for the White Minotaur you are surprised to also find tracks that may belong to the Huntsman. You follow the tracks to a nearby glade where you spot them locked in a duel to the death. The huntsman parries and rolls away from the minotaur's charge. They exchange blows, the Minotaur smashing down his mace causing sparks of arcane energy to shoot out. The Huntsman spots you out of the corner of his eye, for a moment, surprise flickers across his eyes. This moment is long enough to distract him, The White Minotaur smashes him to the ground with his weapon and gores him with one of his horns. The Minotaur roars in celebration before turning towards you. You ready yourself for combat.*

**Fight the white minotaur.**
(After Combat if token already acquired)

*After defeating the White Minotaur, you take a trophy from your kill.*
**Acquire White Minotaur Mace.**
*That weapon will be hugely valuable to any trophy hunters.*
**The Collector is placed on the map.**
(After Combat if token not yet acquired)

*The White Minotaur falls to the ground defeated.*
**Acquire card's token.**

## Token

*For defeating the White Minotaur, you receive:*

Encounter: **The White Minotaur**
The Sceptre

**The Sceptre** is the reward for defeating the second set of Courts: the Jack of Plague, the King of Dust, and the Jack of Scales. The effects it grants are permanent.

## Upgrades

* Equipment Bonus

At the start of your adventure, you gain an equipment card.
* Food Bonus

You start your adventures with more food.
* New Starting Gear

Your starting equipment has been upgraded.
* Ratman Strength Increase

Ratmen have had their strength increased.
* Bandit Health Increase

Bandits have had their health increased.
* Lizardman Strength Increase

Lizardmen have had their strength increased.
## Starting Equipment

The Sceptre affects Starting Equipment in the following ways:

* Armor: Medium Armour (replaces Light Armour)
* Trinket: Ring of Hindsight

The random equipment card is in addition to these.
Soldiers on Leave

## Event

*In a busy town, you meet three dishevelled soldiers. "We got drunk last night," one of them explains, "and gambled away all our gold." "And our helmets!" another joins in.*
*"We'll trade food for any helmets you have on you." "Our Captain's gonna have our hides if we turn up without them!"*
*"He always says 'only a fool goes into battle without a helmet!'"*
* A) Give the soldiers your helmet.

*You hand over your helmet and they give you some food.*
**Draw 2 Food Gain Cards.**
*The soldiers pass the helmet around, each trying it on. "This is a strange-looking thing, but I guess it'll do the job."*
*"Have you got another? We'll pay more for a second helmet."*
(presented with the same options as initially. see "Rewards/Penalties" section for details)
* B) Give the soldiers nothing.

*The soldiers lose interest in you and begin to harass every other armed person they see.*
If you have finished the encounter earlier in the adventure (giving them three helmets and encountering them again in Endless Adventures):

*In a tavern in a busy town, you see some familiar faces. Three soldiers sit playing cards, all with their helmets atop a pile of coins in the middle of the table. You leave before trouble starts.*
## Details

You encounter three soldiers who ask for helmets as they lost theirs. If you give them yours, you get rewarded. This encounter remains active even if you refuse, so you can go back at any time. Keep in mind it WILL NOT save your progress if you leave, so if you give two helmets, leave, then come back, it will act like you gave them none.

There is no penalty for refusing to give them a helmet.

The Firsts helmet given is the one you are wearing, after which, another helmet will be equipped, seemingly decided by value, and then that will be the helmet to be traded and so on.

## Rewards/Penalties

First helmet: 2 food Gain Cards

Note\* If the player refuses to give a second helmet there’s a chance of a random weapon being given.

Second helmet: 3 food Gain Cards

Third helmet: 5 food Gain Cards, token
Travelling Healer

**Travelling Healer** is an Encounter Card in *Hand of Fate*. It is one of the random Shop Cards added to the deck by The Dealer.

