recursal/Fanatic-Fandom huggingface dataset:
Maze of Traps

The Maze of Traps is a feature carried over from the original *Hand of Fate.* As a game mechanic, a maze of traps is similar to Combat, in that the player is taken into an arena of sorts and can control their character's movement, but it is also very different from standard combat.

A maze always appears to be a space built inside of a building or cave, with a floor made of stone blocks, In this way, the maze varies far less in general appearance than the battlefield of standard combat. Beyond that, however, the exactly layout of the maze and its contents can largely vary.

There are no enemies to fight inside a maze, and the player will only carry a torch rather than a weapon. The torch can be swung with the attack button, but this is never used in the game for anything.

Rather than enemies, the maze, as the name suggests, is filled with traps of all sorts. In order to get through the maze and avoid injury, the player must employ speed, care, and timing, though the only requirement for the encounter is to escape, rather than to not take any damage at all. The exit will appear as a door leading to a hole with a ladder.

In addition to the many traps, mazes will also contain a variety of Resources, stored in large chests that the player merely needs to walk up to and touch in order to collect. These chests will be color-coded for their resource, yellow for gold, green for food, and red for life (but not max life).

The exact rewards from the chests will vary, as well as their number and type, though chests containing life are much rarer than gold or food.

The player is first introduced to the Maze of Traps mechanic via One Drunken Night.
Return to Capital

This is a challenge-specific card for Endless Adventures. The player is brought to this card after winning a chosen Adventure Card (and finishing any Trial Cards), and acts as a transition between one Adventure Card and another.

## Event

*You return to the Capital in search of more adventure.*

**The player is allowed to choose one of two Adventure Cards**
Kingmaker

## Shield Information

*Imbued with the soul of a rebel, this shield is happiest when fighting for the oppressed.*

## Shield Ability

**Defence Breaker:** Deal +15% Bonus Damage against enemies with Defence.

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

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

## Statistics

Defence: 1

Value: 32

Fame Required: None

Endless Points: N/A
Portal Creature Returns

## Event

*A crash of thunder overhead heralds the return of the strange, otherworldly creature to whom you sacrificed your [equipment].*

*"The great war raged for many aeons. Though we prevailed, our victory came at a great cost. My remaining master offers his thanks - here are the tokens of our gratitude."*

If the player gave the Portal Creature 1 Equipment Card:

**The player draws 2 Equipment cards.**
If the player gave the Portal Creature 2 Equipment Cards:

**The player draws 5 Equipment cards.**
Questing Mace X

This is the tenth iteration of the Questing Mace.

## Weapon Ability

**Questing Power:** Perform a powerful strike that deals 300% Damage to Ogres when activated. Requires 6 hits.

**Ogre Required:** Combat against an Ogre required to unlock the token.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Unlocks

*For defeating an Ogre with the Questing Mace...*

Blood Crescent

Questing Mace (Without Token)
Harvest Blade

## Weapon Information

*In times of chaos, farming implements are often turned into weapons. Some succeed so well they are not turned back.*

## Weapon Ability

**Reaping Strike:** Perform a powerful strike that causes 300% Damage when activated. Gain +1 Food if the target is defeated. Excludes Undead and Corrupted. Requires 8 hits.

**Food Bounty:** After combat, receive +1 Food if you complete 3 Finishers. Excludes Corrupted.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 39

Fame Required: 7

Endless Points: 100
The Falling

The Falling was a catastrophic event that brought about the end of numerous cultures and nations in Vaergonia, as well as the destruction of the region itself from a beautiful utopia with dense jungles and high rising plateaus and mesas topped with sprawling and dense cities, to a land in ruin, deep ravines, desolate and abandoned cities, and an extremely hostile jungle.
Little Devil

*"He will not last; he lacks strength. By the time our tale is told, he is probably already lost."*

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

## Event

*A little devil with a broken horn slouches on a tree stump in a dark forest. While glum, he appears harmless, so you approach him with only a little caution.*

*"My father banished me from the Underworld because he thinks I'm not evil enough. Apparently my curses are just too weak," he sighs. "Do you know any curses?"*

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

*"I wonder what this could be?" the creature says, taking the offered roll of parchment.*
*"An invitation to attend the Fairy King's court!" he says with excitement. "I'm sure to learn some nasty curses there, everybody down below speaks of his creativity and cruelness when dealing with mortals."*
*The page suddenly ignites, quickly turning to ash in the creature's hand.*
**The player draws 1 Gain Card.**
*You note that you have X deliveries left to make.*
2) Give him a curse.

**The player chooses a curse to discard.**
*His face lights up when you give him your curse. "That's one evil curse! Thank you, adventurer. Please, take this small gift."*
**The player gains 2 Fame.**
**The player draws a Gain Card.**
**The player gains this card's Shard.**
3) Attempt to steal his horn.

*You lunge at the small creature, hoping to take it by surprise.*
**Precision Gambit** (3 small moving Success)
Success
*The devil leaps in surprise but you land a convincing blow on its head, sending it to the ground in a heap.*
*Soon you have hacked the horn from his head. You depart before it wakes.*
**The player gains a devil's horn.**
Failure
*The devil leaps in surprise and you land only a glancing blow on its head.*
*"Ah! Take that, mortal!" he screams, hurling curses at you before vanishing in a puff of brimstone.*
**The player draws 2 Curses.**
4) Decline and leave.

