recursal/Fanatic-Fandom huggingface dataset:
Road to Goblin Town

## Event

*"They say the road to Goblin town is paved with gold - and dead mice!"*

*Horace, son of the village idiot, has lured you to this forest cave with the promise of a hidden treasure. You regret everything.*

*"Just through there," He points into a dark cavern. "I saw a goblin hurrying into that hole not a moment ago! Goblin Town is in there, I'm sure of it!"*

**The player enters a Maze of Traps.**

*Horace is crestfallen when you tell him that Goblin Town wasn't down there. "You didn't find the goblin either? Probably used their wily magicks! I tell you what - if you manage to get your hands on a goblin, they might lead you there!"*

**The player gains 2 Fame.**

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

## Token Unlocks

*For surviving Horace's suggestion to enter a trapped dungeon...*

* Follow the Goblin

* One Drunken Night

## Notes

* This card's artwork is originally from Cave Shelter in *Hand of Fate*.
Hali's Ward

## Artefact Ability

**Ally Damage Trail:** Throw a bomb that can buff Companions and Allies. Buffed units leave a damage trail behind them as they move.

### Actual Ability

The artefact generates an area of effect which adds an aura to ANY creature walking through it. This includes enemies as well. If this is a bug or not is unclear, but it contradicts the achievement (which triggers by just burning 50 enemies regardless of source) and the item description.

The aura will ensure a unit generates a ghostly fire along their movement path and applies a burning DoT on any that pass it. The fact enemies can be given this aura makes this item extremely powerful and allows to burn down entire armies with little effort. In its ability this item is similar to the Dragon Armor of the first game which made the entire first game trivial once acquired.

Best used with Hubbie for eternal recharges!

## Statistics

Artefact Type: Bomb Artefact

Cooldown: 18 seconds

Uses: 3

Value: 38

Fame Required: None

Endless Points: N/A
Keturah

*"A companion to whom violence is second nature. A reasonable choice here."*

### Special Combat Ability: Musketoon Blast

When activated, Keturah fires her back holstered firearm causing damage to enemies in range. Stay closer to her to charge her ability faster. Cooldown: 22 seconds

### Companion-Specific Cards

* Ironpeak Ballistics (Keturah)
* Valt & Villie: Fine Baked Goods
* The Hound
* Ironpeak Necropolis (Keturah)
* Ironpeak Curatives
* Witch's Cure
* The Hunter Lives
* The Hunter Dies
* Runefire Flintlock
* Aculeus
* Bounty

## Keturah the Haunted

### Information

*Until she finds her daughter's killer, she will not rest, she will not die.*

## Battle Quotes

* "You won't be reporting back."
* "Get out of my way, you sods."
* "Now, you bastard, time to end this."
* "A deal is a deal. Or death." (When fighting the boss of The Magician)
* "Cold terms, it seems." (When fighting the boss of The High Priestess)
* "Another assassin over stretching his mark." (When fighting the boss of Death)
* "You should have thought twice." (In Dark Alleys encounter)
* “I knew that map was going to be trouble.” (In Mystical Island encounter)
* "Out of my way!"
* "Time to die."
* "Wrong day to mess with me."
* "Get in line. These heads are mine."
* "One of us ain't leaving here. Ain't gonna be me."
* "Too much talking. Let's wrap this up."
Mage Hunting

*"The Empire has made killing mages a core pursuit. Fortunately, a mage is a cunning prey."*

## Event

*While trudging through the snow you hear a shout and the sound of swords being drawn.*

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

*It's only a matter of time before the sounds of combat attract another patrol.*

**The player enters Combat with a 70 second timer.**

If the player defeats the enemies before the timer ends:

*You loot the bodies and hurry away.*
**The player gains 4 Fame.**
**The player draws 2 Gain Cards.**
Otherwise:

**The Empire draws 2 days closer to the hermit. Challenge objective counter -2.**
Sea Dog Hali

## Event (Normal Encounter)

*"Fancy seeing you here!" You turn and find yourself face to face with a familiar pirate ghost.*

*"We're looking for our ship!" He gestures expansively with a ghostly telescope. "No luck yet, but we've mapped most of the land around here, if you have gold to spare."*

*With a bang, Gunner Immor aims her long cannon at a cow in the distance. The beast continues to chew calmly, unaware of the spectral wound inflicted.*

1) Pay 4 gold. (Reveal 2 Encounters)

2) Pay 7 gold. (Reveal 4 Encounters)

3) Pay 9 gold. (Reveal 6 Encounters)

**6 Encounters are revealed on the map.**
*Hali grins at you. "Let me know if you find anything good."*
*With that, he leads his crew away from you, disappearing without a trace.*
**The player loses 9 Gold.**
4) Leave.

