recursal/Fanatic-Fandom huggingface dataset:
Tavern for the Night

## Event 1

*With the threat of assassination looming like a dark cloud, you seek solace in a remote inn known as "The Flailing Dragon".*

*Few patrons visit this night and you fall into conversation with the innkeeper.*

*Over a few ales you reveal to him your current predicament.*

*The inn keeper sighs. "I'm afraid there is little I can do, other than heal you up whenever you visit."*

* *The innkeeper pauses to send the barmaid for more ale.*
* *The innkeeper pauses to stoke the fire.*
* *The innkeeper pauses to farewell a bearded hunter as he leaves the inn.*

1) Turn in for the night. (Go to next level)

*You bid the innkeeper good night and rise in the morning, leaving fully refreshed.*
**The player moves to the next map.**
2) Ask about The Reaper.

*"I've heard of this assassin - even kings once feared him, though few could afford his services. If he hunts you then you are in dire peril indeed."*
*"Who now would possess the gold necessary to command him? Unless it is the Emperor himself, hah hah!"*
3) Ask about the inn keeper's past.

*"I was a great magician once, working for the king himself!" the man exclaims, gazing into the fireplace wistfully.*
*"Of course that was before the Empire. These days you can get hung for casting anything more than a simple healing spell. Even that, in the wrong places."*
4) Leave the tavern.

(insert text here)
## Event 2

*You return to the "Flailing Dragon" and take a chair by the fire.*

*The crowd seems unsettled, speaking with hushed voices and darting glances around the room.*

1) Turn in for the night.

*You bid the innkeeper good night and rise in the morning, leaving fully refreshed.*
**The player moves to the next map.**
2) Listen to rumours.

* *"I hear The Reaper's been seen!" one lad exclaims, drawing the attention of the other patrons. "His arrow is deadly - it never misses and pierces armour and shields, so they say!"*
* *"I pity the one The Reaper stalks now! Their days are numbered!"*
* *"They say The Reaper is cursed by the gods to harvest souls for all eternity," a bald man declares, ominously.*

3) Leave the tavern.

*You exit the tavern warily, scanning every tree and shadow for potential threat.*
Vengeful Villagers

This is a challenge-specific card for Temperance. Rather than being placed on the board, this card only appears if the "X Villagers Lost" objective counter is allowed to reach 10, and thus failing the challenge

## Event

*Dust clouds on the horizon herald the approach of a horde of peasants, armed with pitchforks and flaming torches.*

*"There they are!" someone calls, pointing you out.*

*The crowd surges forward in righteous anger and you are forced to flee to the far reaches of the Empire.*

*Your name is spoken with contempt by the common folk for a long, long time.*

**Challenge Failed**
Suit of Ice

*"Cover your body in ice and see if your heart does not soon follow. No action lacks consequence."*

## Armor Ability

**Freeze Bash:** Charged Bash causes Freeze to a single target when activated. Basic Bash causes a brief Stun. Requires 6 defends.

**Northerner Resistance:** Damage from Northerners is reduced by 15%, but damage from Fire is increased by 125%.

**Blessed Gain:** Anytime a Blessing is gained or lost, draw a Gain Card.

## Statistics

Armor Type: Heavy

Defence: 18

Value: 55

Fame Required: 15

Endless Points: 40

## Unlocked By

Acquire the token for Colbjorn's Atonement.

## Token Requirements

Perform 20 Charged Bash abilities against any Northerners to unlock this Token.

## Token Unlocks

*For shield bashing your way through the Northern army...*

Frost's Embrace
The Lucky Sparrow (Encounter Card)

## Event

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

1) Advance.

*You and the tavern owner reach "The Lucky Sparrow" as night approaches.*
*The few remaining customers suddenly notice the growing gloom and make a hasty exit.*
*As the last rays of sunlight leave the building, the ground begins to rumble.*
**The Dealer draws a Necromancer of Skulls and 2 more Skulls Monster Cards.**
*"Away with you, foul beasts!" the tavern owner yells from the safety of a tree some distance away.*
**The player enters Combat.**
*With the spirits of the departed laid to rest, the tavern owner approaches.*
*"Good riddance!" he growls at the remains. After surveying the carnage for a moment, he reluctantly hands over your payment.*
*You leave the tavern as the owner begins to moan about having to clean up the mess.*
**Trial completed.**
**Undead are now stronger in combat.**
2) Leave.
The Reaping

## Event

*Your unease grows as you return to 'The Flailing Dragon' once more. Every shadow and bush seems like it may conceal your hunter.*

*The innkeeper looks up as you enter. "Ah, my favourite adventurer. And still alive, I see."*

*He goes on to relate the worrying news that his tavern has come to the Reaper's attention.*

*"My sources say he will arrive here sometime tomorrow. It seems your destiny is at hand, warrior!"*

1) Turn in for the night.

*In the morning, the innkeeper bids you farewell.*
*"Good luck, warrior."*
*You hear no sound as it strikes you. No sound, no warning, not even a hint that The Reaper had appeared behind you.*
*You stagger to your knees, the enchanted shaft of The Reaper's famous magical arrow protruding from your side.*
**The player loses 130 Life.**
If the player has at least 130 Max Life: (Death's silver token)
*You recover from the force and magic of the arrow as your assailant appears, approaching cautiously.*
**The Dealer draws a Brimstone Assassin of Greed.**
If the player has at least 170 Max Life: (Death's gold token)
*"You possess strong magic indeed, to shrug off my arrow as would an ogre or golem," he remarks, as you remove the shaft and inspect it.*
*You hear the familiar chant of the innkeeper as magic fills your veins, returning your vigor in a rush.*
**The player gains 50 Life.**
*"Fine, the blade it is then!" The Reaper readies his blades to finish you off.*
**The player enters Combat.**
*The Reaper lies dead at your feet, but searching his body reveals few clues as to who sent him.*
*You return to the inn to recover from your ordeal and plan your next move.*
2) Leave the tavern.