*"Oh you don't have any? Well here, take one of mine," he says.*
**The player draws 1 Curse.**
Goblin Capture

## Event

On the first encounter:

*You feel the shadow beast's claws clamp on your shoulder. "Fool!" he hisses. "We can avoid these goblins if we travel through the Lysa Hora - through shadow."*
**Travel by shadow to avoid Goblin Patrols. Talk to Veles at the Campfire.**
1) Turn back. (Move back 1 step)
On subsequent encounters:

*Without warning, you are surrounded by goblins - violent and chittering. Before you can make a break for the trees, you are struck from behind...*
*Everything fades to black...*
**Veles is lost for 5 turns.**
*Your mind roils as you try to fight off the memories of your time in captivity - the time you spent surviving the goblin pits.*
*The stapming of goblin feet, the chants, the laughter. You try to push the fragments from your thoughts, but they do not relent.*
**The Dealer draws 2 Blight Monster Cards.**
**The player is ambushed into Combat.**
*Your mind clears and your realise you're still in the forest. The strange beast has once again dispatched the pursuers, but at a cost.*
*"I stopped them for now," He whispers from beneath his hood.*
*"But I will need some... assistance."*
Revive your companion to continue. Reviving your companion will not satisfy their hunger.
1) Wait. (Consume 1 Food)
2) Sacrifice your blood. (Lose 25 Life)
## Event (without Veles)

*No sooner do you try to escape, the bloodthirsty goblins are on you...*

**The Dealer draws 3 Mischief Cards.**

**The player is ambushed into Combat with a 20 second timer.**

*...you are overrun.*

*The goblins unceremoniously toss you back in the cell.*

**The player moves to The Dungeon.**
Merchant's Favour

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

## Event

*You find the weapon merchant's carriage parked behind a seedy tavern.*

If Malaclypse is the current Companion:

*"Malaclypse!" And you brought your lovely friend!" Esmerelda beckons you in.*
*"I've come by a surplus of wares from the Battle of Crimson Bay. You may take your pick if you can provide more of that forged gold for me."*
*Malaclypse drops a bag of counterfeit coins into the merchant's eager hands and says, "I've no use for pointy sticks, but my associate might."*
**The player gains 1 of 3 Equipment Cards.**
*She bites the edge of a coin and is pleased by its quality. "Excellent. You've outdone yourself, Malaclypse, you old charmer. I have half a mind to treat you to a wine or three."*
*Malaclypse winks at you. "Duty calls, I'm afraid."*
*You leave Malaclypse in the merchant's company and they slip into the tavern.*
**The player loses Malaclypse for 3 turns.**
If Estrella is the current Companion:

*"Sorry I had to dash last time," Esmerelda says as she welcomes you in.*
*She squints at Estrella in suspicion. "You know... I've come by a surplus of wares from the Battle of Crimson Bay. You are welcome to take something on the house if this one can prove she's not an Imperial spy."*
*The bells on her silk shawl tinkle as she brushes Estrella's arm. "If you're not a spy, then you wouldn't object to a spot of... fraternizing? Perhaps over a wine or seven?"*
*Estrella scoffs, but does not object.*
**The player gains 1 of 3 Equipment Cards.**
*Esmerelda pinches her cheeks win a mirror to get them flushing, before turning with a grin. "Now to my part of the deal?"*
*You leave Estrella in the merchant's company and they disappear into the tavern.*
**The player loses Estrella for 3 turns.**
If Ariadne is the current Companion:

*"Sorry I had to dash last time," Esmerelda says as she welcomes you in.*

Her lavender eyes fix on Ariadne's tool belt. "You know... I've come by a surplus of wares from the Battle of Crimson Bay. You are welcome to take something on the house, if I could use your services to mend this blasted thing

Esmerelda Gestures to a metal contraption that looks suspiciously like torture device

**The player gains 1 of 3 Equipment Cards.**

Ariadne prods cautiously at the merchant's contraption. It snaps shut, almost talking her finger. "This should be fun! I've never seen one of these before!"

You agree to meet with your companion after she completes her work for *Esmerelda*

**The player loses Ariadne for 3 turns.**

## Notes

A Merchant's Favour is the name of an Encounter in *Hand of Fate*.
Marked for Death

*For the Adventure Card of the same name, see Marked for Death (Adventure Card)*

This card is specific to the Death challenge, and also serves as its starting card.

## Event

*A filthy street urchin approaches you in a busy town market to ask, "You're the one who bound a mage and broke the Raidleader of the North, aren't you? I heard some bad men talking about you. Give us a bit of bread I'll let you in on a secret!" She smiles with her few remaining teeth and stretches out her hands.*

*You hand over a scrap of bread which she quickly shoves into her mouth. Moments later she gulps and smiles again.*

*"Well?" you prompt her.*

*"Oh, I heard that someone's offered a lot of gold to have you killed," she remarks while picking her teeth. "Now the whole guild wants in on it. Every thief from here to the Empire's edge will be after you. They even sent for some fancy assassin. THE fancy assassin, the one they call the Reaper. Guess he's pretty good at his job, hey? Too bad, buddy. You seemed nice," the girl remarks, patting your hand.*

*"Maybe you will find a way to survive, but I doubt it."*

*The girl leaves you to ponder your fate alone.*

**Continue with challenge.**
Rickety Bridge

## Event

*High in the mountains, you approach a rickety bridge. It sways even at the slightest breeze.*

1) Cross it.

*The bridge creaks and sways with every step...*
The Chance Card Gambit is affected by your Armour's weight.
**Chance Cards Gambit** (Adventurer's Garb: 3 Success, 1 Failure) (Fitted Leather Armor {Medium}: 2 Success, 2 Failure)
Success
*Luckily, the bridge holds. You scramble to the other side.*
**Encounter ends.**
Failure
*The support ropes snap, dropping you into the river below.*
**Draw 1 Life Pain card.**
*You wash up on the bank somewhere downriver.*
*Your fall may have been bad, but perhaps the broken bridge will hinder the Northern horde, too.*
2) Look for a detour. (Move back 1 step)

(insert text here)
Plague

## Event (Normal)

*A wounded peasant runs stumbling down the street. chased by a horde of corrupted.*

**The Dealer draws 2-3 Blight cards.**

*He falls at your feet and begins to twitch. The blood from his wounds boils and blackens.*

1) Fight the corrupted.