## Event (The Mapmaker)

On the first encounter:

*A chill creeps down your spine; someone - or something - is following you. You turn to face your pursuer.*
*A ghost! The grinning spectre stands before you, a young man with his hair looped up into a messy knot.*
*"I am the pirate captain Hali." His voice rasps from disuse and decay. "You can see me, can't you?"*
1) Ask if he knows where the gateway is.
"*If I did, I wouldn't be here talking to you." Hali runs his fingers through his hair. "Besides, I can't go through the portal anyway - I'm a ghost. The land forgets the dead, even here."*
*The ghost vanishes, suddenly reappearing behind you. "But perhaps I can show you some of the land - for coin, of course."*
2) Ask what a pirate is doing away from the sea.
*"The promise of the gateway led me here." He grimaces. "We searched among the bodies of the dead; picked through the bones of abandoned gods. It should have been a warning."*
*"Even if I wanted to get them back, I could not - the statue will not respond to me. I am cursed, unable to do anything but wander."*
On subsequent encounters:

* *You find the ghost pirate picking through giant bones.*
* *"Try to avoid tangling with Iga, the Goddess of War. She's here somewhere, buried beneath the earth," the ghost pirate advises.*

*"I walked these burning lands until my feet turned to ash."*

1) Sacrifice 4 gold. (Reveal 1 Encounter)

2) Sacrifice 7 gold. (Reveal 2 Encounters)

3) Sacrifice 9 gold. (Reveal 3 Encounters)

**3 random Encounters are revealed on the map.**
**The player loses 9 gold.**
*He bows deeply and evaporates, his spectral form scattering with the wind.*
4) Leave.
Out of the Mud

*"Make your choices carefully. Your friends have served you well, but they must serve you a final time."*

## Event

*You find your companions huddled around a small fire at the beginning of the foothills, at the edge of the marshlands.*

*Without a word, Estrella throws a pot of water on the fire with a hiss. Then with a tired nod, you all begin your climb.*

*Together you scramble up the slippery banks to the dried lands of the foothills. As dusk falls you look back over the marshlands. There you see the torchlights of the Empire search parties, hot on your trail.*

*Suddenly, [your Companion] stops. He puts his arm out in front of you, blocking your way. You look up the path ahead...*

*"Bounty hunters."*

*Sure enough, up ahead in the shadows of the rocky outcrops you see them, a gang of countless thieves, waiting to claim you all as their bounty.*

*One hooded figure steps forward. "Well if all our pay days haven't come at once," he chuckles. "There's a pretty price on your heads, and we intend to claim it!"*

*Ariadne brandishes her hammer excitedly. "Send me at 'em. They are easy fodder for my hammer."*

**The player must choose a Companion to distract the thieves.**

Ariadne the Hero:

*Ariadne strides up the hillside towards the hooded figure, twirling her great hammer in her hands. "Are you ready to have a good time, lads?"*
*A thief trips over himself as he backs away. "It's that one that done felled Draknar the Mighty!"*
*Ariadne lets out a booming laugh. "And now I'll squash the lot of you!" She raises her hammer above her head.*
*"I don't care what the bounty is!" one of the thieves cries. "I'd rather keep my skull intact!"*
*The small army of thieves exchange looks with one another, before scattering in fear.*
*"Well, that was disappointing." Ariadne smiles from ear to ear as she returns. "Did you see how they ran from me? I must be making quite a name for myself."*
**The player moves to the next map.**
*"Your reputation precedes you, Ariadne." Estrella smiles, as the blacksmith's daughter grins proudly.*
*You all make your way over the range and into the snowy hinterlands of the Empire.*
Flee the Hinterlands.
*A calm comes over Colbjorn as he breathes in the cold, crisp air. "This land was once the dominion of my kin. Many still hide in these hills. They will not hesitate to attack any passersby."*
*"Malaclypse nods, pointing to twin peaks in the west. "The Empire still follow us with vigor. If we press on and rest only when necessary, then we may make it to the mountain pass in the west. The Marigold Fields, and the caravan, are there."*
**The Northern Pass Encounter is revealed on the map.**
Marked for Death (Adventure Card)

*For the Encounter in Death, see Marked for Death.*

## Event

*One morning, as your spoon melts dramatically into your porridge, you get the sneaking suspicion that someone is trying to kill you. You tip the tainted breakfast down a storm drain (where it starts to sizzle and smoulder) and venture into the marketplace.*

*"Another contract on your life, hero," says the sausagemonger, handing you his wares. "It's all anyone's talking about."*

*"Rumour has it the assassin wants you to find their lair and make it a fair fight. Doesn't sound like assassinatin' to me, but what do I know?"*

*You swallow your breakfast and begin the hunt.*

## Adventure-Specific Cards

* Undead Ambush
* A Fair Fight
Ogre on the Bridge

## Event

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

1) Advance.

*The roads are relatively peaceful and the caravan makes good time. At night, over steaming bowls of barley soup, the merchants mutter about a monstrous ogre who demands an impossible toll on the bridge to Stoker. Ravella simply shrugs and says it's your problem.*
*Sure enough, the great beast stands in the middle of the bridge, blocking the path. He cups his ear melodramatically as you approach.*
*"Methinks thou clinks of coin, journeyman. 'Tis tribute The Quarry demands, and tribute The Quarry will receive. Surrender thy fortune, and thee and thine shall be left unmauled."*
**The Dealer draws a Brimstone Ogre and 2 Steel Monster Cards.**
*You hear the twang of a crossbow and a steel bolt sails through the air and buries itself in the ogre's eye.*
*Ravella shouts from the caravan, "You were not enlisted for your diplomacy skills! Slay the beast, and get on with it!"*
*The ogre roars and advances.*
**The player enters Combat.**
(insert text here)
2) Leave.
Mischief

The suit of Mischief is a minor suit that represents goblins, small, thieving creatures from the original *Hand of Fate* who blow horns to open magical portals through which they escape.

Originally, they only consisted of a single unit (see Clip of Mischief below) who would primarily appear during The Hierophant. Their cards were simply labeled "Goblins" and featured numbers and a large, reversible illustration, like a real world court card.