## Available Services

**Heal Wounds:** The player may pay 8 gold to regain 10 health, or 10 gold to regain 15 health.

**Remove Curses:** The player may spend the removal cost of any curse card to remove that curse.

**Sell Items:** Items can be sold for their listed value.

**Buy Food:** The player may pay 12 gold to gain 3 food, or 18 gold to gain 5 food.
The Land Locked Lubber

## Event

*The door to The Land Locked Lubber opens with a creak, breaking the silence like a thunderclap in a tomb. The proprietor greets you. "Welcome traveller, before I can treat you with our hospitality I must ask you a very important question. Have you seen, heard, or, god forbid, smelled a kraken?"*

* A) "What is a Kraken?"

*The landlord stares at you in disbelief. He proceeds to rant and rave for nearly an hour about the dangers, claws, feeding patterns and scents of the Kraken. After which, you learn that his name is Carlo and in years past he sailed the seas as a Captain. He now owns this inn and stays as far away from the seas as possible.*
* B) Explain that you've never seen a Kraken.

*"Consider yourself lucky, there is no more foul a beast than a Kraken. I am Carlo, welcome to The Land Locked Lubber."*
*After giving you some time to enjoy the warmth and some stale bread, Carlo approaches you. "I've heard rumours of boats going missing from the small village port of Knollwich, No survivors, no witnesses." "Knollwich port is run by bandits, thieves and smugglers. There's no way to know what's really happening there. Perhaps you could have a look around and find out more. I would go of course but I have this place to look after..." Carlo gestures to the empty, damp ridden, flea hole that he calls home.*
**Acquire card's token.**

## Token

*Your meeting with Carlo of The Land Locked Lubber gains you this card.*

Smugglers Wharf
Shadow Agent 5

## Event

*As you wander the streets of Steigal you are drawn to a deserted alleyway by a beckoning hand. Two men wait for you and you recognise both as remaining members of the Merchant's Guild.*

"Hello friend!" one of the men begins, then suddenly lowers his voice and glances around to make sure nobody heard that. "Ah, hello. Bartley and I were wondering if you would be interested in one more bit of paid work?"
*"No names!" the one apparently called Bartley responds. "You never know who is listening or what this man will tell to whom - we aren't hiring him for his strong moral character after all."*

*He quickly looks back to you, saying "Uh, no offense."*

*"You see, the other guild members, they just aren't reasonable. Petty squabbling has led to no new guild leader being chosen yet and we are worried and that this may go on for some time."*

*"We've been patient, but commerce in the city is falling apart under the strain. It is time for action."*

*"There's little time for subtlety. Take this," he hands you a small vial of dark liquid. "Three drops in a jug of ale should be enough. It is dark times indeed, but they brought it on themselves."*

*"The others will be meeting back at the tavern at sunset. I suggest you make a pretense of seeking more employment with them while carrying out your task."*

*"We won't be attending this evening."*

"Won't even be in the city as it happens..." says the other.
*"When we hear word that your task is completed successfully, we will return and meet you on the east shore of the river at dawn with your payment - double what you've been paid previously."*

*"If anyone asks, we never had this little chat," says Bartley, turning to leave, "Farewell."*

*"Sorry stranger!" the other man exclaims loudly to nobody in particular, "We can't help you find your lost dog!"*

*"Shut up!" replies Bartley as they slink away into the darkness.*

**Acquire card's token.**
Skeleton King Sword

*A trophy you recovered after slaying the Undead King*

## Description

High-tier attacks heal the wielder. Press L1 Button (PS4) to drain health from surrounding enemies.

Note that the healing amount cannot exceed the amount of health you entered the combat with. (This is no longer true. You can heal to your max health now)

## Details

Damage: 30
Soldier's Training 2

## Event

*You're once again outside the barracks for The Duke's army. The sword Liege looks pleased to see you. "Exactly the type of bloke I was looking to see. I'm surrounded by greenhorns that wouldn't recognise deadly combat even if it killed them. I'd love to show them examples of brutal techniques. Will you help me."*

* A) Agree to help.