*You ready your weapon as the horde draws near.*
**The player enters Combat.**
*Violence done, you search the houses for loot.*
**Wheel Gambit** (8 Gain Cards)
Food Gain Card:
*You find delicious preserves in a storehouse.*
**The player receives the Wheel card and draws another Food Gain Card.**
*Hearing dragging footsteps again, you make yourself scarce.*
Gold Gain Card:
*A youth offers a token of appreciation.*
**The player receives the Wheel card and draws another Gold Gain Card.**
*You proceed through the streets with caution.*
Life Gain Card:
*A kind innkeeper offers you free board for the night.*
**The player receives the Wheel card and draws another Life Gain Card.**
*You wake to the morning sun, feeling refreshed.*
**The player gains 4 Fame.**
2) Attempt to escape.

*You run for your life through unfamiliar streets pursued relentlessly by the corrupted.*
**Wheel Gambit** (7 Cards)
-1 Huge Success
(Insert Text)
-3 Sucess
*Ducking through an alleyway, you manage to lose some of your pursuers.*
Removes 1 Monster Card
*You ready your weapon as the horde draws near.*
Combat with the remaining monster card.
-3 Injury Pain, 10 Life Damage
(Insert Text)
## Event (The Chariot)

*A wounded peasant runs stumbling down the street. chased by a horde of corrupted.*

**The Dealer draws 2-3 Blight cards.**

* *He falls at your feet and begins to twitch. The blood from his wounds boils and blackens.*
* *A dragging sound alerts you to the presence of the wounded farmer, now overtaken with corruption. Behind him, a horde of Infected rise.*

1) Fight the corrupted.

*You ready your weapon as the horde draws near.*
**The player enters Combat.**
*With the horde defeated, the townsfolk rush to tend to the peasants.*
*They are grateful for your protection.*
**Wheel Gambit** (8 Gain Cards, 2 Failure)
Gold Gain Card:
*As the peasants board the wagons, a youth offers you a token of appreciation.*
**The player receives the Wheel card.**
Life Gain Card:
*A woman gives you a healing tonic as the peasants board the wagons.*
**The player receives the Wheel card.**
Failure:
*Unfortunately they have nothing to offer you.*
*Grateful for their lives, they load into the wagons.*
**The player saves 5 citizens.**
**The player gains 4 Fame.**
If there are adjacent paths:
*From this street you can see other paths.*
**Adjacent Encounters are placed on the map.**
Otherwise:
*No new paths discovered.*
2) Attempt to escape.

(insert text here)
Mage's Workshop

## Event

*You enter the workshop of the Enchanter. He specialises in adding magical powers to items - especially those that bring health and fortune to adventurers.*

*"I can enchant one of your items. Be warned - any existing enchantment will be destroyed."*

If the player has no Gold, Food, Health or Max Life Equipment Cards in the deck:

*The Enchanter states that he has nothing suitable for you at this time. You leave.*
**Encounter ends.**
*"What kind of enchantment would you like?"*

1) Select a food enchantment.

2) Select a gold enchantment.

3) Select a health enchantment.

4) Select a long life enchantment.

*The Enchanter inspects your equipment and asks you to choose from those pieces that are suitable for a [enchantment type] enchantment.*

**The player must choose an Equipment Card, which is transformed into an Equipment Card of the same slot with the chosen enchantment.**

If the new Equipment has traits matching the current Challenge:

**The player gains this card's Shard.**
*"It is done!" the Enchanter declares with a smile. "I dare say this item will aide you well in your current endeavours."*
Otherwise:

*"It is done," the Enchanter declares, handing over your equipment.*
Mimic!

This Encounter may occur if the player attempts to open the Chest in the Palace Prison in The Sun.

## Event

*While you fuss with the lock, an eye blinks open on the chest. The lid yawns wide, revealing rows of razor-sharp teeth.*

If the current Companion is Valenos or is incapacitated:

*The creature latches onto your leg, its teeth piercing straight through your armour.*
**The player draws 3 Life / Max Life Pain Cards.**
Otherwise:

*The gaping maw latches onto [your Companion], who yelps in anguish. You wrestle them free, but not before they receive a nasty bite wound.*
**The player loses their Companion for 5 turns.**
Inquisitor's Raiment

## Armor Ability

**Confuse Blast:** Charged Bash causes Confuse to an area when activated. Excludes Elite enemies and Shadows. Basic Bash causes a brief Stun. Requires 5 defends.

**Resist Corrupted:** Corrupted inflict 25% less damage.

**Don't Starve:** Lose 1 Max Life instead of taking starvation damage.

## Statistics

Armor Type: Light

Defence: 5

Value: 32

Fame Required: 7

Endless Points: 45
Parandrus

This Encounter is in the Dealer's deck during Endless Adventures. It can gradually weaken the Gain Cards Deck by adding these low value cards to it:

* Gain 1 Gold
* Gain 1 Food
* Gain 1 Life
* Gain 1 Max Life (only on Huge Failure)

The Adventure Difficulty affects the difficulty of the Gambit, as well as the number of Gain Cards to be added to the deck. See the Difficulty Table below.