*You exit the tavern warily, scanning every tree and shadow for potential threat.*
The Gathering

This is the initial encounter of The Star Challenge.

## Event

*The village of Forstford gathers in the town hall to discuss the Mage resurgence.*

*"Well," an elderly farmer is stood upon the stage, "I saw it clear as day, with my one good eye, an almighty swirling spiral, black and sparking, come to take my corn."*

*"...and our lives!" comes a hysterical shout from the back of the room.*

*The caucus descends into pandemonium.*

1) Begin your journey.

2) Ask the mayor some questions.

*The mayor tries to calm the assembly, but has little luck. A sobbing woman throws a chair at the window in frenzied terror.*
A) Ask about the portals.
*"He could be lying unintentionally," the Mayor sighs. "Old Frank is very, very blind."*
B) Ask about the Mages.
*"We all know mages are around, despite the Empire telling us they are merely tales. However, I've heard they're getting more dangerous...a sign of the times."*
C) Begin your journey.
*The mayor stops you before you go, shaking off a screaming farmer. "The Empire is off in the North somewhere, there's nobody to help us. I beg you, comb the area for anything suspicious. If you do, I'll reward you!"*

**The player acquires the Mayor's Blessing.**

*You're unsure of where to start, but you* *know you must close these portals somehow.*
Seething Portal

## Event 1

*An ominous red glow emanates from a cave across the great Forstford lake.*

1) Investigate the cave.

*Stepping lightly, you peer into the cave and, just as Old Frank had described - a great portal churns black as night, sparkling with red lightning.*
*Corrupted creatures crawl from the portal.*
**The Dealer draws a Blight Monster Card.**
*The cursed goblet in your haversack hums and pulsates with energy, as though the portal calls to it.*
A) Throw the goblet into the portal. (Go to next level)
**The player discards The Goblet.**
*The portal churns with greater vigor until it explodes, releasing its energy.*
**The player enters Combat.**
**The player moves to the next map.**
B) Continue exploring.
2) Continue exploring.

## Event 2

*Deep within a forest at the edge of a small fishing village, you find another portal violently spitting out hellish monsters.*

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

1) Seal the portal. (Go to next level)

*The portal's relentless release of corrupted ceases as you throw in the dagger.*
**The player discards The Dagger.**
*The portal collapses and disappears into the aether, relinquishing its power.*
**The player enters Combat.**
**The player moves to the next map.**
2) Continue exploring.

## Event 3

*You haul yourself over neglected hedges to find the dilapidated manor house covered in vines. A red glow emanates from the cellar windows.*

1) Go ahead and seal the portal. (Go to next level)

*The front door gives without much resistance. Nature has reclaimed what was once a luxurious residence - floors buckled by tree roots, walled covered in green moss.*
*The floorboards creak ominously beneath your feat.*
*Ten steps from the cellar door, you pray the floor doesn't give out.*
**Dice Gambit** (Target: 13)
Success
*You walk cautiously to the cellar door and proceed down the stairs.*
*A hellish vortex fills the space below the manor.*
*You feel the heat of the mage's disk through your satchel.*
*Monsters claw their way out of the seething portal.*
**The Dealer draws 3 Blight Monster Cards.**
*In the turmoil, the disk clatters to the ground. The portal draws it in and consumes it.*
*The portal heaves, bathing you in arcane energy.*
**The player discards The Pentacle.**
*With a blinding explosion, it disappears into oblivion.*
**The player enters Combat.**
**The player moves to the next map.**
Failure
(insert text here)
2) Continue exploring.

## Event 4

*A red glow betrays the location of the final portal - a dilapidated barn on a long-abandoned farm.*

1) Close the portal. (Go to next level)

*The portal churns as the others did, but expels no corrupted minions.*
*The Mage's sceptre trembles in anticipation until it flies from your hand and hurtles into the portal.*
**The player discards The Sceptre.**
*With great turbulence, the portal disappears, discharging all its power.*
*Tremors rock the barn, forcing you outside for safety. A distant summit erupts with energy, bathing the sky in red light. You doubt it's a coincidence.*
**The Summoning is placed on the map face-up.**
2) Continue exploring.
7764

**7764**, or **C7**, is a number who was a police officer at the Digitaza Police Station. He was recently hired there.

On the day of the Incident, C7 was investigating his first police report about the events in the Number Recreation Room. When the station was bombed, C7 was thrown out a window, landing next to the pool of the Digitaza Hotel, and being knocked unconscious. 10 saw him lying there. When he woke up, he and 10 were picked up in a hotel ambulance by 330. 331 told them to lie down on stretchers. C7 did so, falling asleep. When 10 caused the ambulance to crash by attacking 330, he escaped and was forced to leave C7 behind.
The Wheel

> *"Fate turns through all of our lives. We can choose when to spin the wheel, yet not where it lands."*
>
>

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

## Quest Summary

Three mysterious characters have been imprisoned beyond this mortal realm. Freeing them may provide great rewards.