*"We've rounded up some local brigands for you to practice on." You ready your weapon.*
**Draw 2 Monster cards.**
*"I want to see you chain together consecutive attacks and avoid getting hit." Get your combo meter up to 20.*
(After Combat)*That will serve as a powerful example to the soldiers. We're not exactly well equipped or well stocked but our stores will have something of use. Gerald will look after you. Please return whenever you are near here.*
**Draw 2 Gain cards. Acquire card's token.**
* B) Decline. ???
Weapons

A large variety of weaponry awaits your discovery in the *Hand of Fate* world. You will come across axes, swords, maces, and hammers - some with their own unique enchantments - that you have to buy, earn, steal, or kill to get your hands on.

Some weapons have a skill that can be activated with left bumper (controller), "1" key (keyboard), or any bound key (keyboard).

Some weapons have a passive ability triggered on hit, or on heavy attacks (hits with a combo meter above 12).

Occasionally, a weapon will have an Enchantment giving it certain elemental properties

* Holy: Increased damage against undead
* Fire: Ignites enemies on hit, doing damage over time
* Ice: Does increased damage to lizards and slows enemies
* Lightning: Inflicts electricity on enemies doing damage over time

## Hammers

They are slow, but powerful weapons. Combo attacks greatly increase their damage.
Wheel of the Gods

thumb|300px

## Description

In a secret chamber, deep within a ruined temple on the side of a treacherous mountain, you discover the Wheel of the Gods.

This card is highly recommended in your deck, as it is safe to ignore. It is always a risk to spin the wheel as it can bring your attempt to a swift end, or it can be a boon that carries you to the end.

## Details

*In a secret chamber, deep within a ruined temple on the side of a treacherous mountain, you discover the Wheel of the Gods.*

*Will you spin the magical device and risk tearing the fabric of the universe?*

Options:

* Spin the Wheel
	+ *A ripple in reality emanates from the wheel.*
		- **Huge Sucsess** (one of the following happens at random) **This token is yours**
			* *Your food and gold are now equal to your health.*
			* *Your food is now equal to your gold.*
			* *A hail storm of gold is witnessed in nearby villages.*
				+ **Place 1-4 gold tokens on other encounters (each gives around 15 gold)**
			* *Your health, food and gold are all doubled.*
		- **Success** (one of the following happens at random)
			* *You find your pockets suddenly weighed down with gold coins.*
				+ **Draw 2-4 gold gain cards**
			* *You find yourself holding an object of great power.*
				+ **Draw 1 Equipment**
		- **Failure** (one of the following happens at random)
			* *You find yourself dressed as a slightly different version of yourself from a parallel reality.*
				+ **Draw 2 equipment, replace any equipment that shares a type with the cards drawn**
			* *Your health, gold and food are halved.*
		- **Huge Failure** (one of the following happens at random)
			* *Your health is now equal to your food.*
			* *Your health is now equal to your gold.* (both the huge failure events effect your max hp as well)

* Leave the Wheel
	+ *You turn away, choosing to leave the mysteries of reality to others.*

## Rewards/Penalties

Huge success: Food equal to your health, or gold tokens will appear on other map tiles (about 15 gold per token), or food equal to your gold. (Gain this card token)

Success: You will gain a random piece of equipment. (Usually gloves, sometimes 2 equipment cards if early on)

Failure: You will lose a random piece of equipment. (Usually your helmet)

Huge failure: Health and max health equal to your gold (or maybe food). If you have no gold, health and max health = 1

```
                 OR Gold equal to your current food e.g. 300 gold & 0 food; now gold = 0

```

Unconfirmed: Current and maximum health equal to gold when the latter is high. Positive result (For example: 120 gold, 120 health) or alternative penalty?
Rock Fall!

**Rock Fall!** is an Encounter Card first added in the Queen of Dust's Court. After the Queen of Dust is defeated, it is unlocked and added to your Encounter Cards. On console, this card can grant a token, which unlocks the Giant Eagle Encounter Card.

## Possible Results

*1/4 chance:* 4x Pain Cards, 2x of which represent the loss of material goods.