## Event

*While crossing the desert, the ground begins to tremble beneath your feet. A monstrous, scaled head slithers out from the sand, followed by a long, shimmering body - a serpent of terrible size.*

*If you strain, you swear you can hear a faint melody being plucked out on a lute.*

*The creature stretches languidly and encircles you.*

*"The legends of old spit on thee," the serpent drones staring with three unblinking, red eyes. "Hardship is thy duty, and a poor soldier thou art."*

**Chance Cards Gambit** (See Difficulty Table for details. Cards shuffle faster with each difficulty level)

Huge Success (only possible with Eternal Hope)

*The serpent's hide shimmers under the beating sun. "...but to look unto thy unsinew'd form, only pity grows."*
*The serpent opens its wide maw and a piercing shrill cuts through the hot air.*
*You cover your ears in desperation.*
**The Dealer adds low value Cards to the Pain deck. See the Difficulty Table.**
*When you wake, the serpent is gone.*
Success

*The serpent blinks impassively.*
*Then, with a hiss, it slides away, disappearing quickly into the sands.*
Failure

*The serpent's glowing eyes swim in the heat of the desert. "Receive this medicine with gratitude."*
*The serpent opens its wide maw and a piercing shrill cuts through the hot air.*
*You cover your ears in desperation.*
**The Dealer adds low value Card to the Gain deck. See the Difficulty Table.**
*When you wake, the serpent is gone.*
Huge Failure

*The serpent's glowing eyes swim in the heat of the desert. "Receive this medicine with gratitude."*
*The serpent opens its wide maw and a piercing shrill cuts through the hot air.*
*You cover your ears in desperation.*
**The Dealer adds low value Cards to the Gain deck. See "HF Low Value Cards" in the Difficulty Table.**
*When you wake, the serpent is gone.*
If Hubie is the current Companion:

*Hubie clambers out from under a small hill of sand. "I think he likes us!"*
If Veles is the current Companion:

*"That serpent is not of this realm." Veles sniffs, shaking sand from his cloak.*
If Malaclypse is the current Companion:

*"You sure attract some odd suitors, coin-slave," Malaclypse notes, brushing sand off his hat.*

## Notes

* The *parandrus*, also known as the *tarandos*, was an animal from medieval bestiaries.
* The effects of Parandrus can be somewhat mitigated by the Ring of Food, since gaining 2 Food is usually more desirable than 1 Gold or 1 Life.
Mystery Chest

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

## Event

*"Step right up and marvel at the Chest of Many Wonders!" shouts a man draped in a colourful cloak.*

*"You there, warrior!" he says, pointing in your direction. "Pay to play! There's plenty to gain!"*

1) Play the game. (Lose 4 Gold)

*The man grabs the gold from you with a smile. "Now, if you'd give me another 4 gold, I can give you a little hint..."*
**The player loses 4 Gold.**
*Have a guess then, why don't you?!"*
A) Gold.
B) Food.
*You pray for food and reach into the darkness...*
If the chest contains Food:
*Something lies at the bottom of the chest. You grab hold of it and extract what appears to be Food.*
**The Player gains 2 Fame.**
**The Player draws a Food Gain card.**
Otherwise:
*You feel something at the bottom of the chest, but what you withdraw is not food.*
*"Game over! Better luck next time!"*
C) Healing potion.
*You reach into the darkness, hoping for a healing potion...*
(Insert text here)
D) Pay for a hint. (Lose 4 Gold)
If the hint eliminates Gold: *"You'll find no treasure to treat yourself to tulips in there!"*
If the hint eliminates Food: *"You'll find no honey to help your hunger in there!"*
**The player loses 4 Gold.**
E) Ask [your Companion] to guess.
*Colbjorn wanders off to the fish stall.*
*Estrella raises her eyebrows at you.*
*Ariadne chuckles. “I hope you draw out some ale, I’m getting thirsty!”*
*Valenos sniffs. “The gift of sight is not to be wasted on such trifles.”*
*Hubie sniffs the mystery chest. "Not coins!"*
*You are met with a shrug.* (When Keturah is your companion)
2) Ask him about the rules.

*"I'm glad you ask! It's very simple, you see. You guess what's in the chest. If you're correct, you keep the contents and guess again - but if you guess wrong, it's game over!"*
3) Leave.

(insert text here)
If the player guessed correctly:

*He looks at you with suspicion and coaxes, "have another guess then, why don't you."*
*With a flick of his cloak and the sound of the chest opening and closing the game starts anew.*
**Next round of game begins.**
Upon winning the first and second rounds:

**The player gains this card's Shard.**
Ironpeak Ballistics

*For the first Encounter in Keturah's token chain, see Ironpeak Ballistics (Keturah).*

*"And so technology marches on, sadly."*

## Event

*Filian leans against a workbench, a deconstructed pistol laid out before her. She runs a narrow brush down the barrel and clucks her tongue disapprovingly.*

*"Good heavens! Another visit from Keturah? Twice in one week? Am I dying?" The old woman laughs at her own joke.*

*Keturah slides a pouch swollen with gold across the counter and nods at Filian.*

*Filian weighs the gold in her hands. "This is a lot of coin, Ket. Enough coin to buy a little plot of land and hang up your hat, if you were so inclined."*

*Keturah shakes her head and points at a rifle in a glass cabinet. "Bring me the Grand Dame."*

*"As Filian unlocks the cabinet, she whispers to herself, "I guess you're not so inclined, then."*

*Keturah grunts and inspects the rifle's repeating mechanism.*

**Keturah becomes Keturah the Haunted.**

*"That's our latest model, higher capacity, faster reload, perfect balance - just how you like it," says Fiilan, leaning against the counter, "And the rounds will keep 'em hurting to boot!"*

**Keturah's combat ability now causes Bleed.**

**The player acquires this card's Token.**

*"You've done a service for this city, Ket. It might not mean anything to you, but I won't forget it. Ironpeak Ballistics will always do right by you."*

**Keturah receives a discount at Ironpeak Ballistics.**

*Filian smiles warmly. "So, how can I help you today?"*

1) Buy ballistics weapons.

2) Restock crossbow bolts.

*Filian lifts a carefully bound leather roll onto the counter, unfurling it to reveal an organized collection of crossbow bolts.*
A) Restock crossbow bolts. (Requires a limited Crossbow)
B) Back.
3) Buy specialty equipment.

*"After something in particular? You know, there isn't a beast alive I haven't hunted at some point in my career. Quite a few beasts not alive as a result of it, too."*
A) Undead.
B) Mages.
C) Shadow Beasts.
D) Ogres.
E) Back.
4 Leave.