**Tempting Fate:** Success in any Gambits will aid your quest.

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

**Gold:** You will need Gold to survive the trials ahead.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* Free the Knight's Prisoners
* X of 50 Shards of Fate
* X of 3 Stairs Climbed
* Defeat the Black Knight

## Challenge-Specific Cards

* Imprisoned Fate
* Fate's Steps
* General Store
* Wheel of Greed
* Fate's Choice
* Fate's Favour
* Fate's Whim
* Wheel of Rage
* Wheel of Hunger
* Fate's Finale

## Token Requirements

### Gold Token

* Acquire 50 Shards of Fate by winning at Gambits
* Defeat the boss
* Do the two objectives above while only having to climb three sets of stairs.

### Silver Token

* Acquire 50 Shards of Fate
* Defeat the boss

## Rewards

### Gold Token

*For proving yourself a worthy opponent to fate...*

### Silver Token

*For freeing the Watchers of the Weave...*

#### Equipment

* Nazgar's Reckoning
* The Winds Return
* Band of Faith
* Kubarak's Gaze

#### Encounters

* Grimalkin
* Fate's Dealing
* Cunning Man
* Purgatory

### Supplies

*For defeating the Black Knight, your Supplies have been added to.*

* Buckler

## Notes

This card's artwork is originally from Wheel of the Gods in *Hand of Fate*.
Whirlpool

## Event

*You are travelling by ship when you feel the deck beneath you tip violently.*

*Icy water dashes you to the floor. You struggle to your feet, and, gripping a rail, you look down to see a swirling vortex pulling your vessel to its doom.*

**Wheel Gambit** ( 1 Success, 9 Equipment Cards from the player's inventory)

As you lose Equipment, more Success cards are gradually added to the wheel.

Success: *The whirlpool disappears as quickly as it arrives, and the ship heads to calmer waters.*
Training Ground

This encounter card is challenge-specific for The Emperor. It's the third and final card for the challenge's first map, and acts as as a transition to the next map.

## Event

*You are greeted by Captain Estrella Fiore.*

*"Thieves are cowards at heart. They will dodge your heaviest attacks just as they dodge their civic duty. A swift blade is best to defeat them. Here, try these out."*

**The Dealer draws Cutthroat's Blades.**

**Encounter ends, and the player is taken to the next map.**

## Notes

* This encounter marks Estrella's first appearance in the game.
* This is part of a scripted floor, and this card is directly preceded by The Royal Palace.
The Rotten Ransom

## Event

1) You sight the end of your quest...

*Your investigations lead you to a run-down tavern on the outskirts of town. As you approach the window, you hear an argument within.*
*"She refuses to pay the ransom? Then we cut off a finger. We do not play games with gentry in the north."*
*"We've already cut off a finger. She sent it back along with an invoice for the damages."*
*This seems as good a time as any to make your presence known.*
**The Dealer draws a Brimstone Berserker of Frost and 2 more Frost Monster Cards.**
*Your companion waves a weapon at the raiders. "The Lady Rosalind would like her son returned."*
*The raiders exchange angry glances. Their leader barks, "We will continue this discussion after we honor ourselves in battle."*
**The player enters Combat.**
*You locate young Christos tied up in the cellars, below. Though he frowns at the sight of his bandaged hand, he seems in high spirits. "A great hero, here to rescue me! I knew my mother cared!"*
*Your companion glares at you and whispers, "Let's not shatter the boy's illusions. It's his wedding day, after all."*
**Trial completed.**
**The player gains X Endless Points.**
**Northerners are now stronger in combat.**
2) Leave.
Traitor's Urge

*"Many are traitors in their hearts. If you know men, you know betrayal."*

This is a Bomb Artefact in *Hand of Fate 2.*

## Artefact Ability

**Confuse:** Throw a bomb that causes enemies to fight on your side for 10s. Does not affect Elite enemies or Shadows.

## Statistics

Artefact Type: Bomb Artefact

Cooldown: 12 seconds

Uses: 3

Value: 18

Fame Required: None

Endless Points: 10

## Notes

Enemies that have been affected by Traitor's Urge cannot be damaged by the player. It is also possible to hit all of the enemies on the field with this artefact, meaning no enemies can take damage for ten seconds.
Temple Relic

*"There is little I can say that will stop an adventurer pilfering ancient artefacts."*

This is a challenge-specific encounter for The Emperor.

## Event

*The village of Durnich is unremarkable, save for a tiny, near-forgotten shrine. Here you find another Relic, resting on a dusty altar. An old woman greets you.*

**The Dealer draws a Berserker of Frost Card (1 pip)**

*"I see you are interested in our Relic. Local legends tell of a time when a great hero will come to claim it. Until then, it remains here under our watch."*

1. Claim that you are the hero.
If the player has 15 Fame or more:

*The woman examines you for a moment before falling to her knees in prayer. "You have arrived, just as foretold! Our saviour!"*

**The player receives Drak's Ring**

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

If the player has less than 15 Fame:

*The Woman scoffs. "You are not the hero we were promised! Though I do sense greatness within you, a spark of nobility. Return to us when your soul burns brightly."*

**The player is take back to the first option list**

2. Take the Relic by force.
**The Berserker of Frost card is joined by 3 "3 of Toil" Cards**

*"The relic is our sacred charge. We cannot allow you to rob the heralded hero of their birthright."*

*The villagers take up arms against you.*

**The player enters combat**

*As the last villager falls at your feet you realize their plan was never to defeat you, merely to distract you while the old woman burnt the shrine to the ground.*

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

3. Leave.
*You leave the temple behind, planning to return once you've achieved greater fame or are better prepared for a fight.*

## Notes

* Like the other cards related to the relics, this one is specific to The Emperor despite lacking a Dealer's Mark.
* Also like the other relic cards, Temple Relic is not used as a space on the board, but instead is drawn when the player lands on the bottom right part of the map, on which a stationary marker in the shape of the shrine is placed.
* This is one of the very few encounters that can have the player fight against the suit of Toil.
Villager's Axe

This is the player's default heavy weapon.