*1/2 chance:* 1x Pain Card, optional fight with 2 Monster Cards, 2x Equipment Cards, token

*1/4 chance:* Optional fight with 2 Monster Cards, 2x Equipment Cards, token

## Falling Rocks

*While journeying along the coast, you hear a rumble overhead! Falling rocks force you to take cover*

4 cards are presented; 1 Success, 2 Failures, and 1 Huge Failure.

On a Success, the player manages to hide from the rock fall and takes no damage.

*You dodge the rocks by ducking into a small cave. A few minutes later, you emerge and climb around the new rockfall.*
On a Failure, the player is struck by the rocks and must draw a Pain Card.

*While fleeing, you are struck by several rocks*

*Just when you think it is over, you are knocked unconscious by a large rock striking your unprotected head. You wake up hours later and continue your journey.*

On a Huge Failure, the player is struck by the rocks and knocked unconscious. They must draw 2 Pain Cards and then draw two more to represent loot stolen from the player while they're knocked unconscious. The encounter immediately ends.

*You slip and stumble into the path of the rockfall.*

*Just when you think it is over, you are knocked unconscious by a large rock striking your unprotected head. A good warrior always wears a helmet, you remember, hours later, when you awaken to find that some of your supplies are missing*

## Bandi*ts*

Assuming the player was not knocked unconscious by the rocks, they then hear bandits overhead and are presented with the choice to sneak away or climb up and fight.

*You hear a voice somewhere above you say, "Did I hit him?"*

*1) Run up to attack the bandits.*
*You climb up to attack!*
*The dealer draws you 2 Monster Card.* (sic)

*You loot the bodies of the fallen bandits.*
*The dealer draws you 2 Gain Cards*
*2) Flee the area.*

## Eagle Nest

If the player fights the bandits, after the fight the player sees an eagle nest and a bear stealing an egg from it. The player is presented with the option of stealing eggs themselves or attacking the bear and returning the egg.

If the bear is attacked, it immediately flees, allowing the player to return the egg to the nest, in which case they gain a token which will unlock the Giant Eagle Encounter Card. Note that if fighting the Queen of Dust, this token will only unlock the Encounter Card if the Queen of Dust is successfully defeated.

The nest is skipped if the player has already acquired the token from this card.

## Strategy

Rock Fall! is high risk, high reward. The player is very likely to take at least some damage from the rocks falling, might be knocked out of the encounter entirely, and has to fight an encounter against two monsters, but stands a 3/4 chance of getting two pieces of Equipment out of the card.
The Altar

## Event

*On a deserted hilltop in a far away land you discover an old altar.*

*The gods of the old religion are powerful, yet unpredictable, in their favours. Do you wish to pray at the altar?*

* A) Yes.

(If token has not been acquired:)

**Success:**
*On bended knee, you beseech the gods to aid you in your quest. A distant rumbling and a flash of lightning answers your prayers*
**Draw 1 Blessing Card.**
**Acquire card's token.**
***Failure:***
*On bended knee, you beseech the Gods to aid you in your quest. A deafening clap of thunder answers your prayer.*
***Huge Failure:***
*On bended knee, you beseech the Gods to aid you in your quest. A deafening clap of thunder answers your prayer.*
*A sudden shower of gigantic hail stones almost kills you!*
**Lose 90% of health.**
OR
*The wrath of the Old Gods consumes your blessings!*
**Lose all Blessings.**

OR
*You feel the power and wrath of the Gods fill you!*
**Draw 1 Curse Card**
(If token has already been acquired:)
***Success***:
**Draw 1 Blessing Card.**
***Failure***:
**Lose a Blessing.**
***Huge Failure*** (x1 dealt):
**Draw 1 Curse Card**
(or)
**Lose all Blessings.**

NOTE: cards dealt is different. Has been seen with 3x success, 1x huge failure. With 10+ blessings, it has been seen with 1x success, 3x huge failures. Possibly based on the difference between blessings and curses you carry.
* B) No.

*You leave the stone edifice in peace.*
**Event ends.**
## Token

*For gaining the praise of the gods of the old religion, you receive:*

Encounters:Demon Trader

DLC Only: Gain Card: Great Fortune 30 gold
The Goblet

**The Goblet** is the reward for defeating the first 3 Courts: the Jack of Dust, the Jack of Skulls, and the Queen of Dust. The effects it grants are permanent.