*Filian sighs. "What happens now, Keturah?"*
*"The world has not changed. Fools will forever find a price on their head - they'll find me, waiting to collect."*
*The old bounty hunter pushes her way out of the door.*
**Keturah can now accept Named Bounties from the Campfire for improved rewards.**
*Filian grabs your arm as you follow. "You take good care of her - and do come back again. I'm always happy to chat about the good old days."*
**Encounter ends.**

## Token Unlocks

For Keturah's eternal quest...

* Keturah the Haunted
Mask of Holy Fortunes

*"Nothing like carrying an aura of purity unearned, to give the game away."*

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

## Helm Ability

**Draining Rebirth:** When Skeletons re-animate they Drain Life from enemies around them.

**Avoid Failure:** One Failure Card glows red during the shuffle in Chance Cards Gambits.

## Statistics

Helm Type: Mask

Defence: 1

Value: 18

Fame Required: 12

Endless Points: 40

## Shard Requirements

Get 30 Success or Huge Success results in Chance Cards Gambits to unlock this Shard.
Gremlins

## Effect

**Lose Equipment:** Lose Equipment whenever you gain a Curse.

## Notes

* This curse may trigger immediately when it is acquired, forcing the player to discard an Equipment card.
* The player may choose which Equipment card to discard whenever this curse triggers.
* Temporary curses drawn by Ire of the Dead **do not** trigger this curse.
Precision Gambits

## Cards that can influence Precision Gambit outcomes

### Companions

* Estrella - **Retry Precision:** Optionally, retry any failed Precision Gambit, but lose your Companion for 3 Turns.
* The Dealer (Valenos) - **Retry Gambit:**Optionally, reroll a failed Dice Gambit or retry any other Gambit, but lose your Companion for 5 Turns.

### Equipment

* Bullseye - **Wide Beam:** The width of the beam of light is increased during Precision Gambits.
* Jousting Armour - **Last Chance:**Optionally retry any Precision Gambit, with increased difficulty.
* The Lord's Diadem - **Slow Swing:**Reduces the speed of Precision Gambits.

### Blessings

* Steady Heart - **Reduce Failure:** Huge Failure is considered Failure in Precision Gambits.

### Curses

* Clumsy - **Pendulum:** All Failure are considered Huge Failure in Precision Gambits.

## Cards that can be triggered by Precision Gambits

### Equipment

* Frontier Barbut - **Map Reveal:**After every encounter with a Gambit, Reveal 1 random Encounter Card on this level.

### Blessings

* Braggart - **Fame:** Gain +[5-20] Fame until you lose any Gambit, then discard this card.
* Gambler's Insurance - **Fortunate Failure:** After losing [2-4] Precision Gambits with a Failure or Huge Failure draw [2-5] Equipment Cards, then discard this card.
One Drunken Night

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

## Event

*You feel cold stone against your cheek. Head pounding, you open your bleary eyes.*

*The unmistakable scrape of metal wakes you fully from your slumber and you slowly take stock of your surroundings.*

**The player enters a Maze of Traps**

*You follow the stairs upward until you emerge in a forest, the morning sun burning your eyes.*

If the player took no damage from Traps:

*Despite your stupor, you are no more worse for wear than the night before.*
**The player gains 4 Fame.**
**The player gains this card's Shard.**
Otherwise:

**The player gains +2 Fame**
*You fumble in your haversack for something to eat - happily you find a half-eaten pastie - and try to find your way out of the woods.*

## Unlocked By

Acquire the token for Road to Goblin Town.

## Notes

* This card's artwork is similar to that of Treasure Chest in *Hand of Fate*.
Sacred Ground

## Event

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

1) Advance.

*You approach the mausoleum cautiously, the sounds of goblins clearly drifting from the main door.*
*Inside, you see a band of armed goblins sitting around idly. They seem to be waiting for something.*
**The Dealer draws a Chanter of Mischief and 1 more Mischief Monster Card.**
*"Hello!" a goblin voice suddenly calls out, startling you. "Are you here for the funeral?" the goblin beside you asks.*
*"A human!" a goblin cries from within. "Protect his holiness! The ritual mustn't be interrupted!"*
**The player enters Combat.**
*With the goblin band defeated, you move to inspect the tomb itself.*
*To your surprise, none of the gold sarcophaguses have been touched.*
*A casket, woven from reeds and surrounded by an unusual collection of jewels and hats, sits beside a finely carved coffin.*
*A goblin with an enormous domed hat finishes reciting something in a strange tongue as you approach.*
*"He always wanted to be laid to rest here, with his friend," the old goblin states, before suddenly blowing a horn and disappearing into a portal.*
*Moments later the woven casket crackles with green magic and dissolves into dust.*
*"Good work, mercenary," the bishop says as you collect your payment.*
*"It seems you stopped them before they could ransack the tomb."*
**Trial completed.**
**Goblins are now stronger in combat.**
2) Leave.
Rethgar's Quake

This is an Artefact in *Hand of Fate 2.*

## Artefact Ability

**Knockdown Bomb:** Causes 20 Damage and Knockdown to a targeted area when activated. Less effective against Corrupted (10 damage and way shorter Knockdown).

## Statistics

Artefact Type: Bomb Artefact

Cooldown: 8 seconds

Uses: 5

Value: 35

Fame Required: None

Endless Points: 10

## Remarks:

Causes 20 damage and Knockdown to all enemies in the targeting circle.
Ogre Ambush

The results of this Encounter vary depending on the player's total Defence and the difficulty of the current Adventure. See the Difficulty Table for details.

The Adventure difficulty also determines the maximum number of Max Life Pain Cards that can be drawn.