With the addition of the free "Goblins" Content Update, however, the suit was renamed "Mischief" and expanded to include several different units.

Light weapons are the most effective against this suit.

### Unit Types

#### Goblins

*They pour from their under-cities, a tide of mischief and terror.*

The basic Mischief unit per the Goblins Content Update. These enemies are represented by plain, numbered Mischief cards, and can be distinguished by their swords and shields. Goblins are tricky and unpredictable fighters, but are vulnerable to Riposte.

These enemies also possess a "Jug o' Courage", a potent brew that, when consumed, gives the tiny beast the strength and mania required to begin his whirlwind morningstar attack. The player must interrupt them before they finish drinking.

#### Hunters

*They honed their skills hunting fire lizards deep underground. They'll make short work of you.*

*Goblin archers use Heavy attacks from range. Defend with a Shield, else Evade for your life.*

#### Clip of Mischief

*There will ever be a place for small hands and quick wits.*

*Defeat Goblins quickly to avoid losing your items for good. Thieves attacks more frequently while Goblins are alive - to protect the spoils.*

This was originally the basic Goblin unit. These types of goblins are distinguished by their tri-corner hats. Originally, this unit would always come in groups of three. However, later updates changed it so that a single Clip of Mischief card only represents two enemies.

Given the title of "Thief" in game, these goblins are passive, in that they don't attack the player, but run away instead. When encountered, they steal food, gold, and an item from the player, and the player is drawn into combat in order to retrieve their equipment and resources.

This kind of combat is timed, and the player must defeat all the goblins before the timer runs out. If not, the goblins will open their magical portals and escape with whatever they've stolen, and those things are permanently lost for the rest of the given mission/challenge.

Any Thieves that accompany this unit into combat will attack more frequently as long as the goblins are alive, in order to protect the spoils.

#### Chanters

*They channel the strange magic innate to goblins through makeshift hats and staves of bone.*

This unit is a goblin mage, and they will cast magic spells at a distance that must be evaded.

#### Chief

*Some say they collect gnomes for the coming war. Others say it's because they're lonely.*

## Gallery

The original Goblins card, changed to Clip of MischiefA basic Mischief cardA Hunter of Mischief card with three pipsA Clip of Mischief cardA Chanter of Mischief cardChief of Mischief card.
Sacrificial Bond

## Ring Ability

**Shared Pain:** Optionally, lose your Companion for 3 Turns to ignore the effects of a single Pain Card.

## Statistics

Defence: 0

Value: 14

Fame Required: None

Endless Points: 40

## Notes

The number of turns increases each time the Ring's ability is used. The second time will remove the Companion for 4 Turns, the third for 5 Turns, etc.
Red Alliance

This Blessing can be acquired from the Warring Kingdoms Encounter. It can be quite powerful in Endless Adventures, where it provides a steady source of Food and/or Gold.

## Information

**Red Pride:** At the start of each level, Draw 1 Gold or Food Gain Card.

## Notes

* The player can choose whether to receive either Gold or Food at the start of each level.
Major Suits

Like its predecessor, *Hand of Fate 2* features a variety of enemy types, divided into different suits (sometimes called "Factions" as in Empire Contacts). Also like the previous game, the most frequent enemies the player will face belong to one of four major suits, though each suit will have their own unique units.

The four major enemy suits in *Hand of Fate 2* are:

* Greed
* Steel
* Frost
* Blight

For all other enemy types, see Minor Suits, or for more powerful forms of existing enemies, see Bosses.
High Treason

*"One has to wonder why a sudden wave of carelessness has overtaken your allies."*

## Event

*A herald enters the marketplace and announces that Captain Estrella Fiore - traitor to the Empire - has been captured.*

*"She has been sentenced to death by the Emperor himself," the herald continues. "Let her fate be an example to all who would consider defying his will."*

*"It won't work," interrupts a commoner.*

*"The more executions he hands out, the more the free people will rebel!"*

*"The Emperor is cracking down on the lawlessness running rampant in this city," the herald responds. "And you sound like a rebel yourself!"*

*Discreet enquiries lead you to learn that Estrella is being held in a remote Empire stronghold, but nobody claims knowledge of where it is.*

**Imperial Justice is revealed on the map.**

*"How will we ever rescue Estrella if we cannot even find her?" Ariadne asks in anguish.*

**Lord Apollyon is revealed on the map.**
Raiding Party

*"This is a force too large for you to handle on your own. Let them pass."*

This Encounter occurs in the Justice Challenge when the player collides with a Northerner marker outside of the Imperial Fort.

## Event

*You have stumbled into the path of a Northerner raiding party!*

**2 of these options will be available:**

1) Attempt to hide in the thick foliage.

**Dice Gambit** (Target: 9+)
Success
*You and the Imperial soldiers fan out among the thick bushes and trees.*
*After a tense few minutes, you realize you managed to avoid detection.*
Failure
(insert text here)
2) Take a higher, narrower trail to avoid them.

**Chance Cards Gambit** (2 Success, 2 Failure)
Success
*You and your imperial allies carefully pick your way along the winding trail.*
*You hide behind a rock as the raiders follow the path underneath, and then continue through the mountains undetected.*
Failure
(insert text here)
3) Attempt to hide in a nearby cave.