## Upgrades

* Stronger Counter-Attacks

Your Counter-attacks do more damage.
* Increased Stun

Your stunning attacks now render enemies dazed for longer.
* New Starting Gear

Your starting equipment has been upgraded.
* Bandit Strength Increase

Bandits have had their strength increased.
* Skeleton Strength Increase

Skeletons have had their strength increased
* Bandit Throwing-Knives

Bandits now have throwing-weapons.
## Starting Equipment

The Goblet affects Starting Equipment in the following ways:

* Weapon: Axe (replaces Rusty Axe)
* Shield: Shield (previously absent)

Once **The Goblet** has been acquired, the player should remove all basic Axe, Sword, and Shield cards from the Equipment Deck, in order to avoid drawing useless equipment.
The Lich

## Unlocked By

Dark Ritual

Card remains locked to encounter deck until resolved.

## Event

*In the ruins of an old temple, you feel the presence of something evil and unnatural. You have discovered the lich, a powerful undead monster!*

* A)Attack the lich!

*You bravely approach the evil undead.*
(After combat)*You search the remains for loot.*
**Draw 2 gain cards. Acquire card's token.**
* B)Flee in terror!

*The undead horror barely registers you existence, as you run - screaming - from her presence.*
## Token

*For defeating the Lich, you receive the following cards:*

Encounter:Druids

Equipment:Mask of Extortion, Occult Reflection, Disciple's Ring
Test Of Pride 2

## Event

*Out of the darkness you hear a voice. "The strength of the pride is the lion..." The air is quiet, expectantly so...*

* A) "and we must grow stronger."

*"Your ignorance of our credo is a mark of disrespect, you must pay a tithe to absolve yourself."*
**Draw 1 gold pain card. Receive judgement.**
* B) "and the strength of the lion is the pride."

*"Everyone of your prey grows your strength but we must ensure that you will help, not hinder, the pride."*
**Receive judgement.**
* C) Remain silent.

*By your silence I presume you are not ready to be judged, grow strong young cub."*
*The pride council sit in judgement of you.*

(low max health ≤100?)*"You lack the strength to walk among us. This land is a fertile hunting ground, we suggest that you hunt more vigorously."*

(higher, but insufficient max health)*"You are almost where we need you to be, just a little more strength is needed."*

(low current health)*"You have the potential to be strong however you are currently too weakened by combat and mishap, heal your wounds and you will be ready."*

(max health > 125 and high current health)*"You make us proud with your strength. You have passed test, great honour awaits in your future."*

**Acquire card's token.**

(max health > 150\*? and high current health)*"Praise be to you. You grow strong but this is only your first test. We shall be visiting with you again."*

**Acquire card's token.**

*After the judging, the Pride Council regress into the shadows.*

**Card remains active is token is not acquired.**

\*Received at 174/174 health
Travelling Jeweller

**Travelling Jeweller** is an Encounter Card in *Hand of Fate*. It is one of the random Shop Cards added to the deck by The Dealer.

## Available Services

**Buy Items:** Up to four random items from the equipment deck are for sale. Items can be purchased for their listed value. The items for sale are restricted to a selection of artefacts and rings.

**Heal Wounds:** The player may pay 8 gold to regain 10 health, or 10 gold to regain 15 health.

**Buy Food:** The player may pay 12 gold to gain 3 food, or 18 gold to gain 5 food.

## Revisiting

Travelling Jeweller cards can be revisited.
Surprise Portal

## Event

*Without warning, a magical portal opens beneath you and you fall through it!.*

(No token)*As you tumble between realities, you catch a glimpse of the entrance to an ancient vault. You recognise a distinctive mountain peak in the distance and think you know where it might be.*

**Acquire Card's token**
*The portal delivers you to a random location and you continue your journey.*
**Teleport to a random tile.**
(With token)

*As you tumble between realities, you catch glimpses of far-away lands, and realms without meaning to your mortal mind.*