## Weapon Ability

**Critical Strike:** Perform a powerful strike that causes 175% Damage on a single target when activated. Requires 6 hits.

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

## Statistics

Weapon Type: Heavy

Damage: 19

Value: None

Fame Required: None

Endless Points: N/A
The Kidnapped Groom

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

## Adventure

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

## Event

*You are summoned to the manor of Lady Rosalind. "My nitwit son, Christos, has gotten himself kidnapped on the day of his wedding! I was almost free of him, and now some band of northern raiders are asking for ransom money!"*

*The lady stares out the window with cold eyes. "I do not intend to pay. Instead, you shall be the instrument of my vengeance. Find these ruffians and teach them the consequences of stealing from the nobility."*

## Adventure-Specific Cards

* Raiders Ambush
* Humble Offering
* The Rotten Ransom
Witching Blades

*"There is a power in darkness. You will learn this, finally."*

## Weapon Information

*The first human owner of these blades swore he was gifted them in a dream.*

## Weapon Ability

**Stun Strike:** Target a single enemy and perform an attack that causes Stun when activated. Stunned enemies take +150% Damage. Requires 14 hits.

**Night-Time KO:** Weapon ability causes Knockdown if the combat occurs at Night.

## Statistics

Weapon Type: Light

Damage: 8

Value: 35

Fame Required: 15

Endless Points: ?

## Token Requirements

Defeat 30 enemies with a Finisher to unlock this Token.

## Token Unlocks

*For your deft use of the Witching Blades...*

House Koschei's Blades
Village of Rumstock

*"So the noose begins to tighten, and we question the very stakes."*

## Event 1

*You arrive on the outskirts of the village of Rumstock, where Malaclypse is being held captive.*

1) Approach the village. (Go to next level)

*A wooden stake with brushwood piled around it stands in the village centre. A few peasants stand around, talking eagerly about the impending doom of the so-called necromancer.*
*You track down the town mayor who, despite your pleas, refuses to consider sparing the mage's life.*
*"The creature is bound head to toe in blessed iron, and he'll stay that way until burning under a full moon."*
*"Good, decent folk from this town have been murdered and I will see to it that they receive justice!"*
*You plead Malaclypse's innocence.*
*"And who are you that we should listen?" the mayor exclaims. "It will take more than the word of a nameless mercenary to free this creature of darkness!"*
**Lord Apollyon is revealed on the map.**
2) Take a different path.

*You leave the troubled village behind, intent on finding some way to rescue your companion.*
## Event 2 (after acquiring 40 Fame)

*You arrive on the outskirts of the village of Rumstock, where Malaclypse is being held captive.*

1) Approach the village. (Go to next level)

*At your approach, a woman tending her garden spots you. She sends her child to fetch the mayor and minutes later a throng of other villagers approach, led by a balding man.*
*"Look!" someone calls out. "The hero of the Empire is in our village!"*
*"You're here for the demon, of course," the mayor says as he approaches. "You must have heard that we captured it ourselves!"*
*The peasants all cheer. "Don't worry," the mayor continues. "We intend to burn it during the full moon."*
*You ask the mayor to take you to Malaclypse, who you find sitting in a small cell bound in silver chains set with glowing runes.*
*With some effort you manage to convince the mayor to release him into your custody for proper disposal.*
*"I'm sure you know best when it comes to creatures of the underworld," the mayor says, "but we have the fired planned, and everybody is coming. Perhaps you could stay, just until the full moon?" he asks hopefully, as you lead Malaclypse away.*
**The player gains 8 Fame.**
*At the edge of the village the mayor reluctantly removes Malaclypse's chains and stands well back as you leave.*
*"Thanks," Malaclypse says. "Those country folk weren't kidding around."*
*He goes on to relate how he was set upon as he entered the village, being accused for some local murders involving magic.*
*"It sure seemed that they knew I was coming. And where did they get those anti-magic chains from?"*
*You fill Malaclypse in on what happened to Ariadne.*
*"What about Estrella and Colbjorn?" he asks, as you begin your journey back towards the capital.*
**The player moves to the next map.**
**The player encounters Ransom.**
2) Take a different path.
The Treacherous Wilds

This is an Encounter Card specific to The Emperor. While this card always begins with the same line, the text and results after that can have a few variations. Mechanics-wise, it is the counterpart of The Open Wilds.

## Event

The wilds are sometimes treacherous and harmful.