**Wheel Gambit** (3 Success, 3 Failure)
Success
*You and your imperial allies head into the darkness of a mountain cave, being careful to hide all trace of your passing.*
Failure
(insert text here)
4) Attempt to avoid them by swimming up across a nearby river

**Precision Gambit** (1 large Success moving, many small Huge Failure stationary)
Success
*You and your imperial allies swim hard upstream, managing to avoid any confrontation with the raiders.*
Iga's Sorrow

*"These cards are not Brimstone without reason. If you cannot learn to avoid them, you will surely perish."*

## Event 1

*The ground here is cracked and blasted. Magma boils from great fissures and the air shimmers from the dreadful, stifling heat.*

*A rumbling comes from deep within the earth, like something huge and terrible waking from a slumber.*

*A voice whispers below with lament. "I crushed goblins by the handful, but still they came, the gibbering horde. Still they torment me."*

*You hear mischievous chattering behind you!*

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

**The player enters Combat.**

*The blazing monsters crumble to ash as you slay them.*

**The player gains 4 Fame.**

## Event 2

*A voice from below whispers with lament. "Once, I commanded a sea of warriors. Now their bones gather dust around me."*

*Something crawls from a burning fissure!*

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

**The player enters Combat.**

*The blazing monsters crumble to ash as you slay them.*

**The player gains 4 Fame.**
Holy Purification

*"The flimflam of 'holy men'. Do with it as you will."*

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

## Artefact Ability

**Holy Bomb:**  Throw a bomb that causes 80 Damage to Undead enemies and 12 damage to other factions (Undead killed by the bomb won't resurrect).

## Statistics

Artefact Type: Bomb Artefact

Cooldown: 8 seconds

Uses: 3

Value: 24

Fame Required: None

Endless Points: 10

## Shard Requirements

Defeat 100 Skeletons with this item to unlock this Shard.

## Notes

This artefact is first given to the player as part of the challenge-specific form of Exploding Doodads, where it has unlimited uses, but is later replaced by a copy with the usual limited uses.
Imperial Armour

*"You may take their garb, but hopefully not their ideas."*

## Armor Ability

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

**Max Life:** Adds +20 Max Life while you have a One-Handed Weapon equipped.

**Shuffle Less:** Chance Cards Gambits shuffle once less down to a minimum of one shuffle.

## Statistics

Armor Type: Medium

Defence: 10

Value: 32

Fame Required: 8

Endless Points: 40
Harvest

*"Patience is a virtue, undeniably."*

This encounter is added to the deck when the player gives 4 or 8 Food to the farmer in Bitter Winter.

The gambit and the outcome are both affected by how much food was given. See the table below.

## Event

*You find yourself in the Edindorf Fields once again. The farmer's homestead lies ahead.*

*The farmer and his family greet you as you approach the house...*

**Chance Cards Gambit** (Medium difficulty / Easy if the player does not have the shard yet)

Given
Success
Gain
 8

High Gain

*"Thanks to you we were able to comfortably make it through the winter," the farmer says with a smile. "The harvest has been good this year, so please, take this as a small token of our appreciation."*
**The player draws 3 Food Gain Cards.**
*You thank the family for their generosity and continue on your journey.*
**The player gains 4 Fame.**
**The player gains the Shard from Bitter Winter.**
Medium Gain

*"Thanks to you we were able to just make it through the winter," the farmer says with a smile. "The harvest has been good this year, so please, take this as a small token of our appreciation."*
**The player draws 2 Food Gain Cards.**
*You thank the family for their generosity and continue on your journey.*
**The player gains 2 Fame.**
Low Gain

*"Thanks to you we were able to just make it through the winter," the farmer says with a smile. "The harvest was fine this year, so please, take this as a small token of our appreciation."*
**The player draws 1 Food Gain Card.**
*You thank the family for their generosity and continue on your journey.*
**The player gains 2 Fame.**
House Koschei's Blades

*"With practice and skill, the heart of shadow reveals itself."*

## Weapon Information

*Forged in a twisted smithy of Lysa Hora, they hunger for the night.*

## 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.

**Shadow Bane:** Weapon deals +150% Damage to Shadows.

## Statistics

Weapon Type: Light

Damage: 9

Value: 45

Fame Required: 15

Endless Points: 50

## Notes

* In Slavic folklore, *Koschei* is an archetypal male antagonist.
Humble Hammer

## Weapon Information

*Speak softly and carry a huge piece of iron on the end of a stick.*

## Weapon Ability

**Slam:** Perform a strike that causes damage to an area when activated. Every enemy hit after the first one takes 20% additional damage (max. 200%). Requires 7 hits.

**Humble Hero:** Weapon deals less damage the higher the wielders Fame (min. 16 damage while above 30 Fame).

## Statistics

Weapon Type: Heavy

Damage: 26

Value: 33

Fame Required: None

Endless Points: 40
House Belobog

This difficult combat Encounter occurs when the player collides with the House Belobog marker in the Lysa Hora in The Servant+ challenge.

