recursal/Fanatic-Fandom huggingface dataset:
Moonlit Horror

## Event

*You arrive at the sacred stones to find the robed druids again waiting for you in silence. "For this final ritual, you must place whatever enchanted items you possess in this chest, next to the stone table." "Our magic's are... delicate and may not be disturbed. We have brought common replacements for you to use to war us during the ceremony." "You refuse? Consider how profitable our arrangement has been in the past." "We offer you... five times the reward we gave you last time."*

* A) Accept.

*You place your gear into the chest and take up the old equipment. "Now we may begin." the druid declares.*
**Lose all special equipment for the encounter.**
*Wordlessly, the other monks tear off their robes, revealing nothing but bones, animated by dark magic. Their leader pulls back his hood to stare at you with dark, undead eyes. "Your participation in those earlier rituals, by sacrificing those creatures to the Dark One, was crucial for this next part to succeed." "But now, you need only die to complete the ritual and become my unholy champion!"*
**Draw 1 Monster card.(Lich + skulls)**
(After Combat)*With the undead horrors defeated, you loot their bones and recover your equipment.*
**Draw 2 Equipment gain cards. Acquire card's token. Regain equipment.**
*From the lich, you recover a magical helm of unknown powers and origin. You take it to be identified at a later date.*
* B) Refuse.

*Then the ceremony cannot occur. Our business here is complete." The robed figures turn as one and walk into the darkness of the forest.*
Kraken Claw

"It's a brave or foolish scavenger that scrounges for Kraken claws, however they can be forged into powerful weapons."

## Description

Cleaves through the shields of Lizardmen and causes them great damage. Your most devastating blows cause damage around your target

## Details

Buy value: ???

Sell value: ???

Damage: 25

Abilities: Insta-death to all non-phase based enemies and bosses
Holy Quest 1

## Event

*The warrior monks have always protected the town of Rodero from the undead scourge that surrounds it. Since the arrival of a new blighted royal family, the town has been under renewed and almost constant attack.*
The abbot meets you on the outskirts of town. "I fear that during tonights attack a member of the undead royal court will be in the attack, we'll need you there to help defend the town."

**Acquire card's token.**

## Token

*For defending the town of Rodero you receive the following card:*

Encounter: Holy Quest 2
Planks

*This article is a stub. You can help Hand of Fate Wiki by expanding it.*

**Overview:**
Planks can't be crafted but are also a big feature of the game. They are the base material for the whole ship, and are a very important item.

**Uses:**
They have no use really apart from being the body of the ship. They break easily and often crumble. They also rot, and wear away with time!
Pilgrimage

## Event

*A scroll is delivered to you, from Petward the monk. It's a map showing a path through many lands, to the Temple of Iodis. That's the place you must reach if you wish to recover the Dragon Relics.*
*Upon closer inspection, you realise that you will need 50 food to cover such a great distance; through deserts, marshes and rocky mountains.*
*The Messenger says: "The monk instructed me to wish you luck. Do you have any message in return?"*

* A) **If you have 50 food:** Go on the pilgrimage

*You tell the messenger that you are on your way.*
**Lose 50 food.**
*You journey for weeks through hostile and forbidden lands that were never meant for humans.*
**Success:**
*After long weeks of travelling on foot, you reach the Temple of Iodis.*
*The temple is in ruins, having obviously been abandoned long ago. You speak the required prayer to the Old God, and wearily head back.*
*Weeks later, you return to the village to find Petward the monk overseeing the construction of a new town hall. He greets you and bids you enter his church.*
*"Ah, the great adventurer has returned in triumph again! I have translated the next task. You must pay a visit to the High Priestess herself, and gain her blessing for your quest."*
*"Be warned, though - she resides in a most holy place, built on consecrated ground that only the most blessed may walk upon."*
"I wish you good journey! These tasks must surely be almost complete."
**Acquire card's token.**
**Failure:**
*After long weeks of travelling, you become lost. Although you never reach the Temple of Iodis, you eventually manage to find civilisation again.*
* B) Do not go on the pilgrimage.

*You tell the messenger to report that you are not yet ready for the challenge.*
Firefly Forest

**Firefly Forest** is a grassy area in the Prodigy Island. You have several tasks to accomplish for Flora, the master of the Firefly Forest. Firefly Forest's main spot is the Big Tree, so if you die while trying to defeat something or someone you spawn at the Big Tree. The Big Tree includes a Merchant, Flora, Flora's house, and a small wagon next to the merchant (see side picture). Like all other zones in Prodigy (with the exception of the Dark Tower which has bosses on every five floors), the Firefly Forest has a boss named Gerald. To get to Gerald, you must salvage Flora's flute and rescue it from being permananately broken by taking it from a Forest Neek and repairing it on the magic stump in the forest, then you play the flute for Gerald. Unfortunately, Noot plays it and doesn't do a good job. As a result, Gerald is the boss and you must fight him to the death.

Fireflies are common in the Forest (hence the name). They're a type of currency that you could use for a certain type of Merchant that resides in Firefly Clearing (if you take the path that has Crystal Silverheart standing on it in the picture to the side), and a certain amount of fireflies gets you a prize, usually confetti or fireworks, but sometimes it's clothing. Sometimes Bounty monsters are in the Firefly Clearing, and so they're easy to get to. But mostly, that sums up Firefly Forest.
Iron Hunger

## Rules Changes

**Iron Hunger**

Discarded equipment grants 'Iron Ore', a special food that is all that this Fate can consume...
## Deck Changes

Encounter: Iron Hunger 1

Gain: Armoury: Draw 1 Equipment.