### Variations

*You pick some juicy wildberries from a thorn-covered thicket. The realization they are poisonous arrives far too late.*

**The player receives 1 Life Pain Card or 1 Max Life Pain Card**

*While traversing a dangerous cliff face, you slip and lose your footing. Though relatively unharmed, the same cannot be said for the pack of traveler's rations that broke your fall.*

**The player receives 1 Food Pain Card**

*While traversing a dangerous cliff face, you slip and lose your footing. Though relatively unharmed, the same cannot be said for the traveler's pack that broke your fall.*

**The player receives 1 Armoury Pain Card**
The Lord's Diadem

*"You know my thoughts on priests and their ilk."*

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

## Helm Ability

**Stun Blast:** Defeat a Corrupted enemy to cause a short Stun to nearby enemies.

**Slow Swing:** Reduces the speed of Precision Gambits.

## Statistics

Helm Type: Mask

Defence: 6

Value: 23

Fame Required: 9

Endless Points: 40

## Shard Requirements

Get 30 Success or Huge Success results in Precision Gambits to unlock this Shard.
Shield of Aegle

*"Among the many secrets the Empire has wrestled from the Northerners, the locations of their caches remain the most potent."*

## Shield Information

*The myths of Doric warriors who lived for centuries are believed by all who clutch this shield.*

## Shield Ability

**Max Life:** Gain 10 Max Life while equipped.

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

## Statistics

Defence: 10

Value: 23

Fame Required: 12

Endless Points: 20
Thunaer's Talons

## Weapon Information

*Crafted long before corruption came in to this land, the purity of these blades is a perfect tool against it regardless.*

## Weapon Ability

**Damage Pool:** Create a damage area that lasts for 6s when activated, dealing 3 Damage each second to enemies inside it. Area causes extra damage to Corrupted (8 Damage). Requires 12 hits.

**Arc Finisher:** Defeat Corrupted with a Finisher or destroy their Armour to create an arc of energy that inflicts 12 Damage to three nearby enemies.

## Statistics

Weapon Type: Light

Damage: 9

Value: 37

Fame Required: 10

Endless Points: 80
The Lovers

> *"In the darkness of my temple, I labored upon this Game. Devoted to its mysteries. Plundering its secrets. Crafting it anew for every foe who faced me. If I have ever loved, it is a love of service to a great ideal."*
>
>

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

## Quest Summary

Keep Oswin safe from his murderous lover.

**Undead Lackeys:** Oswin's lover will send an army of Skeletons to bring him back.

**Share Food:** If he is with you, Oswin will eat 1 Food every step if he is injured.

**Crowd Control:** Dominate a fight with Artefacts.

## Deck Composition

Companion: None/Oswin

 Max Platinum
 Max Brimstone

## Challenge-Specific Cards

* A Request
* Exploding Doodads
* Kidnapped
* Oswin in Trouble
* General Store
* Onwards
* The Lovers (Encounter Card)

## Token Requirements

### Gold Token

* Keep Oswin alive
* Defeat the boss

## Rewards

#### Equipment

* Holy Purification
* Traitor's Urge
* Bloodletting Vial
* Dark Thirst
* Blinding Brew

#### Encounters

* Fetid Fens
* Exploding Doodads
* Goblin Retainer
* Road to Goblin Town

### Supplies

*For your benevolence in battle, your Supplies have been added to.*

* Healing Spirits

## Trivia

The card for this challenge shares its name and illustration with a card from the original *Hand of Fate.*
The Maiden

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

## Traits

**Gain Resources:** May gain Life and/or Food and/or Gold and/or Max Life.

## Event

*Walking through a shady forest, you encounter a young maiden.*

*She stops to greet you once again. "For centuries I have helped the mortals who find themselves lost in my forest. And now with my strength and power returned - is there anything that may aid you with your journey?"*

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

**The player receives 2 Max Life Gain Cards**

2. Ask for supplies.
*This should bring you great nourishment and sustain you for several days," she says with a twinkle in her eyes.*

**The player receives 2 Food Gain Cards.**

3. Ask for gold.
*"No amount of gold will satisfy a mortal, but if that is what you truly wish, I grant it in abundance," she says, sweetly.*

**The player receives 2 Gold Gain Cards.**

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

*Walking through a shady forest, you encounter a young and beautiful maiden.*

*She stops to greet you. "For centuries I have helped the mortals who find themselves lost in my forest, but not once has one helped me. Until you.*

*"Even with your gift, my powers are fated to wither with age once more. Grant me your boon, that I might extend my life. In exchange, I will grant you something few mortals have beheld."*

1. Give the Maiden the Potion of Youth.
*"I thank you for your generosity, mortal. Now I may continue helping your kind for centuries more. Please, take my offering." She holds out an Elven Ring...*

**The player loses the Potion of Youth, and receives the Elven Ring**

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

**The player is taken to the choices and results for the normal event (see above)**

2. Keep the blessing.
(insert text here)

## Trivia

* This card and The Old Maiden serve as a continuity nod to The Maiden from the original *Hand of Fate.*
Godzilla des Mers

Le godzilla des mers est un énorme lézard géant aquatique. Il mesure entre 100 et 800 mètres de long, possèdent deux puissantes nageoires, une longue queue, quatre pattes griffues, un long coup et une tête avec deux courtes cornes et des crocs. sa peau est couverte d'écailles allant du bleu marine au noir avec des teintes vert foncées. Il a des yeux verts foncés ou marrons et respire aussi bien dans l'eau que sur la surface. Il s'aventure rarement sur les plages car obtient tout ce qu'il veut sous l'eau et n'a pas beaucoup de prédateurs.

C'est un animal solitaire et calme qui n'attaque pas les humanoïdes ou autres éspeces animales sauf s'il a faim ou se sent en danger car il est craintif. Il crée son terrier dans les grottes ou certains coraux et passe une bonne partie de son temps à dormir. C'est un animal diurne avec une peau très épaisse et il craint les morsures profondes et répétées, les coups d'armes tranchantes à condition qu'elles soient profondes et répétées ou les sorts d'électricité. Pour faire fuir un potentiel adversaire, il n'hésitera pas à déclencher l'équivalent d'une tempête à l'aide de ses pattes et ses nageoires ou à gronder fort. Il se nourrit principalement de gros poissons mais il lui en faut beaucoup car il a un gros appétit donc il peut chasser pendant plusieurs heures afin d'être complètement rassasié.