## Event

*The Lysa Hora boils around you - an endless ocean of liquid shadow. This is no place for mortals.*

*From the void steps a hunting party of shadow beasts - their heraldry marks them as members of House Belobog. Their cloaks flap silently in the breezeless Lys.*

**The Dealer draws 4 Shadow Monster Cards.**

*"Lord Veles," the elder beast growls. "Again you defy the houses of Lys. You dare bring a mortal through the Lysa Hora?"*

**The Dealer turns the enemy cards Brimstone.**

*They attack as one, eyes aglow with fury.*

**The player is ambushed into Combat.**

*More frenzied beasts move in as the last beast falls...*

*"I do not have strength," Veles whispers. "We must leave the shadow before all is lost."*

*Veles grips your shoulder firmly with his talons and wrenches you back to the material plane, flooding your vision with light.*

**The Dealer moves the player to a random Encounter Card.**
Niklas

**Niklas** oli Nordstjernen komentaja sen viimeisinä vuosina ja Nordstjernen tuhoutumisen jälkeen hän johti Nordstjernen jäänteitä vuosina 1072 - 1074. Niklas osallistui elämänsä aikana esimerkiksi Cyralian sotaan. Niklas yhdisti Nordstjernen jäänteet ja muutaman muun Pohjoisen veljien viholliset Eltian kapinaliikkeeksi. Hänestä tuli kapinaliikkeen johtaja ja hän sai paljon suosiota kapinan ylläpitäjänä.
Saint Tala's Day

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

## Event

*On this day of penance and charity, you hear that a priestess will be blessing one and all for no cost at the Church of Fires.*

*You find the flustered priestess at the church, dealing with a huge crowd of peasants and nobles alike.*

*You join the line. Elbows are thrown and harsh words are exchanged, but you finally make it to the front.*

*"What blessings do you require? Quick, quick! I've not got all day! Pick two!"*

* *"You may only be blessed for wealth once!" The priestess calls out.
There's a collective noise of complaint from the crowd.*

**The player can request 2 Blessings.**

1) Be blessed for good health.

* Second Wind
* Humble Spirit

2) Be blessed for wealth.

* Plentiful Harvest

If there are no Gold Blessing Cards in the deck:
*The priestess prays silently for a long moment before shaking her head. "The gods are fickle today."*
*A baker behind you makes an impatient noise.*
3) Be blessed for a good harvest.

The player receives a Food Blessing:
* Indomitable Will
* Plentiful Harvest

If there are no Food Blessing Cards in the deck:
*The priestess prays silently for a long moment before shaking her head. "The gods are fickle today."*
*A baker behind you makes an impatient noise.*
4) Be blessed for glory.

* Braggart

If there are no Fame Blessing Cards in the deck:
*The priestess prays silently for a long moment before shaking her head. "The gods are fickle today."*
*A baker behind you makes an impatient noise.*
5) Be blessed for luck.

The player receives a Gambit Blessing:
* Deft Eye
* Divine Intervention
* Divine Providence
* Guardian Angel
* Long Shot

6) Be blessed for trials and adventures. (only in Endless Adventures)

The player receives a Trial or Adventure Blessing:
* Fickle Fate

7) Request any blessing.

The player receives a Blessing.
8) Leave.

*"Next!" the priestess shouts. A baby is thrust in her face and somebody impatiently pulls you from the line."*
Left with Grobben

## Event

*With the message delivered to his allies, Veles advances his plan for revenge. He takes you to meet covertly with Grobben, the mean-looking goblin who runs Goblin Town's fighting pit.*

*"Grobben and other Grobben," Veles says, addressing you both, "I return to Lysa Hora to discuss Perun's betrayal with my allies. Stay here and try not to get into trouble."*

*With that, he melds into the shadows and disappears.*

*Grobben glares at you.*

1) Ask if Grobben isn't betraying House Lashar.

*"Lord Veles suffered in the pits of Goblin Town for nothing - Lord Perun has no honour. I may be fat, but I am not without honour."*
*As the silence stretches out between you and the portly goblin, you reach desperately for more questions.*
*You hope Veles returns soon.*
2) Ask about Veles' and Perun's wager.

*Grobben shakes his head, wearily. "I don't remember the original pact, but it ended like this - to save his love, Lord Veles vowed to forgo his inheritance and see out the rest of his days in the goblin fighting pits."*
*"...but Lord Perun killed her. He broke his word."*
*As the silence stretches out between you and the portly goblin, you reach desperately for more questions.*
*You hope Veles returns soon.*
3) Ask about the skull in the cave.

*"That would be Veles's love."*
*As the silence stretches out between you and the portly goblin, you reach desperately for more questions.*
*You hope Veles returns soon.*
*Grobben coughs and stares at his feet. You wonder whether you could fill the time by whistling a jaunty tune.*

*With a sudden burst of ash and embers, Veles returns from the shadow realm.*

*"Cowards! They will not stand with me. Perun has poisoned their minds, no doubt. It was not enough to kill my love, it was not enough for him to turn my very House against me..."*

*"Bah! I do not need their support!" Veles' eyes glow red. "I will challenge Perun myself, the traitorous cad!"*

*Grobben claps politely at the declaration.*

*The shadow beast grins, a ghastly sight. "He is hosting a masquerade soon. Yes. Excellent. I will end him at midnight, during the ritual burning. We had best stay discreet until then. I do not trust those of my own house, let alone the others."*

*He steps toward you, baring a shiny ring.*

**The player receives House Lashar's Seal.**

*"This ring will allow you to attend the ball without being torn limb for limb and devoured!"*

*Veles elbows Grobben in the ribs and chuckles. For his part, the goblin merely continues to glare at you.*

*The ex-lord of House Lashar pulls his cloak over his beastly face. "Wear a mask - Perun will know we are coming. It is a masquerade, after all. Try not to embarrass me."*

*With that, he sweeps away, out of sight.*

*Grobben stops you in your tracks with a kick to the shin. "Wait, human."*

*He looks fervently from side to side before whispering, "Lord Veles has more enemies than you might think. Keep a keen eye out."*