*After an unknown period of time, you fall ungracefully back into your original universe.*

**Teleport to a random tile.**
OR
*After an unknown period of time, you fall ungracefully back into your original universe, having lost some of your equipment.*
**Teleport to a random tile and lose 1 random equipment**

## Token

*For discovering new places while falling through a portal: you receive:*

??? Mage's Scorn ???
The Land Locked Lubber 3

## Event

*"More news from our friend The Highbinder. He appears to feel guilty about the Bandits that jumped you back in Knollwich. I'm sure if he'd seen you, he'd know that there's no need for guilt."*

*"He brings word of a cult of Lizardmen who worship The Kraken as a watery deity of their kind. A disturbing thought I know. Head out to the swamps and see if they can tell us anything about the Kraken."*

*"And be bloody careful. These days you are one hundred percent of my clientele."*

**Acquire card's token.**

## Token

*Hearing the latest from The Highbinder unlocks this card.*

Encounter: The Kraken Cult
River

You need a light armour to gain this card's token.

Later in the game you start with a medium armour.

Should you not have unlocked the token by then, you can choose to "Turn back" and try to sell your armour before visiting this encounter again.

## Event

*Your path is blocked by a river. The water is clear, but fast-flowing.*

**Choice:**

    Attempt to cross the river.

                *Your light armour makes the crossing easy and you even stop to dive for some shiny stones on the riverbed that may fetch a few coins.*

                **Draw 1 Gold Gain Card.**

                **If you already have the cards token:**

                    *Once on the other side of the river, you continue your journey.*

                **If you don't already have the cards token:**

                    *Once on the other side of the river, you realise that one of the stones is in fact a ring. You put it away to have it cleaned and identified later, then continue your journey.*

                    **Gain the card's token.**

            **2 Success:**

                *Your light armour makes the crossing relatively easy. You reach the other side, cold and wet, but unharmed.*

            **1 Failure:**

                *The water carries away a few of your provisions.*

                Draw 1 Pain Card.

                *As you swim, you notice some gleaming stones on the riverbed. If you had lighter armour, you could attempt to dive for them safely. The crossing is not easy, but you make it in one piece.*

            **1 Failure:**

                *Your medium-sized armour doesn't make the crossing easy and the current pushes you downstream. When you emerge from the water, your pack feels lighter.*

                **Draw 1 Pain Card.**

            **1 Huge Failure:**

                *Your medium-sized armour doesn't make the crossing easy and the current pushes you into some rocks, battering you about.*

                **Draw 2 Pain Cards.**

        **If you wear heavy armour:**

            '*Success:*

                *Your heavy armour makes the crossing difficult, but you make it to the other side in one piece.*

            '*Failure:*

                *Your heavy armour, combined with the strong current, makes the crossing very difficult.*

                ???

            **Huge Failure:**

                *The strong current pushes you into some rocks and you are battered about. Your heavy armour makes it difficult to keep your head above water.*

                ???

    Turn back.

        *You retrace your steps, intending to find another way.*

        **Return to previous tile.**

## Token

*For diving into the river, you receive:*

**Equipment: Ring of Survival**
Stranger in the Shadows

## Description

*On a dark, moonless night down a lonely road you encounter a hooded stranger. "Greetings, friend. I am in need of some...sustenance."*

## Details

*On a dark, moonless night down a lonely road you encounter a hooded stranger. "Greetings, friend. I am in need of some...sustenance."*

*"Would you be willing to offer some of your vigour, in exchange for gold?" he asks, taking out a bag of coins.*

A) Accept

*The stranger moves with unnatural speed to grasp you firmly and bite at your throat. After a few seconds, he releases you.*

*"Thank you." he says, handing you some gold as you regain your composure.*

**Lose 10 health and gain 11 gold**

*"I am not yet sated. Would you like to earn more gold?"*

a) Accept

If player doesnt have token:

*The stranger moves with unnatural speed to grasp you firmly and bite at your throat. After a few seconds, he releases you. "Thank you." he says, handing you some gold as you regain your composure.*