Cette créature est ovipare et peut pondre jusqu'à 3 oeufs en une fois. Le mâle restera avec la femelle et lui apportera la nourriture afin qu'elle puisse protéger les oeufs jusqu'à ce qu'ils éclosent puis que les petits soient adultes. Un jeune godzilla des mers atteindra l'âge adulte en 10 ans et la femelle ne pourra se reproduire à nouveau qu'une fois ses précédents enfants adultes. Ils ont une espérance de vie de 200 ans.
Spyglass

## Event

If the player possesses the Helmet Loan Blessing:

*The man with the spyglass is still enjoying your helmet and is not ready to give it back yet. "I'll give it a good polish before I give it back, I promise," he says.*
1) Leave.
**Encounter ends.**
*The stars shine bright on this cold, frosty night when you happen upon a balding man looking at the heavens through a spyglass.*

*He rubs his hands together to keep warm. When he sees you approach, he stares over his spectacles and says, "If you have something to keep my ears warm, I will reveal to you your future."*

1) Lend him your headgear for a night.

*He graciously accept your offer. He puts the helm on and looks at the sky through his spyglass.*
*"I can see a glimpse of your future in the stars. You have quite a journey ahead of you."*
**The player gains 2 Fame.**
**3 Encounters are revealed on the map.**
*"Thank you, adventurer. I shall return your fine headpiece via magical means when I have completed my nightly observations of other realms."*
**The player acquires the Helmet Loan Blessing.**
2) Give him your headgear.

**The player must choose 1 Helm to discard.**
If Hubie is the player's Companion:
*Hubie watches aghast as you remove your helmet and pass it to the old man.*
*He puts the helm on and looks at the sky through his spyglass.*
**All Encounters are revealed.**
If at least 6 Encounters are revealed:
**The player gains this card's Shard.**
*"Yes, yes. Your future looks as bright as the Hunter's Belt. Go forth, young one, and prosper!"*
3) Decline.

*"I guess the frostbitten ears will be worth it just to observe such beauty."*
The Servant and the Beast

**Hand of Fate 2: The Servant and the Beast DLC** evolves the Game of Life and Death once again with a brand new campaign challenge and a unique companion character.

In the depths of despair, you struck a bargain with a strange new ally: your blood for freedom. But now your captors seek to drag you back to their cruel fighting pits, and the monstrous beast you serve demands more and more of you in order to achieve his ultimate goal - revenge against his conspirators and the reclamation of his throne.

This DLC includes a new campaign challenge, a new companion, a new companion quest chain, new utility encounters and new pieces of equipment to unlock.
Shadow Games

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

## Adventure

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

## Event

*One moonless night, your sleep is interrupted by a startled yelp from Veles.*

*As you draw your weapon, you catch a glimpse of your companion being dragged off into the forest.*

**The player's Companion is temporarily lost.**

*In the darkness, you quickly lose track of your prey. Stopping to catch your breath, you strain to hear anything useful, some clue to guide your way through the darkness.*

*"Too late, warrior," a voice whispers in the darkness.*

*"Yarilo, Terror of Belobog has chosen your friend to join him for a feast under the next full moon - and what a feast it will be!"*

*With that, the voice - and your companion - are gone.*

*You stand alone in the dark forest.*

### Risk Assesment

* The adventurer is alone due to their partner being kidnapped
* Higher level (15+) Shadow Games always feature Poison thieves which force a reckless playstyle and offer minimal guaranteed damage (strong artifacts needed endgame)
* The choice of Shadow Games is highly discouragee when a 25.000 point run is attempted

## Adventure-Specific Cards

* Shadow Ambush!
* Sacrifice
* Midnight Feast
The Wild Hunt

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

## Adventure

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

## Event

*An eerie silence hangs over the forest - you hear no breeze, no beast, nor birdsong. The trees part and a woman, tall and angular with cruel eyes, steps into your campsite. A cloak of petals hangs from her shoulders, and an elegant crown of roses rests on her brow.*

*"Bow, mortal," she commands, "for you are in the presence of the Midsummer Queen."*

*She circles you appraisingly, the train of her butterfly-wing gown trailing behind with each elegant step. "You've prospered in my realm, have you not? Many nights these woods have harboured you safely, the days providing you with fruit and fowl and fish enough to fill your haversack ten times over."*

*The woman stops suddenly, her back to you. "That. Wasn't. Free."*

*"A game, then. An amusement for my court." She turns and clasps her hands together. "Even now, my champion comes for you, though his journey across the veil slows him. Run. Gather strength. Find allies. Equip yourself with your little trinkets."*

*"Wherever you go, he will find you. Foxglove the Heartbreaker is my finest hunter. You will fight, and if you win - though I sincerely doubt you'll win - consider the debt paid. The woods will continue to grant you succour. Lose, and I shall have your screams preserved and carved into a funeral brooch."*

*You gather your belongings and sprint from your camp, the sound of her laughter ringing in your ears.*

## Adventure-Specific Cards

* Briarfolk Scouting Party
* Keeper Of Sorrows
* The Duel on the Mountain
Valt & Villie: Fine Baked Goods