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

## Token Unlocks

*For waiting patiently with Grobben...*

* Masquerade of Shadows

*Your supplies have been added to...*

* House Lashar's Seal
Finn

## Relevant Pages

* A first and last name have not been established for Finn but will in future films.
* His codename, "FN-2187," is a call-back on Leia's detainment block number in *A New Hope* and the short film 21-87'

'

## References

1. ↑ https://variety.com/2015/film/news/star-wars-finn-rey-solo-episode-8-9-backstory-force-awakens-spoilers-1201655284/
Map the Empire

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

## Trial

**Map Reveal:** Reveal all Encounters before the end of the Adventure to succeed.

## Event (Opening)

*A noble patron of the arts has commissioned an artist to create a map of the Empire.*

*You agree to help him scout the valleys, forests, and fields as you complete your adventure.*

## Event (Closing)

*The time has come for you and the map maker to part company.*

*He pieces together all of the rough sketches he has taken during your time together.*

If the player has revealed all encounters:

*"This will be satisfactory," he concludes after some time.*

*He offers you payment and leaves to complete his work.*

**The player gains Endless Points and +18 Food.**

If the player has not revealed all encounters:

(insert text here)
Knight's Sword (Encounter)

## Event

*A gathering of hooded villagers outside an abandoned church piques your curiosity. You decide to follow them into the building.*

*An impassioned man takes the pulpit, raising a fine sword overhead. "This blade is used to knight the squires of the Empire. It's a symbol of an old kingdom! A dying one!"*

*The sword glimmers enticingly in the afternoon light. You feel a strong compulsion to steal it.*

1) Wait for the cover of darkness.

*After the meeting, only a few men remain behind to stand guard.*
*You smash a stained glass window and make your way inside.*
**Chance Cards Gambit** (1 Success, 2 Failure, 1 Huge Failure)
Success
*You find the sword unguarded on the altar.*
**The player acquires the Exquisite Blade.**
Failure
*As you take the sword from the altar, Empire guards emerge from behind you.*
**The player acquires the Exquisite Blade.**
**The Dealer draws 2 Steel Monster Cards.**
*"Hand over the sword, thief!"*
**The player enters Combat.**
Huge Failure
*The commotion you cause alerts the men standing guard.*
**The Dealer draws 3 Greed Monster Cards.**
*You are quickly surrounded.*
**The player enters Combat.**
**The player acquires the Exquisite Blade.**
2) Intimidate them. (Requires 10 Fame)

*You grab the sword off the altar and announce your reclamation on behalf of the Empire.*
**The Dealer draws 3 Greed Monster Cards.**
**The player acquires the Exquisite Blade.**
**The player chooses a Monster Card to discard.**
*While most of the crowd disperses for fear of retribution, the few who remain have the audacity to challenge your authority.*
**The player enters Combat.**
*You make your way out of the abandoned church with the stolen sword in hand.*

**The player gains 4 Fame.**

*The Empire will most certainly be searching for this.*

**The Dealer places Empire counters on the map.** (Encountering them will trigger the Search Party encounter)

*On the other hand, perhaps you will be greatly rewarded for the sword's return.*

**The Return the Sword Encounter is added to the map.**
Last Hope

*"It takes a peculiar type to prepare for their own great misfortune."*

## Weapon Information

*Edrick the Unlucky asked his court mage for a weapon that would aid him in times of turmoil. Unfortunately, the weapon merely makes the best of a bad situation.*

## Weapon Ability

**Cursed Strike:** Perform a powerful strike that causes 30 Damage. Requires 8 hits.

**Curse Buff:** Your attacks deal +1 Damage and Weapon Ability deals +10 Damage for every Curse in your possession.

## Statistics

Weapon Type: One-Handed

Damage: 16

Value: 51

Fame Required: 15

Endless Points: 100
Journey North

*"Allies and enemies, friends and foes: The Empire has been all of those things to you, yet ultimately, the Emperor lays dead by your hand."*

This is the initial Encounter of the Justice Challenge.

## Event

*You journey into the Northern mountains to catch up to a legion of Imperial troops who have established a small camp just outside of Empire territory.*

**All Mountains Encounters on the map are revealed.**

**Markers are added to the map for Mountains and the Imperial Fort.**
Ominous News

This is the initial Encounter for The Devil challenge.

## Event

*You arrive at a tavern one evening, anxious to settle beside a roaring fire with your companions.*

*As you enter, however, you are surprised to find no familiar faces.*

*After a meal and several hours of waiting alone, a priest rushes in.*

*"Your friend Ariadne lies stricken at our temple!"*

*You arrive at the temple to find Ariadne lying on a simple bed, attended to by a church official. He explains that she has been stricken with dark magic that is slowly draining her life.*

*"Somehow this malady resists our attempts at curing," the official says, sadly. "It's as if her very soul were poisoned. I'm sorry her time is limited."*

*The official leaves, shaking his head. "It is not my place to say," the young cleric whispers, "but perhaps there are other places you may seek help."*

*"In my work helping Northerner refugees I have heard tales of their High Priestess, a mystic of sorts who moves freely between the realm of men and the world beyond.*

*"If anyone could help your friend it would be her!"*

*You know that the Northerner priestess will not see you unless you possess enough blessings, but you have few options.*

*With the young cleric's help you ready Ariadne for transport and leave the temple.*

**The High Priestess is revealed on the map.**
Mage Tower

*For the Encounter in The Emperor, see Mage's Tower.*

## Event

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

1) Advance.