## Starting Resources

Health: 100

Max Health: 100

Gold: 0

Food: 0 + x

Health Gained from eating: 15

Health lost from starving: -10

Iron Ore: 5

## Mini-Chart for Smelting

Note: Metal Ore card is worth 75 ore (deposited to food immediately). Using it at the Holy Forge does not remove it. However, giving it to the Elder Lizard does.
Cursed Treasure

## Event

*In the courtyard of a remote, run-down temple you find a pile of treasure.*
*"You are welcome to the treasure," says a wizened old monk, "but know that it is cursed."*
* A) You cannot resist the allure of the treasure, and proceed to take it.

*"You have chosen poorly".*
**Lose all blessings.**
OR
*As your fingers touch the first gold piece, you feel a chill touch on your soul and your heart sinks.*
**Draw 3-6 Curse Cards**
*You gather up the pile of gold and scoop it into your backpack.*
**Draw 4 Gold Gain Cards**
*The old monk shakes his head in bemusement, muttering, "Why do these foolish adventurers never heed my warning?"*
**Draw 2 Equipment Cards**
**Acquire this card's token**
* B) You decide to leave the treasure.

*The old monk nods his head, approvingly, as you turn and leave the temple.*
OR
*"A wise choice," says the old monk, as the illusion is broken and the treasure fades away. You feel your soul enlightened by your good judgement.*

> **Draw 1 Blessing** (1/5 chance, rare but previous blessings don't matter)
>
>
Ring of Engorging

*A wealthy merchant whose son was taken by the King of Dust traded all that he owned for this ring. He then spent the rest of his days searching the Desert of Damnation in vain for his child.*
## Description

The player receives double the food, but only half the gold, they normally receive.

## Details

Buy value: $30

Its effect is still triggered when selling the item at a shop, so the player actually receives the sell price in food.
Return Policy

## Details

This card gets created by the A Merchant's Favour encounter.

## Event

*"Ah, you look like the fella that's carrying payment from my friend across the vale?"*

* A) Fess up and hand over 100 gold.

*"Thank you."*
*"You can claim a piece of the gear I was holding as collateral."*
**Lose Heavy Burden.**
**Choose one of three Equipment Cards.**
(If you don't own the token yet)
*"I sent a food delivery to a distant trading post, but have received no word of it. Perhaps you will cross paths with the merchant I sent and lend a hand?"*
**Gain this card's token.**
* B) Deny it - claim he is mistaken, and keep the gold.

*"I knew that bastard would welch on his debts. I'm going to kill him!"*
Holy Quest 2

## Event

*As night breaks across the town of Rodero, you hear the ominous creaking and dragging of an undead horde.*

**Draw 1 monster card.**
*Leading the attak is a Jack of Skulls.*

**Draw Jack of Skulls.**
(After Combat)

*You stand surrounded by the bones of both your mortal enemies and some of the townspeople you swore to protect.*
*Out of the suffocating gloom the voice of the Skeleton King booms, "You brave fool, you can never truly kill what cannot die. When the history of our empire is written, this place will barely be a footnote."*

*You return to your cloister, once more weary from battle but you are met by the abbot. "We cannot hold Rodero or our abbey any longer, our only hope is to attack them where they live, in the crypts below us."*

*"The scribes say we can break their hold on this place but we must kill the King and he stays hidden deep within the tombs. The tomb of our Saint Rodero holds a map of the crypts, find that and we may be able to find where the King hides himself."*

**Acquire card's token.**

## Token

*For defending the town of Rodero you receive the following card:*

Encounter: Holy Quest 3
Mage's Tower

## Event

*You approach a tall spire that shines with magical energy.*

* A) Enter the tower.

*As soon as your hand touches the cold, iron doors, the mages are alerted to your presence.*
**Fight 3 Mages.**
*You've made an enemy of the Mage's Guild.*
**Acquire card's token**
* B) Leave.

*You leave the mages to their work.*

## Token

*For defeating the mages of the tower, you receive these cards:*

Encounter: Battle At Brooktop

Gain Card: Gain 20 Gold
Lion Prince Sword

## Description

Inflicts greater damage against royal enemies.

Press Left Bumper to perform a powerful blow that scales with your current Max Health.

## Details

Buy value:N/A

Sell value: ??

Damage: 29

## Triva

The Test of Pride encounter does not get removed after passing, and can be revisited to obtain multiple copies of the Lion Prince Sword. These cannot be sold but can hoarded to reduce danger from Equipment Loss effects.
Health

**Health** is the main characteristic of your character. Each time you take on a new adventure, you begin with full health. If your health gets to 0, you die. Health is represented in-game with a bleeding heart, proportionally filled with red representing your current health. You start the game with 100 health points.

Health can be naturally regenerated by 5 points each time you move on a tile, consumming 1 Food per move. If you run out of food, you lose 9 health per move instead.

While in combat, you lose health when you get hit by an enemy, a projectile, or a trap.

Some Good Fortune cards allow you to regain small amounts of health. Max Health cards allow you to have more max health for the current play only.
It is also possible to lose health if you Fail special Encounters.