## Event

*An ogre bursts through the trees and swings his club at you!*

If the player's Defence is at least the Target Defence:

*The ogre nods, satisfied at the might of your armour.*
*He gives you a prize.*
If the player has completed fewer than 5 Adventures:
**The player gains 2 Fame.**
(insert gain info here)
If the player's Defence is at least Adequate but less than the Target:

*Your adequate armour absorbs much of the damage.*
**The player draws 1 Life / Max Life Pain Card, plus 1 for every 10 Adventures completed.**
*The ogre shakes his head at you, disappointed. Wincing, you can barely stand, let alone stop the ogre as he disappears back into the forest.*
If the player's Defence is at least Inferior but less than Adequate:

*Your inferior defence manages to only deflect some of the damage.*
**The player draws 2 Life / Max Life Pain Cards, plus 1 for every 10 Adventures completed.**
*The ogre shakes his head at you, disappointed. Wincing, you can barely stand, let alone stop the ogre as he disappears back into the forest.*
If the player's Defence is less than Inferior:

*Your poorly clad body does little to protect against the blow.*
**The player draws 3 Life / Max Life Pain Cards, plus 1 for every 10 Adventures completed.**
*The ogre shakes his head at you, disappointed. Wincing, you can barely stand, let alone stop the ogre as he disappears back into the forest.*
Avalanche

This encounter is found in the High Priestess challenge.

## Event

*High up on the mountain, you see the silhouette of a man approaching through the heavy snow. He bellows through the roaring wind, "Who dares trespass in the sacred grounds of our priestess?"*

*Hidden raiders spring down the mountain with the dexterity of mountain goats.*

**The Dealer draws Frost Monster Card(s). Player begins combat.**

If combat is survived:

**Dealer Draws 1 Equipment Gain Card and 1 Gold Gain Card. Other combinations are is 2 Health Gain Cards, as well as 1 Equipment Gain Card and 1 Health Gain Card.**

*The clash of steel rings out, echoing through the peaks. The mountains answer with a low, ominous rumble as a wall of white rushes toward the melee, sweeping away everything in its path.*

**Dice Gambit (Target: 11)**

Success

*You seek shelter against a bluff, pressing close to the rockface as the avalanche roars overhead. When the trembling stops, you are miraculously unscathed.*

*Your assailant's weapon juts from the snow. As you near, you realize it is still clenched in his hand, his body buried to the wrist by the avalanche.*

1. Retrieve the weapon.
**The Dealer draws one Weapon Card.**

*You pry the weapon from the frozen hand and continue up the mountain bafore the raider has a chance to free himself.*

2. Dig him out.
*You brave the cold and free the raider from his icy grave. He takes a moment to catch his breath and says, "You saved me, though we are enemies by blood. Take my blessing, and leave me to my thoughts."*

**The player gains +2 Fame and 1 Blessing Card.**

Failure

*The avalanche engulfs you, tossing you weightlessly down the mountain.*

**The Dealer draws 1 Pain Card.**
Patrolling Soldiers

*"So much military attention, and why? Because the Emperor knows you are coming. He has known long before."*

This Encounter becomes more difficult as the player's Notoriety increases. See Notoriety Table for details.

## Event

* *A group of soldiers stand on your path.
A small child points at you, trying to get her mother's attention - her mother thankfully ignores her.*
* *A squad of soldiers stand idly by a butter-roll stall. Between bites of buttery snacks, they shout vague threats at townsfolk passing by.*
* *A group of soldiers are scrutinising the crowd in the flower market. Shoppers nervously make their purchases.*

**The Dealer draws 1-3 Steel Monster Cards.** (See Notoriety Table)

1) Stay inconspicuous and pass through.

*You hope they do not recognise you.*
**Chance Cards Gambit** (See Notoriety Table)
Success
*You keep your head down and continue on your way.*
**Encounter ends.**
Failure
(insert text here)
2) Go back the other way.

## Notoriety Table

Difficulty
 15-29
 30+
Goblin Favors

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

## Trial

**Deliver 2-3 Artifact:** Discard 2-3 Artefacts at the end of the current Adventure to succeed. Hubie will join you in Combat for this adventure.

## Event (Opening)

*While perusing the local markets, a goblin poorly disguised as human bursts from a barrel of herrings, spilling a wave of fish at your feet.*

*"My name is Mister Lionel!" his wizened face grins at you with a hint of madness. "I have been waiting a century for you."*

*The old goblin gives your cheek a kindly pat. "There are those who would see me killed for my share of the broiled scrod trade."*

*"I would like you to join my nephew here," He reaches behind the barrel and lifts Hubie, beaming, up by the collar and sets him down in front of you, "to gather some magical artefacts. My pursuers love old trinkets, almost as much as they care for broiled scrod."*

*"How many artefacts you ask? Why, this many," Mister Lionel holds up a hand and an extra severed human hand. "Good luck, old bean!" And with that he sinks back into the herrings, waving the stolen hand and smiling gently at you.*

**Provide 2-3 Artefacts at the end of this Adventure.**

## Event (Closing)

*You and Hubie return to the market in search of Mister Lionel. He sprouts from a display of fresh horn-melons, dislodging some of the fruit to get comfortable.*

If the player has enough Artefacts:

**The player must choose 2-3 Artefacts to discard.**
*The old goblin clutches the collected artefacts in his spindly arms. "Perfect! Now, let's see what I have for you."*
**Trial completed.**
*"Here," he hands you a crate of bombs marked 'danger - do not use'.*
**The player acquires The Lionel Special.**
*"Unfortunately, I must depart!" He clambers out of the melon barrel and into a nearby sack of turnips. "It has been a true delight."*
**The player gains Endless Points.**
If the player does not have enough Artefacts:

*The old goblin stares forlornly into your bare haversack. "No artefacts, eh?"*
**Trial failed.**
*"I did not want to do this, but every father must, in time."*
*Quick as a whip he snatches your [equipment].*
*"You will not need this once you are dead, and you will be once I send my pursuers after you, instead."*
**The player loses X Equipment.**
*The goblin leaps from the melon barrel and disappears into the crowds.*
*"Who was that?" asks Hubie, wide-eyed.*
Ogre

The Ogre suit is a minor suit in *Hand of Fate 2,* and represents all ogres in the game. This suit is first encountered in Strength.