> *"Can you put an end to these murders?"*
>
>

## Event

If Keturah is not active**:**

*Fillian the gunsmith has given you a tip as to where the Scourge of Ironpeak will strike next.*
**Encounter ends.**
*Watching Keturah work is as inspiring as it is perplexing. The old woman drags you from dive bar to flophouse, leaning violently on a series of increasingly bewildered snitches and underworld contacts. At last, you arrive at your apparent destination - a bakery in Ironpeak's deserted markets.*

*"Aculeus will target this place, unless I am mistaken."*

*The smoking towers of Ironpeak loom high overhead. The scent of lavender hangs in the air.*

*A few lonely iced buns glisten in the shop's window.*

*Ketura pushes the door ajar with the muzzle of her blunderbuss.*

*A band of cutthroats are waiting inside.*

**The Dealer draws a 6 of Greed.**

*The baker lies unconscious at their feet. Behind them, a strange brass contraption clicks and whirs menacingly. The brutes draw their weapons and move in for the kill.*

**The player enters Combat.**

*Keturah rouses the baker with a slap. Through tears, he explains that Aculeus was here but a moment ago, setting up his poison gas contraption. "I overheard him tell his thugs that he was heading to the Hound next! You must stop him!"*

**This card's token moves to The Hound.**

**The Hound is placed on the map.**

*He insists on pressing some warm loaves into your hands before you go.*

**The player draws 1 Food Gain Card.**

*Keturah is already out the door.*

**Encounter ends.**

## Unlocked By

Acquire the token for Ironpeak Ballistics (Keturah).

## Token Unlocks

*For seeking out the Prince of Poisons...*

* Ironpeak Curatives
* Keturah the Hunter (Brimstone)
World-Ending Wyrm

*"Do not mistake immaturity for innocence; I am sure he is far from either."*

## Event

*You find your new goblin companion, Hubie, at the base of an oak tree, shaking the branches in an effort to find his missing horn.*

*"Without my horn, the world will end," he squeaks.*

*"The Great Wyrm is coming to eat us all, I've seen the signs, I have."*

*Hubie sits neatly onto the ground with his hands in his lap, as if reciting his lessons. "You'll know the wyrm is comin'..."*

1) "...when weapons advance to the beat of a quickening, bloody drum."

*You gasp - the words had spilled from your mouth of their own accord.*
*In your surprise, your dagger slips from its scabbard and plunges into the toe of your boot.*
**The player draws a Life Pain card.**
*Hubie squeals in alarm, then continues on.*
2) "...when a single people consume all crop and clan."

*You gasp - the words had spilled from your mouth of their own accord.*
*You feel a rustling from your ration bag and turn to see Hubie suddenly behind you, stuffing food into his mouth.*
**The player draws a Food Pain card.**
*He continues on, mouth stuffed with carrot pie.*
*The end of days is nigh..."*

1) "...when blighted creatures roam."

*Your throat burns as you speak the words. You hear a rustling from the forest!*
**The dealer draws 3 Blight Cards.**
2) "...when brother turns on brother."

*Your throat burns as you speak the words. You hear a rustling from the forest!*
**The dealer draws 3 Steel Cards.**
**The player enters Combat.**

*Little Hubie calmly continues his recital, his face splattered in blood. "Pack your children and run..."*

1) "...when a priestess of the cold appears."

2) "...when a mage encases himself in snow."

*You spit out the words wildly, shoulders sagging under the weight of the prophecy. A chill wind sends a shiver up your spine.*

*"...and on the final day a cat most tall, will bring the Wyrm to EAT... US... ALL!"*

*Hubie finishes with a high-pitched shriek then grins as if nothing had happened.*

*A long silence stretches between you, and you feel the weight lift from your shoulders.*

**The player gains this card's token.**

*Hubie taps your knee with a gnarled finger, and smiles up at you, unnervingly. "I worked out where my horn is. An ogre ate it!"*

*The young goblin scratches a crude depiction of an ogre in the dusty ground. "I need to kill lots of ogres with a special explosion bomb! So my horn stays intact when we search their insides!"*

**Take Hubie to his desired Encounter. The Orphan card gains a token.**

*You wonder where you could find such an item.*

## Token Unlocks

*For listening to Hubie's prophecy...*

Hubie Token 1

## Notes

The prophecy in this Encounter refers to two Challenges:

* "...when a priestess of the cold appears." - The High Priestess
* "...when a mage encases himself in snow." - The Hermit
Cunning Man

## Event

*You enter the hut of a local Boneman.*

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

*You place an item wrapped in silk onto the Boneman's altar.*
*He leans forward to inspect the contents.*
*Carefully he lifts a black jewel and views it by the candle light. You can just make out the form of a tiny humanoid inside, relentlessly hitting the walls of their prison in a futile attempt to escape.*
*The Boneman glances at you and frowns, quickly putting the item out of sight.*
**The player draws 1 Gain Card.**
*You note that you have X deliveries left to make.*
2) Remove a random curse / Remove your curse.