Some Equipment, like the Healing Cap, affects the way health is gained, as well as some Blessings and Curses.
Holy Quest

## Event

(while not playing as Monk)
*The abbot meets with you at the entrance to the maze of crypts below the town of Rodero.*

*"A great warrior monk ended the reign of a great Court of Skulls here however he cared not for gold or powerful weapns. Feel free to search the crypts for whatever you like, all we ask is that you slay any undead that you find".*

(while playing as Monk) *The abbot meets with you at the entrance to the maze of crypts below the town of Rodero.*
*"You have returned, I can see no reason for you to return to the sight of such victory when it is shrouded in darkness, but do as you must".*

* 1) Enter the crypts

**Huge Success x1:**
*Your journey into the crypts below Rodero is without incident and you return with a relic from the Skeleton King himself.*
**Gain 1 Skeleton King equipment card.**
**Success x1:**
*You find a crypt that appears to be untouched by heroes or looters however it is not entirely devoid of residents.*
**Draw 2 Monster Cards from the Suit of Skulls**
*After slaying the last of the undead you loot the crypt for whatever you can find.*
**Draw 2 Gain Cards.**
**Failure x1:**
*The crypt you find is empty of treasure and gold but not lacking in undead.*
**Draw 2 Monster Cards from the Suit of Skulls** *You leave the crypt empty-handed.*
**Huge Failure x1:**
*You become lost in the crypts below Rodero. Although you do evetually make it out, it was not without great pain.*
**Draw 2 Pain Cards.**
* 2) Leave Rodero
Desert Cult

## Event

*In a forgotten desert temple you stumble upon a cult performing a summoning.*

*The cult leader, standing before an ancient altar, demands a blood sacrifice from you.*

* 1) Refuse to give blood.

*The cult turns, as one, to attack you!*
**Draw 2 monster cards**
*You search the fallen, but find nothing of value. Your gaze wander to the altar and you see an ornate treasure chest lying upon it.*
*The chest has an intricate looking mechanism, requiring the heads of two decorative silver dragon to be turned simultaneously.*
* 1) Open the chest.

(no gauntlets)*As the lock clicks open, a magical fire suddenly erupts around the chest! Your unprotected hands are badly burnt.*
**Draw 2 max health pain cards**
(with gauntlets)*As the lock clicks open, a magical fire suddenly erupts around the chest! Your gloves protect you, leaving your hands only lightly reddened.*
*The magical fire dissipates as quickly as it appeared, allowing you to extract the contents of the chest.*
**Draw 1 artefact card**
* 2) Leave the chest.

*You walk away from the old temple, leaving it and the corpses to be consumed by the desert sands.*
* 2) Offer your blood.

*The cult leader murmurs some words then slices your arm with a knife.*
**Draw 2 Pain Cards**
**Outcome 1:**
*He collects your blood in a chalice and murmurs, "May the Dark One bless you."*
**Draw 1 blessing**
**Outcome 2:**
*He writes a number of strange symbols on your skin with your blood, and calls to the Dark One to give strength to his willing servant.*
**Gain 15% Max Health.** Outcome 3:
Collect nothing
*The ceremony concludes hours later and the various hooded members turn and walk away, each taking their own path over the sandy dunes.*
(No token)*The ceremony concludes hours later and the various hooded members turn and walk away.Left alone, you search the area.*
**Draw 1 equipment**
**Acquire card's token**

## Token

*For participating in a desert cult's ceremony, you receive:*

Encounter: Desert of the Damned

Equipment: Skullcap of Prophecy

(DLC) Gain Card: Health Tonic: +10 Max Health
Ratmen Hunting

## Event

*You stumble upon a Ratmen hunting party. Prepare to defend yourself!*

**Draw 1-2 Monster Cards from the Suit of Plague.**

**Randomly get one of the following:**

*You recover some food from the rat carcasses.*
**Draw 1-2 Food Gain Cards.**
**If you already have unlocked the Culling the Ratmen token:**
*You sigh as you search the bodies, finding nothing. If only there were another way to stop this plague of Ratmen; pay someone to take care of it, perhaps...*
**Otherwise:**
*You find nothing of value on the bodies of the fallen.*
## Unlocked By

After defeating the Jack of Plague, three of these cards are added to the player's deck. They cannot be removed until their remove requirement is met.
Ambush!

## Event

**If you own the Crown of Mortal Danger:**

*You are travelling along peacefully, when the Crown of Mortal Danger alerts you to peril!*

*You sense an ambush up ahead.*

A) Attack them!

*You charge into combat, killing some of your opponents before they have a chance to react!*

**Draw 1-3 Monster Cards.**

**Get "After combat" choice.**

B) Avoid the area completely.

*You turn and head down a side trail instead.*

**Otherwise:**

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

**Draw 1-3 Monster Cards.**

**Get "After combat" choice.**

**After combat:** (If you fought the monsters)

*While searching the area for anything worth salvaging, you realise that one of your opponents is only pretending to be dead!*

A) Sneak up and kill them.

**2-3 Success:**

A quick weapon-blow to the head fixes that! You finish searching the area.

**Draw 2-3 Gain Cards.**

**1-2 Failure:**

*Taken by surprise, you are knocked to the ground! When you recover, you find yourself alone with the dead.*

**Draw 1 Pain Card.**

B) Flee.

*You swiftly move into the shadows of the forest and leave the area safely.*
Queen of Scales

The **Queen of Scales** is the tenth Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after her defeat.

## Lore

*It is said that if you destroy a queen's totem, its spell will be broken and any surrounding lizards will be damaged. It is not known whether anyone has successfully achieved this.*
## Queen of Scales Court

**Encounter deck size: 30**
**Encounter Cards added: 4 x Lost in Swamp**
**Equipment deck size: 30**
**Maximum stair count:**
### Curses

* Cursed Luck: The difficulty of picking a Successful Chance Card is increased.