## Information

*"Never cheat an Ogre on a straight deal" - Daros the One Armed* (text for the generic ogre)

Orges are large, powerful enemies that are formidible even on their own. Their thick hides reduce damage by 4, making light weapons, with their low damage, less useful. Ogres will swing their large clubs for devastating attacks.

Ogre cards have large, reversible illustrations, and there is only ever one ogre per card, and never more than one ogre per battle. While the player will come across the generic ogre, several of them are named characters (see Draknar the Mighty, Chained Ogre, and Thomas the Ogre (enemy)).
Leather Armour

*"Simply the middle road."*

 This is a piece of armor in *Hand of Fate 2.* It is part of the Supplies section of the deck, and so can be used as starting armor.

## Armor Ability

**Stun Bash:** Charged Bash causes Stun to a single target when activated. Basic Bash causes a brief Stun. Requires 5 defends.

## Statistics

Armor Type: Medium

Defence: 8

Value: 10

Fame Required: None

Endless Points: 5

## Token Requirements

Perform 25 Charged Bash abilities against any enemies to unlock this Token.

## Token Unlocks

*For demonstrating your might while wearing the Leather Armour...*

Fitted Leather Armour
Humble Offering

*"Consider what you need to progress here, and leave behind anything you can do without."*

## Event

On the first encounter:

*While hiking along a mountain path, you pass an old farmer weighed down with a heavy sack. You slow your pace to walk with him for a while.*
*"In ancient times my people had a great Empire," he offers as he continues slowly up the path.*
*"It stretched all the way to the Misty Sea. In those days our clerics would sacrifice precious jewels and finely forged weapons to appease the Gods."*
*"Much has changed since then, as you can see." He gestures to a tiny collection of run down shacks in the valley below.*
*"Few of us keep to the old traditions and we have precious little to give, but every year we give what we can."*
*"Perhaps one day our fortunes will change. Or not. But what else can we do?" His laughter gives way to a coughing fit.*
*He points to the top of the mountain and says, "Perhaps up there your fate may change also?"*
*Hours later you stand at the top of the mountain and discover a vast crater that falls away into shadow.*
*You approach the edge of the pit and gaze into the unending darkness below.*

*A stone outcropping extends out over the center of the abyss.*

Earn Endless Points by discarding Equipment Cards.

*The air is still and the yawning pit is silent as you carefully walk to the edge of the stone platform.*

**The player may choose one or more Equipment Cards to discard.**

If the player discarded one or more Equipment Cards:

*You make your way back down the mountain, your pack lighter for the experience.*
Otherwise:

*You make your way down the mountain side, away from the ominous chasm.*
Grateful Citizens

*"What are you sacrificing when you stop to help them? Have you asked yourself that?"*

## Event

*You happen upon a group of frightened peasants, desperately seeking safety.*

*"We hear the Empire has abandoned the city," they cry. "Please, help us!"*

*You explain Captain Fiore's plan and help them on to the wagons.*

**The player saves 8 citizens.**

*"We are grateful," A woman says as she steps into the carriage. "I haven't much food, but should you need some, I would be willing to trade."*

**More Food is available at the Campfire.**

If there are adjacent paths:

*From this street you can see other paths.*
**Adjacent Encounters are placed on the map.**
Otherwise:

*No new paths discovered.*
Altian valtaus

Altian valtaus oli vuosien 1059 lopusta ja 1060 alussa käyty pitkä taistelu, joka kuului Altian valtakuntasotaan, jossa KR-Liiton voitettua, Hyvät300 Liitto lähes tuhoutui, Joonas ja Joonatan joutuivat paeta Hyvät300 Liitosta ja Hyvät Liitto menetti tärkeitä alueita. Valtauksen voitto oli todella

### Samanaikainen:

Tehtävä KR, Operaatio Alta, Länsirintaman taistelut

### Seuraava:

Tehtävä KR, Operaatio Alta, Länsirintaman taistelut

## Altian valtaus

### Seuraukset:

Hyvät300 Liitto lähes tuhoutui,Sodasta tuli suurempi ja molempien liittojen elin tärkeä voittaa

## Lännen vallat

### Valtojen osapuolet:

KR-Liitto, Altian kapinalliset, KR-Liitto 2

### Valtojen komentajat:

Kuningas Roni, Benjamin, Kenraali Alexander, Keisari Kaarlo

## Liittoutuneet

### Liittoutuneiden komentajat:

Fergus Miekanmieli, Jake Miekanmieli, Joonas Blackmetall, Christopher Blackmetall

tärkeä KR-Liiton kannalta. Christopherin linna piiritettiin.
Market Thief

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

## Event

*The market bazaar is a hive of activity. Traders from across the lands call out to passerby to sell their wares. As the sun beats down on the crowded street you pause briefly to draw water from a fountain.*

*You feel something tug on he inside of your tunic. Turning quickly you discover a pick pocket making off with some of your belongings.*

**The Dealer draws 1 Pain Card**

*You jump to your feet and catch a glimpse of the thief as they weave through the crowd.*