**Lose 10 health and gain 11-12 gold**

*"Mortal, you seem unusually willing to give up your blood for material gain. "The stranger goes on to tell you a tale of secret blood auctions and where they may be found.*

**This card's Token is yours**

IF player already has the token: do Chance cards

Success:

*The stranger moves with unnatural speed to grasp you firmly and bite at your throat. After a few seconds, he releases you. "Thank you." he says, handing you some gold as you regain your composure.*

**Lose 10 Health, gain 5-10 Gold. Repeat choice**

Huge Failure:

*The stranger moves with unnatural speed, to grasp you firmly and bite at your throat. As the seconds pass, you begin to feel dizzy. You struggle to break free, but it's too late.*

*You wake up some time later, weak and barely able to stand. The stranger is gone.*

**Lose all but 1 HP**

b and B) Decline

*"As you wish." the stranger remarks and melts into the shadows.*

IF PLAYER ACCEPTS AND HAS HOLY TOUCH:

*The stranger moves with unholy speed to grasp you, but suddenly recoils at your Holy Touch!*

*The stranger writhes on the ground, smoke rising from his burns.*

A)Attack

Success (X2):

*You lunge forward and strike quickly with your weapon. The creature staggers back then leaps into the darkness, leaving behind the bag of gold.*

**Draw 3 gold gain cards**

*You lunge forward, but the creature is too quick for you as he leaps into the shadows. From within the inky darkness, he curses you.*

**Draw 1 Curse**

B)Flee

*You run into the forest, disappearing deep into the shadows.*

## Rewards/Penalties

Accept:
Lose 10 Health, gain 11-12 Gold.

Accept again:
Lose 10 Health, gain 11-12 Gold and Card Token

Accept after Token has been received: Chance

Success: Lose 10 Health, gain 5-10 Gold

Fail: Player is left at 1 HP, no gold is earned

Accept while the player has the Holy Touch blessing: Another dialog appears where the player can

 Kill the Vampire: 2x Success, 2x Failure chance. On success, Draw 3 Gold Gain Cards. On failure, Draw 1 Curse Card.

 Flee: No negative or positive outcome

Decline: A dialog appears stating "As you wish" and the vampire disappears
Starting Equipment

The player's starting equipment changes over the course of the game after acquiring The Goblet, The Sceptre, The Pentacle, and The Dagger.

## Original starting equipment

* Weapon: Rusty Axe
* Armor: Light Armour
* Shield: None

## The Goblet

* Weapon: Axe
* Armor: Light Armour
* Shield: Shield

It is recommended to remove all Axe, Sword, Shield cards from the Equipment Deck at this time.

## The Sceptre

* Weapon: Axe
* Armor: Medium Armour
* Shield: Shield
* Trinkets: Ring of Hindsight

Additionally, from this point forward you gain one random Equipment from your deck at the start.

## The Pentacle

* Weapon: Axe
* Armor: Medium Armour
* Shield: Shield
* Trinkets: Ring of Hindsight, Merchant's Ring
* Blessings: Gain one random Blessing

## The Dagger

* Weapon: Fine Blade
* Armor: Medium Armour
* Shield: Shield
* Trinkets: Ring of Hindsight, Merchant's Ring, Killing Streak
* Blessings: Gain one random Blessing
Treasure Chest

In later Endless Dungeon levels, either the **Gas Trap!,** the **Treasure Chest,** or **Treasure Chest (Mimic)** may appear as their own event cards.

## Event

*While exploring a dungeon, you see a treasure chest at the end of a hall.*
*The chest may hold great wealth, but the chamber may be trapped.*
* *A) Approach treasure chest.*

***Success*** (x1 dealt):
*The hall is silent as you move forward.*
**Proceed to chest.**
***Failure*** (x3 dealt):
*You move forward carefully, but suddenly hear a 'click'.*
*The room begins to fill with deadly gas!*
* *A) Attempt to escape the gas.*

***Success*** (x1 dealt):
*You dive through the billowing clouds to reach the other side safely.*
**Proceed to chest.**
***Failure*** (x2 dealt):
*You make your way through the clouds, coughing out some dangerous gas once you make it to the other side.*
**Draw 1 Health Pain Card.**
***Huge Failure*** (x1 dealt):
**Draw 3 Pain Cards.**