### Challenges

* 2 x Bad Fortune
* 4 x Lost in Swamp

### Token unlocks

* 2 Encounter Cards

King of Plague
The Tavern
* 3 Equipment Cards

Enormous Shield
Immovable Object
Shieldbreaker
## Queen of Scales enemy

The Queen of Scales has two attacks. She will either spit a fire ball at the player, or breathe a stream of fire in front of her for several seconds. She spawns with a fire totem that protects other scales from her flamethrower attack.

## Strategy

The Queen of Scales is actually relatively easy to fight for her place in the Court. Wait for her to do her flamethrower breath attack, then attack her from behind. The fire totem does not have any attack, and it is advised to destroy it first. After that player should provoke Queen to kill all her minions with her flamethrower attack.
Old Graveyard

## Event

(If blessed):*In an old, abandoned graveyard, the restless spirits sense the presence of a blessed soul and remain quiet. You spend a peaceful night, awakening well-rested and fully recovered from your wounds.*

**Heal fully.**
**Acquire card's token.**
(If not blessed, no curse):*You find yourself taking a shortcut through an old graveyard.*

*A chill wind blows and ominous clouds hang low overhead.*

* A) Stop to pay your respects at each grave.

*The restless spirits appreciate your kind words and are soothed.*
**Draw 1 Gain card.**
**Or**

*The restless spirits are angered at your presumptuousness. Ghostly talons claw agonisingly at your flesh, and you struggle to reach the other side of the graveyard, where they finally drive you from their presence.*
**Draw 1 Pain card.**
* B) Pass through the graveyard quickly.

*You feel as if you are being watched as you head for the far side of the graveyard and leave the place to the poor souls that inhabit it.*
(If not blessed, have curse):*In an old, abandoned graveyard, the restless spirits sense the presence of a cursed soul. They are not pleased to have been disturbed. Ghostly talons claw agonisingly at your flesh, until you finally reach the other side of the graveyard.*

**Draw 2 Pain Cards.**

## Token

*For bringing blessed peace to the Old Graveyard, you receive:*

Equipment:Spiritual Healing
Charity

## Description

This encounter has six forms, all with an identical content and appereance: Charity I to Charity VI.

Unlocking each one's token upgrades the encounter to the next one in the list.

## Event

**If you never visited this encounter before:**

    *You encounter a priest wandering along the road.*

    *He begs for food to feed the orphans.*

    *"The gods show favour to those who help the less fortunate."*

**If you already got this card's token:**

    *"Greetings once more, my friend! I'm just off to purchase more provisions for the young ones."*

**Otherwise:**

    *You meet the priest again.*

    *"The children were warmed by your generosity, last time. Would you be willing to save a few lives again?"*

    **Choice:**

        Give 1 / 5 / 10 / 20 food.

            *"A worthy decision!" the priest exclaims.*

        Give 30 or more food.

            *The priest waits, expectantly.*

            Choice:

                Give 30 / 40 / 50 / 60 food.

                    *"Your generosity knows no bounds, stranger!"*

        **See table below for how much food is enough and how many success cards it grants.**

        **If food is not enough:**

            *The priest looks at your humble offering for a moment, then sighs. "Every morsel is treasured, of course, but the children will need more sustenance to make it through the winter..."*

        **Otherwise:**

            *"Let me see if I have anything in my sack with which to reward such generosity..."*

            **X Success:**

                *"Ah!" the priest exclaims, and draws out a tarnished old ring.*

                *"I'll have the kids polish it up first. In the meantime, take my blessing."*

                **Gain card's token.**

                **If this is Charity VI:**

                    *"You have been so generous these past seasons, we shall include you in our prayers from this day forth."*

            **Y Failure:**

                *"No luck, I'm afraid, but take my blessing."*

            **Draw 1 blessing card.**

        Decline.

            *"Then the children will go hungry this winter."*

## Donation Table

Here you can see how likely you will succeed by donating X food.

Donating more than 30 food guarantees at least 1 blessing even on failure, but it will NOT grant the token.

## Token

For donating food for the orphans, you receive:

The next Charity encounter and an item depending on the current encounters number.

Charity I: Ring of Poverty, Gain: Supplies: 5 food

Charity II: Ring of Enlightenment

Charity III: Holy Ring, Gain: 25 health

Charity IV: Ring of Engorging

Charity V: Ring of Punishment

Charity VI: Saint's Ring

The Wildcards DLC adds Gain Card unlocks.

Charity I: Gain Card: Supplies 5 food
Queen of Skulls

The **Queen of Skulls** is the seventh Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after her defeat.

## Lore

*Few necromancers possess the skill or courage to attempt the creation of such a creature - any misstep during the ceremony could result in a hideously painful death.*
## Queen of Skulls Court

**Encounter deck size: 25**
**Encounter Cards added: 5 x Dark Dweller**
**Equipment deck size: 25**
**Maximum stair count:**
### Curses

* Haunted: Whenever the player purchases a new item, they gain a curse.
* Merchant Guild: All traders have been persuaded to offer cheaper items.