*He waves a burnt, gnarled stick adorned with feathers over your hands.*
**The player discards a random Curse.**
If the player has at least 1 Blessing:
*"Now for payment - some favour of the gods you somehow possess, will be mine!" he says, insisting that you drink from a dish of putrid liquid.*
**The player must choose a Blessing to discard.**
*"I have become more powerful!" he whispers to a nearby skull. As far as you can tell, the skull does not answer."*
If the player has no Blessings:
*"You have no blessings with which to pay, so you shall have the curse that I took from the last visitor."*
**The player draws a Curse.**
**Encounter ends.**
3) Remove a specific curse. (If the player has more than 1 Curse)

*He leaps to his feet and does an impressive dance.*
**The player chooses 1 Curse to discard.**
If the player has at least 2 Blessings:
*"And now the gods will favour me!" he exclaims, pushing your face into a goblet of dark water."*
**The player must choose 2 Blessings to discard.**
**The player gains this card's Shard.**
If the player has only 1 Blessing:
**The player must discard their Blessing.**
*"You have not enough blessings to pay me. I will take your paltry offering and then burden you with the curse I took from my last visitor."*
**The player draws a Curse.**
If the player has no Blessings:
*"You have no blessings with which to pay me, so I shall give you the curses that I took from my last vistors."*
**The player draws 2 Curses.**
**Encounter ends.**
4) Trade a blessing for a new equipment. (If the player has 1 or more Blessings but no Curses)

*He bids you drink from a cup fashioned from the skull of a baboon.*
**The player may choose a Blessing to discard.**
*"The gods will favour me now!" he smiles with satisfaction. "Here, I took these from my last visitor. I needed only his bones, anyway."*
**The player draws 2 Equipment Cards.**
**Encounter ends.**
5) Leave.

*You slowly back out of the hut, careful not to risk the ire of the dark magician.*
**Encounter ends.**
The Jailer

*"Not the keys to the kingdom, perhaps... but enough."*

## Event

*The jailer looks genuinely surprised to see you in his prison. "What in the Emperor's name are you doin' down here?"*

**The Dealer draws a Brimstone 1 of Toil.**

1) Persuade the jailer to hand over his keys.

*You attempt to persuade the jailer to hand over his keys without bloodshed.*
**Dice Gambit** (Target: 14)
Success
*"I'm not dying for this. You know, they're not locked in here with me, I'm locked in here with them."*
*The jailer hands over his ring of keys and slinks away.*
**The player can now open the Locked Doors.**
Failure
"What hope do I have against a warrior as skilled as you? Just me, on my own, with no help from my...GUARDS! GUARDS! GUARDS!"
**The Dealer draws 2 Steel Monster Cards.**
**The player Enters Combat.**
*You take the large ring of keys from jailer's corpse.*
**The player can now open the Locked Doors.**
**The player gains 4 Fame.**
2) Attack the jailer.

*"It would seem that I am outmatched. There are two of you," says the jailer. "I am on my own, my lonesome, with no help from my... GUARDS! GUARDS! GUARDS!"*
**The Dealer draws 2 Steel Monster Cards.**
**The player Enters Combat.**
*You take the large ring of keys from jailer's corpse.*
**The player can now open the Locked Doors.**
**The player gains 4 Fame.**
The Magician

> *"A casual call to heroism. How many adventures start thus?"*
>
>

This is the second challenge in *Hand of Fate 2.*

## Quest Summary

Rescue the missing Empire Soldiers from a town plagued with Corruption.

**Growing Scourge:** Prepare to fight Corrupted.

**Avoid Empire:** Lose Gold for every Empire killed.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Challenge-Specific Cards

* Whispers from the West
* General Store (x2)
* Captured Soldiers
* Westwend's Plague
* Stranded Noble
* Last Stand

## Rewards

#### Equipment

* Ruby Ring
* Valiant Aegis
* Winters Bane

#### Encounters

* Man-Eating Tree
* Gnomish Exchange
* Lost Boy
* Pauper Plague
* Westwend Tavern

*New dangers lurk in the caverns surrounding Goblin Town.*

* Goblin Tracker

*New appearances are available from the Campfire*

* 3 female hairstyles
* 3 male hairstyles
Glistening Water

## Event

*Something glimmers in the murky mucky water of the sewer. With some apprehension, you reach down to pick it up.*

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

Huge Success

You find a piece of equipment buried in debris on the sewer floor. Despite the stench, it appears to be in good working order. Maybe you'll let Malaclypse carry this one.
Success

(insert text here)
Huge Failure

*Your fingers close around a piece of broken glass. You cry out in pain and drop it back into the mire.*
**The player draws a Life Pain Card.**
The Duel on the Mountain

## Event

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

1) Advance.

*High on a lonely mountaintop, you make your final preparations. Perhaps the bitter cold will have some detrimental effect on your adversary.*
*Then you see him, his great thorny silhouette cutting through the blinding snow. Foxglove, Royal Huntsman of the Court of the Midsummer Queen.*
**The Dealer draws a Lord of Thorns and 2 more Thorns Monster Cards.**
*"Clever, mortal, but to no avail. Our merry chase ends here, with the spilling of your blood. Draw your weapon and give your all - the Queen does so love a grand performance."*
*He raises his weapon high overhead and charges.*
**The player enters Combat.**
*By the time the Queen catches up with you, you're perched atop the corpse of her champion, whittling his club with your penknife.*
*"It appears I've underestimated you, hero," she says, raising Foxglove's arm hesitantly and letting it drop with a thud. "A mistake I shan't make again."*
*"But you gave a merry chase, and a queen's word is wrought in gold. Your debt is paid - and here," she clicks her fingers and your haversack swells and overflows, "trinkets of the kind you seem to value. Take them in good health."*
*As she turns to leave she adds, ominously, "I wish you luck in your travels, adventurer. And for your sake, I pray you don't catch the eye of the Midsummer Court again."*
**Trial completed.**
*You scoop up your winnings and begin the long journey back down the mountain.*
**Briarfolk are now stronger in combat.**
2) Leave.