*You see the overbearing structure of the mage's tower long before you reach the Village of Osta.*
*The townsfolk look at you questioningly when you declare your intention to confront the mages.*
*"They haven't really bothered us," one large woman declares as she carries a pig under each arm.*
*"They rarely come out of their tower, actually," a young boy adds. "I think one of them visited my father's store once... Reeda was her name?"*
*Suddenly, a magical portal opens beneath you, whisking you away. As you leap to your feet, you realize you're surrounded.*
**The Dealer draws an Arcane Monster Card.**
*"We will not yield to the Emperor and his false justice!" Reeda declares. They are upon you before you can reply.*
**The player enters Combat.**
*While exploring the tower, you happen upon a collection of glass jars - each jar a different size or shape. An old fairy begs release from his glass confinement.*
*"Bless you mortal, I have been stuck listening to those fool mages for over a century!"*
**Trial completed.**
**The player gains Endless Points.**
**Mages are now stronger in combat.**
2) Leave.
Hungry Peasants

*Not to be confused with Hungry Paupers.*

## Event

*You are surrounded by hungry, armed villagers. A few push forward to confront you while many more hang back out of harm's way.*

**The Dealer draws 2 4 of Toil Cards.**

*"Please, my children are starving!"*

Every Food you donate will feed 1 angry villager.

1) Claim you have no food.

If the player has no Food:
*You turn out your pockets, revealing no food.*
*The mob disperses slowly.*
**Encounter ends.**
If the player has more than 1 Food:

1) Fight the hungry peasants.
You enters combat.

* + Encounter ends.\*\*

2) Try to push through the crowd.
 *You draw 1 Health Pain Card for each hungry villager.*

* + Encounter ends.\*\*

2) Give 1 food.

3) Give 2 food.

4) Give 3 food.

5) Give 5 food.

*You hand out some food. A few villagers grab what they can and run off.*
*"You must have something for us to eat!"*
**The player loses 5 Food.**
**5 villagers leave.**
### Note

The amount of Toils you face varies in Endless.
Left for Dead

This is a challenge-specific card for Strength, as well as the initial encounter.

## Event

**The Dealer draws a 90 Life Pain Card.**

*The bitter taste of blood is the first indicator that you're still alive. Blind and disoriented, you make out a voice calling to you.*

[(If Valenos is your companion)*You opened a bloodied eye and see Valenos leaning on his staff, peering down at you.*]

*["Wake up, wake up," the voice rings in your ears. "Are you still with us?"*

*A pair of strong hands shake you upright. Your vision steadies and Colbjorn's sombre face swims into view.]*

1. Ask what happened.
[(If Valenos is your companion) *Your companion chuckles as you lie broken and bloody. "In each version of this memory, you cannot remember the fight that brought you to this place. Curious."*]

2. Ask where you are.
*Colbjorn gestures you to be quiet.*

*He presses his back up against a boulder beside you and grimaces, holding his side.*

*As your head clears, a booming voice echos out from deep in foggy marsh.*

*"O, where have you crawled, gasted mice? Let your insides be gut and bones be crunched..."*

**The Dealer draws an Ogre card**

*You peer around the rock and from the mist steps an ogre - three times as tall as a man and with a lumpen, vicious face. His one good eye darts about wildly as he surveys the area, hunting for something.*

*The ogre grunts and scoops up a broken, shining trinket from the ground, splashed red with blood. "Ruined with your dirty blood, wretched cut-purses! Riven in two..." His great hideous face turns red. "...if though listen, hear - I will find the twin, then I will eat thine eyes."*

*The ogre lifts his club and smashes a tree trunk in anger. The tree creaks and crashes to the ground as Draknar the Ogre turns and disappears back into the mist.*

*Colbjorn grimaces as he holds his side, attempting to hide the severity of his injuries. "Here. You are injured, eat." He throws you a medicinal herb bun.*

*Weak to your bones, you gratefully take a bite...*

**the Dealer draws one Food Gain Card**

*...and the bread turns to ash in your mouth.*

**The player consumes 1 Food. Food does not heal**

*With a sinking realisation, you pull the other half of the ogre's trinket from your pack. Sure enough, you feel a wrongness emanating from it.*

**The player receives Half of Edesia's Charm**

*A stab of hunger hits your stomach. There is only one thing for it. You must steal back the other half from the ogre that almost killed you.*

*"The closest town is Draiper..." Colbjorn whispers, hoarsely. "We cannot hope to defeat an ogre now."*

*Summoning your remaining strength, you lift yourself to your feet and stagger to town.*

[(If Valenos is your companion):*“If you do not wish to perish, there is a town on the edge of this swamp – Draiper.” Valenos watches with indifference as you clumsily dress your wounds.*
*With your remaining strength, you rise from the mire and stagger to town, your companion following closely behind like the spectre of death.*]
Narrow Ravine

*"The Game is a bridge between this world and the next, reaching forward into the nothing beyond."*

## Event 1

*While scouting the mountain ranges, you come across a deep ravine.*

*Captain Alpus surveys the cliff-side. "We could build a bridge here," he decides. "It could give us an edge over those barbarians if they think this pass impossible."*

*You stand at the edge of a ravine. A river winds between the rocks, far below. The air is thin here.*

1) Build a bridge. (Requires 30 Wood, 4 Stone, 10 Soldiers)

*The soldiers begin work on constructing a bridge across the ravine.*
**The player gains 2 Fame.**
**The player spends 30 wood and 4 stone to build the bridge.**
2) Go back.