### Challenges

* 5 x Dark Dweller
* 2 x Call of the Shadows

### Token unlocks

* 2 Encounter Cards

Queen of Plague
Dark Ritual
* 2 Equipment Cards

Arrow Cutter
Mortal Whimsy
## Queen of Skulls enemy

The queen has two attacks. She will either fire her rifle, which can be dodged, but not blocked, or throw a sort of grenade that explodes almost immediately on impact with the ground. This attack will harm enemies as well. When she appears, she will have two skeleton swordsmen allies, and a bone totem that will spawn more skeletons over time.

## Strategy

By herself, the queen is quite weak, and can be easily overpowered. However, she is never alone. She spawns with a bone totem that will continually spawn skeletons to attack you. Take them out, then attack the totem to stop more from spawning. Once that is done, kill the queen.
Geas

**Geas** is a Curse with the following effect:

*Heavy Burden*
*After 5 steps, the player loses 50% max health.*
This Curse can be removed for 100 gold or by fulfilling the conditions it applies to.

This curse can be removed at the Priest for 55 Gold, or the Healer for X gold.

## Notes

This Curse may be applied during the following Encounters:

* A Merchant's Favour / Return Policy
* Hero's Remains
Innocence

thumb|300px

## Description

Cooldowns are reduced by 25% and encounters are randomly revealed on each new map.

*The righteous use this shield, in combination with their faith, to combat evil. The shield blocks the physical attack, while faith deflects evil intentions.*

## Details

Abilities: When you reach a new area, some encounters are then randomly flipped up. Also performs all normal shield functions.
Battle At Brooktop

## Event

*A light draws you to a nearby hilltop. You see a warlock as he disappears in a cloud of sulphur, leaving behind his summoned minions.*

**Reveal 1-2 Monster Cards.**

* A) Attack

*You ready yourself for combat.*
**Fight the revealed monsters.**
*After the battle, you search the bodies for loot.*
**Draw 2 Gain Cards.**
**If you didn't have the token already:**
*As you climb down the other side of the hill, you spy what looks like the remains of an ancient temple on another nearby hilltop.*
**Gain card's token.**
* B) Flee

*Halfway down the hill, you lose your footing and make the remainder of your escape tumbling headlong over rocks and through scraggly bushes.*

*When you, eventually, come to rest at the foot of the hill, you're no longer being chased. You clamber to your feet and brush yourself down, sheepishly.*

**Draw 2 Pain Cards.**

## Token

*For exploring Brooktop Hill: you receive:*

Encounter: The Altar

(DLC Only: Gain Card 25 gold)
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Grave is a first person, open world survival horror experience. Survive the night with a arsenal of defensive tools, and explore an ever-changing world filled with frightening creatures. Grave is a hybrid of environmental exploration and combative horror, creating constant tension as the player balances exploration and survival.

Grave will be released on the PS4!
Grave Backer Demo Released!
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King of Plague

The **King of Plague** is the eleventh Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after his defeat.

## Lore

*Only the most savage and cunning of the ratmen rise to kinghood among their rank.*
## King of Plague Court

### Curses

* Wrath of Food: In combat, on every counter-attack the player inflicts double damage and loses 1 food. No bonus or penalty on 0 food.
* Time Distortion: In combat, everybody moves 20% faster and receives +50% damage from all sources.

### Challenges

* 4 x Injury
* 5 x A Winding Trail

### Token unlocks

* 2 Encounter Cards

King of Scales
Secret Society
* 2 Equipment Cards

Folded Steel
Soldier's Furore

## Strategy

The King of Plague requires slightly different tactics from other Court members. Staying close to him is the best option, and just rain blows on him while tanking the damage he gives you. His attacks are harder to dodge anyway so there's no point in wasting health running around getting hit.

The King of Plague cycles two attacks. First he teleport above the player, if you are below him you will automatically be hit and take damage. Then If you are far away, he has a shadow strike.He will cloak himself in shadows, vanish, and then three shadows of him will appear where you are and attack. This attack seems to track you fairly well, and just touching the shadow Kings hurt you, so is very hard and requires you run through the gap between two of his shadows. In between both of these attacks the King of Plagues will make unblockable melee attack combos depending on how close the player is to the King, and how often the player is attacking the King.
Merchants In Distress 1

## Event

*Merchants along this road have been under sustained attack from bandits, having been sent to investigate you arrive to late at the latest attack. By the time you arrive, treasure goblins are already looting the place.*

**Draw 3 of goblins.**
(After Combat)*You find that the merchant barely survived the attack and is badly wounded, he coughs up blood as he talks. "Please, send for help, there's a town not far from here, their healer can help me..." What do you do?*

* A) Go for help.

*You travel to the nearest town and retrieve their healer but return too late, the crows have already started feeding when you return.*
* B) Question the merchant more.

**Success(x1):**
*"It all happened so fast, they mostly looked like men but I swear one of them looked like a giant rat. I'm losing my mind to death." the merchant slips from consciousness. This isn't the first tale you've heard of the 'Rat Bandit', fingers crossed when the next attack happens you'll know what to look for.*
**Acquire card's token.**
**Failure(x3):**
*"It was dark and they attacked from the shadows, I don't know what I can tell you..." His voice trails off as he appears to have used the last of his strength.*
Druids

## Event

*You are approached by a group of mysterious, robed people. One of the robed figures addresses you, "You look well accustomed to battle. Would you like to earn some coin?"*

* A)Ask for details.

*"We are druids, wishing to perform certain... rituals over the coming weeks. These activities must take place at specific times and places." "We cannot risk any interruptions, such as from creatures or bandits. We will pay gold to one who protects us during the ceremonies."*
* A) Accept.