**Chance Cards Gambit (1 Huge Success, 1 Success, 2 Failure,**  **shuffled twice at normal speed)**

CCG Huge Success
*The thief is nimble but you manage to gain on them as they negotiate the crowd.*
*With the thief almost at arm's reach they knock over a barrel of apples in an attempt to hinder you.*
**Dice Gambit** (Target: 14)
DG Success
*You leap over the rolling apples and tackle the thief to the ground.*
**The player receives 2 Fame.**
*The thief struggles to break free.*
*"If you let me keep these here items, and let me go of course, I'll let you in on a secret." the thief bargains.*
1. Accept the offer.
*You gingerly release the thief.*
*"Do not worry about your stuff," the thief says as he dusts himself off, "think of it as an investment."*
*"My name is Meric, perhaps I could teach you a thing or two, and if you prove yourself..." he pauses. "Well, let's not get ahead of ourselves."*
*"Meet me at noon in two days at the market plaza, we can talk more then."*
*And with that Meric disappears back into the crowd.*
**Token acquired.**
2. Demand the thief return your possessions.
'"Oh alright, you sod. Keep your darn stuff," the thief mutters as they drop your belongings on the ground.
*As you gather up your things, the thief runs off, back into the crowd.*
**The player regains the stolen resources.**
DG Failure
*The apples roll across the ground in front of you and you lose your footing and land squarely on your back.*
*The thief gets away.*
*You dust yourself off and continue on your journey.*
**Encounter ends, items/resources lost**
CCG Success
'"Oh alright, you sod. Keep your darn stuff," the thief mutters as they drop your belongings on the ground.
*As you gather up your things, the thief runs off, back into the crowd.*
**The player regains the stolen resources.**
CCG Failure
*The tangled maze of people proves too much for you and the thief makes their escape.*

## Token Unlocks

*For accepting the thief Meric's offer...*

Pickpocket
Lady of the Lake

*"Old spirits dwell in these waters, and old power they offer. Still, I would not trust their terms if I were you."*

***Lady of the Lake*** is a collectible platinum encounter that is unlocked by earning the gold token of the *Strength* challenge. It simply draws a weapon from the Equipment deck (if one is available) and grants it to the player.

## Event

*The great lake, Nivian, is perpetually shrouded in fog and mystery.*

**The player draws a Weapon.**

*The waves of Lake Nivian crash upon the rocks that surround it.*
Northern Justice

## Shield Information

*There are times when function eclipses form, this shield's ugliness at least offers substantial protection.*

## Shield Ability

**Thief Resistance:** Thieves inflict 25% less damage.

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

## Statistics

Defence: 8

Value: 32

Fame Required: None

Endless Points: 20
Intriguing Sword

## Weapon Information

*The Mournful Wastes groan under the weight of its untold stories and buried lives.*

*This sword is but one of them.*

## Weapon Ability

**Area Stun:** Causes Stun to an area when activated. Stunned enemies take +150% Damage when hit. Requires 10 hits.

**Riposte Damage:** Ripostes deal 200% damage.

## Statistics

Weapon Type: One-Handed

Damage: 16

Value: 30

Fame Required: 10

Endless Points: N/A

## Token Requirements

Defeat 25 Goblins with a Finisher to unlock this Token.

## Token Unlocks

*For vanquishing goblins...*

Silver-Tipped Saw
Grimalkin

*"Getting oneself lost is often the beginning of wisdom. We cannot stay within the bounds of safety and hope to learn there."*

## Event

*After hours of wandering the forest, you finally admit to yourself that you are, in fact, lost.*

*As you rest on a comfortable log, an enormous black cat saunters by and plops herself in front of you. She licks her paw for a moment then stops and stares at you with golden eyes.*

1) Pet her.

**Chance Cards Gambit** (2 Success, 2 Failure) (Medium)
(see gambit outcomes below)
2) Feed her. (Lose 3 Food)

**The player loses 3 Food.**
**Chance Cards Gambit** (3 Success, 1 Failure) (Medium)
Huge Success (only possible with Eternal Hope)
*"A wondrous wanderer lost in my neck of the woods?" she purrs. "There are only three good paths in this place, the rest lead only to ruin."*
A) Go to a dead place.
*Padding softly through the forest, the giant cat leads you deeper into the fog.*
*A chill sets into your bones.*
*Three worn headstones wait in a row, choked by weeds. She sits behind them and licks a paw dispassionately.*
*"Here lie three - a soldier, a baker and a merchant. One may return. Choose."*
1) The soldier.
*"The soldier lived dutifully, but killed many."*
**The player draws 1 Equipment Card.**
2) The baker.
*"The baker warmed the hearts of many with sugar and almonds, but was a coward through and through."*
**The player draws 1 Food Gain Card.**
3) The merchant.
*"The merchant built her house from nothing, but her children could not love her."*
**The player draws 1 Gold Gain Card.**
**Encounter ends.**
B) Go to a dangerous place.
*The giant cat pads away into the forest. You feel as if the trees bend to allow her to pass.*
*You pursue the cat through a copse of white birch trees. It disappears down a set of rotting steps leading deep into the earth.*
**The player enters a Maze of Traps.**
**Encounter ends.**
C) Go to a high place.
*The cat bounds through the forest.*
*You chase her up a hill - from this vantage point you can see the path ahead.*
**3 Encounter Cards are revealed on the map.**
**The player gains this card's token.**
**Encounter ends.**
Success
*"A wondrous wanderer lost in my neck of the woods?" she purrs. "I will show you the way."*
*You chase her up a hill and from this vantage point you see the path ahead.*
**3 Encounter Cards are revealed on the map.**
**The player gains this card's token.**
**Encounter ends.**
Failure
You reach out to give her a scratch behind the ear, but she swipes at you with her claws and prances away into the shrubs.
**The player draws 1 Pain Card.**
**Encounter ends.**
3) Ignore her.

*You get up from the log and walk away. Eventually, you find your way out of the forest.*
**The Dealer moves the player to a random Encounter Card.**
**Encounter ends.**

## Token Unlocks

*For amusing the giant cat in the woods...*

Field of Fae

## Notes

* *Grimalkin* is an archaic term for "cat". It may also refer to a faery cat that dwells in the highlands in Scottish legend.