*You approach the treasure chest.*
*The treasure chest looks battered, but still intact. What treasure might it hold?*
* *A) Attempt to pry it open.*

**(If the lock is visible on the front of the chest, then:)**
***Success*** (x3 dealt):
*After a mighty heave, the lock gives way and the spoils are yours!*
**Draw 4 Gain Cards.**
**Acquire card's token.**
***Failure*** (x1 dealt):
*The treasure chest stubbornly refuses to give way to your attempts. You leave, disappointed.*
**Event Ends.**
***Huge Failure***:
*The treasure chest stubbornly refuses to give way to your attempts. In your earnestness, your weapon slips from your grip and smashes you in the face.*
Draw 1 Pain Cards.
**(If the chest does not have a lock, then:)**

***Success*** (x2 dealt):
*As you approach, the chest growls, then attempts to bite you! You narrowly avoid losing a limb as its jaws snap shut.*

***Huge Failure*** (x2 dealt):
*As you approach, the chest growls, then bites you!*
**Draw 1 Pain Card.**
**Draw 1 Gain Card.**
*The creature stands up on two feet and attempts to consume you.*
* *A) Continue.*

***Success*** (x1 dealt):
*You escape unharmed.*
**Event ends.**
***Failure*** (x1 dealt):
*The beast strikes you twice before you escape its reach.*
**Draw 2 Pain Cards.**
***Huge Failure*** (x2 dealt): *The fight is long and brutal.*
**Draw 4 Pain Cards.**

* B) *Leave it alone.*

*You leave the treasure to be ventured by some other explorer.*
**Event ends.**

* B) *Leave it.*

*You back slowly out of the hall.*
**Event ends.**
## Token

*For plundering a locked treasure chest, you receive:*

**Equipment: Fool's Gold**
(DLC Only: Gain Card: Armoury Draw 2, select one to keep)
Ring of Justice

*This ring belonged to a learned and noble senator who represented the commoners and enacted many changes on their behalf throughout the empire, coming to be known as the great reformist of the second age.*
## Description

Using a weapon ability causes the player to be fully healed and for the ring to be destroyed at the end of that combat.

## Details

Buy value: $33

Sell value: $10

Abilities: Using weapon abilities will heal the player fully and destroy the ring after combat ends.
Warlord

## Description

This provides a more challenging game experience requiring skill, luck and determination to survive.

## Rule Changes

**Faster Combat**

Player moves and attacks faster in combat.
**Stronger Enemies**

Enemies move and attack faster, they also inflict more damage.
**Stronger Counter-Attacks**

Your counter-attacks do more damage.
## Deck Changes

**Encounter:** Warlord 1

**Gain:** Supplies: Gain 1 food.

Good fortune: Gain 3 gold.

**Pain:** Poor Tidings: Lose 30% gold.

## Starting Resources

-Health: 80

-Max Health: 80

-Food: x+3

-Gold :35

-Health gained from eating: 4

-Health lost from starving: -10
Summer Solstice

## Event

*You make your way to the sacred stones, at midday on the summer solstice. The druids - still clad from head to toe in their long robes - are all standing quietly on the stones, waiting for you. One of them speaks. "We are ready to begin." You pace the perimeter of the stones, while the druids form a circle and begin chanting. Soon, their low droning attracts the attention of some Ratmen.*

**Draw 2 Monster cards.**
(After Combat)*With the Ratmen dispatched, you turn back to check on the progress of the druids' ceremony. They appear oblivious to you, absorbed in their chanting, and the ritual continues. Your skirmish with the Ratmen seem to have brought you to the attention of a group of bandits.*

**Draw 2 Monster cards.**
(After Combat)*The druids' ceremony ends as you defeat the last of the bandits. "You have completed your task. Here is your reward"*

**Draw 3 Gain cards. Acquire card's token.**
*"The next ceremony must take place from dusk, a week from now. You will be here."*