*"The first ceremony will be at the sacred stones, at exactly midday on the summer solstice."*
**Acquire card's token.**
*"We shall see you there. I have foreseen it."*
* B) Decline.

*The hooded figure says, "We shall meet again. I have foreseen it." The druids walk away.*
* B)Decline.

*The hooded figure says, "We shall meet again. I have foreseen it." The druids walk away.*
Angry Guild Master

## Event

*As you travel the dark streets of Steigal one night, a nobleman atop a mighty steed nearly knocks you down.*

* A) Humbly apologise.

*"Out of my way, peasant!" he calls, as he rides away. "My daughter has run away with a vagabond!"*
*As you call out an apology, you are struck by a rider coming from the other direction.*
**Lose 10 health.**
* B) Steal from him.

* Huge Success (x0-1):

*You regain your feet and leap onto the horse, feigning attempts to attack the rider. He easily rebuffs you, while you reach into his satchel and steal some treasure.*
**Draw 1 Equipment Card.**
**Gain this card's token.**
* Success (x1-2):

*As you pull yourself up, you steal some supplies from the rider.*
**Draw 1-2 Gain Cards.**
**Gain this card's token.**
* Failure (x1):

*"Get your filthy hands off me, swine!" The nobleman slaps you away.*
**Draw 1 Health Pain Card.**
* Huge Failure (x1):

*While reaching for a low-hanging coin purse, your hand becomes entangled in the reins. You are dragged along underneath the horse for some time.*
**Draw 3 Pain Cards.**

## Token

*For stealing from the guild master, you receive:*

Encounter: The Lonely Bard

Equipment: Guild Master's Ring

## Notes

In early builds of the game, this card was known as **Prince of Shadows**.
Help The Locals

## Event A

*Carlo, the barkeep of The Landlocked Lubber, has introduced you to The Newhollow Watch. They help protect a vast area of woods that have become home to many of the people displaced by the chaos of the land. They have many problems that you might be able to assist with. Aside from gathering displaced people, Newhollow is attracting a variety of predators seeking out coin, food or plain bloody murder. We could use someone with your skills.*

**Draw 2 monster cards.**
* A) Fight

*You enter the fray to protect Newhollow.*
(After combat)*You have our dearest thanks and although I cannot offer you much now, the next time we meet I'm sure we'll repay you two-fold.*
* B) Refuse

*I hope when we next meet you'll see the value in helping us, we make valuable allies.*
## Event B

*The Gods do smile upon us here today. Some Mages have constructed a shrine to the cloaked devil that spreads disease and anger through our land. We have no-one strong enough to withstand a curse that will be handed down to the shrines destroyer. Perhaps you have the strength we seek in our hour of need?*

* 1) Destroy Shrine

*It seems strange that a seemingly haphazard collection of stones and runic lettering could cause so many problems. You smash apart the shrine with ease, immediately releasing a cloud of smoke that stinks of sulfur.*
**Draw 2 Curse Cards**
* 2) Refuse

*I hope when we next meet you'll see the value in helping us, we make valuable allies.*
## Event C

*Many of the Newhollow citizens are starving due to a harsh winter and increased bandit attacks. Can you help us?*

* 1) Pay 8 Food

*You have our dearest thanks and although I cannot offer you much now, the next time we meet I'm sure we'll repay you two-fold.*
* 2) Refuse

*I hope when we next meet you'll see the value in helping us, we make valuable allies.*
## Event D

* 1) Pay 20 Gold

*You have our dearest thanks and although I cannot offer you much now, the next time we meet I'm sure we'll repay you two-fold.*
* 2) Refuse

*I hope when we next meet you'll see the value in helping us, we make valuable allies.*
## Event Revisit

*It is a great pleasure to see you again. The stewards of the Newhollow Watch owe you a great deal. I am delighted to be able to offer you something in return for the services you rendered unto us. What do you desire?*

1. **Ask for longer life.**
*"May the Kraken conqueror live on." A light shines from your skin.*
The dealer draws you **1 Max Health Gain Card.**
2. **Ask for supplies.**
*"A bounty from the sea shall keep you fed."*
The dealer draws you **1-2 Food Gain Cards.**
3. **Ask for gold.**
4. **Ask for equipment.** "The sea has plenty of belongings that have been lost, dropped, or forgotten." Some equipment washes up onshore. The dealer draws you 3 Equipment Gain Cards.

*"I'm delighted that were able to repay your assistance. However, next time we meet it is likely that we will need your aid again."*

## Notes

"It displays different behavior if you visit it again in the same dungeon attempt, so it's more useful in Endless mode unless you happen to get it on a level with "Field of Poppies" during Story mode." - courtney[developer]
Cave Shelter

## Event

*You enter a cave, intending to shelter from a heavy storm when you discover signs that it is already inhabited by monsters.*

* A) Boldly enter the cave.

*You yell a challenge into the darkness and stride confidently into the cave, weapon ready.*
**Draw 2 Monster Cards. Combat begins.**
*You search the entire cave and loot what remains you find.*
**Draw 3 Gain Cards.**
Gain card's token.
* B) Try to hide in the cave.

* Success (x1): *You settle down and wait for the storm to pass. Several hours later, you emerge from the cave, unharmed.*

**Gain card's token.**
* Failure (x2):

*The storm eventually passes. As you start to leave the cave, you run into trouble.*
**Draw 1 Monster Card.**
*You search the area around you as you wait out the storm.*
**Draw 2 Gain Cards.**
* Huge Failure (x1): *Backing into a dark corner, you sense movement behind you.*

**Draw 2 Monster Cards.**
*You search the entire cave and loot what remains you find.*
**Draw 1 Gain Card.**
* C) Leave the cave.

* Success (x2):

*You take your chances with the storm and, hours later, find yourself dripping wet but unharmed.*
*Encounter Ends*
* Failure (x1):

*You take your chances with the storm. Hours later, you are wet and unharmed, but missing some supplies.*
**Draw 1 Food Pain Card.**
* Huge Failure (x1): *You take your chances with the storm, but soon slip in the mud, falling into a creek. Hauling yourself out, you notice that you have dropped some of your gold and supplies.*

**Lose 4 Gold**
**Lose 2 Food.**
Captain's Woes

## Event

*In a tavern, you're approached by a salty sea captain. He tells you a story of great woe: a cursed treasure, many a crossed sword and a whole crew lost to Davey Jones's locker.*

*Captain Boccanera says he knows a way to get his crew back, but he needs the help of a brave warrior. He promises great treasures, which he and his crew have acquired on their journeys.*

*Will you help him?*

**Choice:**

    Yes, help him get his crew back.

        *My crew was taken from me by a lich and her crew of skeletons. If the lich can be defeated, my crew will be freed from their cursed prison.*

        **Draw 1 lich and 1 skeleton monster card.**

        *The captain thanks you for your efforts. He shares with you some of the spoils of their adventures.*

        **Gain card's token.**

        **Draw 3 equipment cards.**

        *Although killing the lich has freed the crew of the Salty Dog, Davey Jones must always receive a soul. One day that debt must be paid.*

    No, leave him to mourn his lost crew.

        *“You would leave those poor souls to spend an eternity in a watery nightmare? You're a coward and a fool, and I curse your name!”*

        **Draw 1 curse card.**

## Token

**For helping Captain Boccanera free his crew, you receive this card:**

Encounter: The Curse of Davy Jones

Gain Card: Gain 10 Food
Pain Cards

**Pain Cards** are cards found in the "Pain Deck". They affect the player negatively.

## Types

### Health Pain Cards

**Injury:** The player loses 5, 10, or 15 Health.

**Permanent Injury:** The player's Maximum Health decreases by 5 or 10 (or 15, in endless mode). If the player has hit points in excess of their new maximum health total, they are lost.

### Bad Fortune Cards

**Bad Fortune:** Lose 1 Equipment.

**Bad Fortune:** Lose 5, 10, 15, 20, or 25 Gold.

**Bad Fortune:** Lose 1, 3, or 5 Food.
Descent into the Underworld

## Event

*You return to the Underworld totem you discovered. How far into the Underworld will you have to descend to find the source of these disturbances?*

*Descend?*

* 1) Descend.

*You descend into the Underworld.*
*Early levels of the Underworld are filled with hellbeasts, and others who have been pulled through the portals.*
**Draw 2 Monster Cards (4 of Hell plus another, e.g. 4 of Scales)**
*This level of the Underworld is cleared but how many more lurk below?*
**End encounter, but card remains active, upon returning and accepting the same choice:**
*At the deepest levels of the Underworld, Hellbeasts abound, as well as other monsters who are strong enough to survive here.*
**Draw 2 Monster Cards** (4 of Hell plus another, e.g. 4 of Scales)
**End encounter, but card remains active, upon returning and accepting the same choice:**
*As you delve deeper, Hellbeasts are plentiful.*
**Draw 1 Monster Card.** (4 of Hell)
**Draw 1 of Lava Golems.**
**End encounter, but card remains active, upon returning and accepting the same choice:**
*You finally arrive at the heart of the Underworld, and confront the cause of these disruptions.*
**Draw 1 Monster Card.** (4 of Hell)
**Draw 1 of Liches.**
**Draw 3 of Lava Golems.**
*With the Hellbeasts and Lich defeated, the Underworld begins to crumble and erode. The eruptions in the ground propel you back to the surface as though borne by a geyser.*
**Acquire card's token.**
* 2) Leave.

## Token

*For delving into the depths of the Underworld, you receive:*

Equipment: Hellblade

Encounter: Underworld Totem
Dark Crystal Pt 2

## Event

*You reach the cave described to you by Bazagra the wizard and discover that it does contain a giant, dark crystal as he claimed.*

**Draw 2 Golem monster cards**

*Unfortunately, his description of a chamber full of lava golems is also accurate.*

*The creatures have not yet noticed you.*

A) Attack

*You enter the chamber at a run, bellowing a ferocious battle cry!*

**POST COMBAT**

As the last Golem falls, the wizard suddenly appears.

"Great work my friend! Return to this chamber in one month and you shall find the crystal ready to use."

**This Token is yours**

B) Flee

*The secrets of the dark crystal will wait for another day.*
Iron Hunger 7

## Event

*You return to the hut of the strange old alchemist. Walking in the front door, you find him crawling around on the floor trying to catch what appears to be a golden toad."Good to see you, lad!" the alchemist beams, lunging across the room with a bucket. Having subdued the creature he proceeds to sit on the bucket. "I managed to crack it this time! Try taking this potion." He hands you a potion and watch expectantly as you drink it. "All of your other Ore should now be turned to gold!" "Hmmm... wait. That means I've turned one rare mineral into another. That doesn't help me at all! This ore is worthless! I'm done with it!" You leave the alchemist to his other experiments and continue your journey.*

**Acquire card's token.**

## Token

Encounter: The Alchemist

Equipment: Iron Hunger Helm
Nomad

## Description

Has forsaken carrying excess equipment to pursue a personal journey.

## Rule Changes

**No Inventory**

Cannot carry extra equipment. Equipment that would normally go to your inventory is automatically sold.
## Deck Changes

Encounter: Nomad's Desert 1

Note that for all Nomad's Desert encounters, one correct path is some combination of West 1 space and North 4 spaces. Other paths may also work.

## Starting Resources

Health: 100

Max Health: 100

Food: 3 + x

Gold: 0

Health gained from eating: 5

Health lost from starving: -10
Lost Island 3

## Event

*You arrive on the Lost Island to find that while you may be the first to discover it, the Lost Island is not unpopulated.*

**Draw 2 Monster cards.**
*You head onto the island.*
(After Combat)*You have discovered the Lost Island and established yourself as an Explorer. This island abounds with resources, you fill the ship as best you can and return home.*

**Acquire card's token.**

## Token

Encounter: Lost Island

Equipment: Explorer's Ring
Midas Appetite

**Midas Appetite** is a Curse with the following effect:

*All food gained is turned into gold and the player eats gold instead of food.*

Notes:

* Food is converted into gold at a 1:1 ratio
* 5 gold is consumed per step (resulting in 80% less food).

If 5 gold is not available, any remaining gold will be consumed and the player will suffer the full starvation penalty (-10 health per step).
The starvation penalty is not scaled for the amount of gold remaining.

This Curse can be removed for 20 gold.
Mysterious Parchment

## Event

*In a far-flung village, you stumble upon a small church to the Old Gods. Inside, you find a monk named Petward, who claims to be able to translate the parchment you found in the Dragon Slayer's tomb.*

*"It is a very old language... few would even recognise it, let alone be able to read it. My services won't be cheap, but know that our small village will benefit greatly from your gold."*

A) Pay 150 gold

*Petward the monk puts your gold into a large chest, locks it and then returns to inspect the parchment more closely.*

*The monk reads for several minutes, then says, "I haven't deciphered all of the text, but it seems to describe a challenge, or ritual."*

*"There were seven sacred items - relics imbued with the power of dragons - used by great warriors in ages past. They can be earned only by completing a series of tasks."*

*"The first task is to pray at the altar at the base of Mount Athos. If you complete that task and return, I will have more of the scroll translated for you."*

**This token is yours**

B) Decline the offer.

*The monk remains impassive as you leave the church.*
Dead King's Hall

## Event

*You see an ancient, ornate coffin in the main burial chamber. It may hold spectacular wealth, but it will surely be guarded.*

**Draw 2 Monster Cards.**

* A) Attempt to take them by surprise.

* Huge Success (x1):

*Suddenly, you leap into the fray, taking one of them down before they can even react!*
**Choose a Monster Card to discard.**
* Failure (x2):

*You are spotted as you approach, and the creatures ready themselves for combat.*
**Fight the monsters.**
* Huge Failure (x1):

*You are spotted as you approach, and the creatures ready themselves for combat.*
**Draw 1 Pain Card.**
**Fight the monsters.**
If you have many blessings (I had 7 blessings, 2 curses when this happened) a message appears:

*The inhabitants of the darkened ruins sense your blessed presence immediately, coming from all directions to challenge you.* If this happens, you draw one extra monster card, and must fight them all immediately.

* 2) Sneak away.

* Huge Success (x???):

*On your way out of the tomb, you stop to silently empty the pockets of a recently-deceased adventurer.*
**Draw 1 Gain Card.**
* Success (x???):

*You escape.*
* Failure (x???):

*You attempt to sneak through the shadows, but you stumble on a rock, alerting your enemies to your presence.*
**Fight the monsters.**
* Huge Failure (x???):

*You attempt to sneak through the shadows, but you stumble into an old sword, which cuts you and then falls on the floor with a crash.*
**Draw 1 Pain Card.**
**Fight the monsters.**
(After Combat)

*You loot the room.*

**Draw 1-3 Gain Cards.** (in rare cases with initial huge success 5 gain cards.)

OR if food is low?

**The Dealer draws you 2 Food Gain Cards**

## Token

*For exploring the Dead King's Hall, you receive:*

Encounter: Treasure Chest
Battle Practice

## Event

*You return to your old training grounds and agree to give demonstration of combat for the new recruits. The Captain of the Guard gestures to some cages. Who will you fight?*

* A) Bandits.

*Some prisoners are brought forwards to fight you.*
**Draw 1 Monster Card from the Suit of Dust.**
* B) Skeletons.

*An enchanted cage is brought forward.*
**Draw 1 Monster Card from the Suit of Skulls.**
* C) Ratmen.

*Some prisoners are brought forwards to fight you.*
**Draw 1 Monster Card from the Suit of Plague.**
* D) More Options...
	+ A) Lizardmen

*Some prisoners are brought forwards to fight you.*
**Draw 1 Monster Card from the Suit of Scales.**
* B) Mages

*Some prisoners are brought forward to fight you.*
**Draw 1 Monster Card from the Suit of Mages.**
* C) More Options...
	+ A) Lich.

*An enchanted cage is brought forward.*
**Draw 1 Monster Card from the Suit of Liches.**
* B) Lava Golem.

*A massive cage is wheeled out.*
**Draw 1 Monster Card from the Suit of Lava Golems.**
(After combat) **Draw 1 Gold Gain Card.**