## Event 2 (after building a bridge)

*You stand at the edge of a ravine. A river winds between the rocks, far below. The air is thin here.*

1) Cross the bridge over the ravine.

*Cold winds howl around you, but the bridge holds firm.*
2) Go back.
Mage Ambush

## Event

*You enter a local tavern on the promise of cheap sugared buns.*

*The tavern is empty and the door slams behind you. An ambush!*

**The Dealer draws a 3 of Arcane and 0-2 more Monster Cards.**

**The player enters Combat.**

*You loot what you can from the bodies.*

*A cursory inspection of the tavern reveals no sugared buns, much to your disappointment.*

**The player gains 2 Fame.**

**The player draws 1-2 Gain Cards.**
Rola's Last

## Weapon Information

*Wrenched from the tomb of Great Rola, passed through generations of nobility and thieves alike, and now to you.*

## Weapon Ability

**Stun Blast:** Perform a strike that causes Stun in an area beyond the attack. Reduces required hits to Charge by +1 (min. 6). Requires 9 hits.

**Brimstone + Shadow Bane:** Deal 135% Damage to Brimstone enemies or Shadows.

**Confuse Minions:** If there are Shadows in the combat, Weapon Ability causes Confuse to Non-Shadow enemies.

## Statistics

Weapon Type: One-Handed

Damage: 18

Value: 52

Fame Required: 20

Endless Points: 100
Ravages of Time

The player always has this Special Item equipped during Endless Adventures.

## Information

**Fading Star:** Fame reduces over time.

**Wear and Tear:** Weapon Damage and Equipment Defence degrade from use in Combat.

**Permanent Injury:** While your Max Life is greater than 100, damage in Combat may reduce your Max Life.

## Notes

This item is unique in that it doesn't represent any sort of item the player possesses. Rather, it acts more like a curse, though it is still labeled as "Special".
Hretha's Wager

This is a Blessing Card in *Hand of Fate 2.*

## Information

**Golden Fortitude:** Acquire [40-75] Gold on a single map to gain [20-50] Max Life, then discard this card.

## Notes

* Selling equipment at the General Store or at Camp counts for this blessing.
* *Hretha* is a modern Anglicization of the Anglo-Saxon goddess *Rheda*.
On the Run

This is an encounter specific to Judgement, as well as the initial encounter.

## Event

*Warning bells ring out across the city.*

*"That was too easy," Estrella says as you and your companions scramble down the spiraling staircase to the palace armoury.*

*"Did nobody else hear the disembodied voice?" Far from being unsettled, Ariadne looked excited.*

*"The caravan," Malaclypse shouts to you all. "We must get to the caravan. I know where it is - the Marigold Fields, beyond the swamps and mountains, on the outskirts of the Empire."*

**The player receives +15 Fame**

*"They will come for us," Colbjorn mumbles, "We are at its heart, and we have killed their Emperor."*

*You burst through the armoury doors. the walls are laden with an array of equipment collected by the Empire across a century. Ariadne tosses you some gear.*

**The Dealer gives the player an Equipment Card of each available type.**

*"That will have to do," Estrella says, "There is no time to lose if we are to reach this caravan. Our first obstacle is to get out of the Imperial City, and fast!"*

*"Hard choices to face on the road ahead," Colbjorn says solemnly, staring out the small armoury window. "We may not all survive what we have started."*

*"We knew the risks," Estrella replies."I, for one, stand by my choice. If we're to escape the City, we're going to have to rough the Burrow - the city's rotten backstreets, and we'd best split up."*

*She turns to you. "Who would you have by your side?"*

**The player can now choose a companion**

*[Malaclypse/Colbjorn/Estrealla/Ariadne] joins you.*

*"Very well, Estrella says. "We should meet at nightfall, we can regroup and coordinate from there."*

1. Begin your escape.
*"Now remember," Estrella calls after you as you leave, "we escape through the city gates, on the other side of the City. We'll need to find a way past the wall of the inner district."*

*Estrella looks to Ariadne and adds, "...and the Empire patrols, they outnumber us greatly. We cannot hope to defeat them. Avoid them at all costs!"*

2. Choose again.
(insert text here)
Province Border

## Event 1

*You make your way out of the Northern Hills and onto the Majestic Plains.*

1) Continue. (Go to next level)

*You travel long into the night and set out again with the dawn to keep ahead of the approaching army.*
**The player moves to the next map.**
2) Return to the Northern Hills.

## Event 2

*You reach the ruins of an ancient fortress that lies on the natural border between the Majestic Plains and Broken Fist Forest.*

1) Advance into the woodland. (Go to next level)

*You travel long into the night and set out again with the dawn to keep ahead of the approaching army.*
**The player moves to the next map.**
2) Return to the Majestic Plains.

## Event 3

*You approach the Chortos Wall, a ramshackle line of old stones marking the old northern border of the Empire in times gone by.*

*There are few defensible structures between here and the walls of the Capital.*

1) Continue. (Go to next level)

*You travel long into the night and set out again with the dawn to keep ahead of the approaching army.*
**The player moves to the next map.**
2) Return to the woods.
Palace Sewers

*"Now, we come to the moment. An Emperor must die."*

 This is a challenge-specific encounter card for The Sun, as well as the initial encounter.

## Event

*General Flinthallow has provided you with a secret route into the Emperor's Palace. Unfortunately, it takes you through the city's sewers.*

*As you wade through the grime and muck of an entire civilization, the voice of the Hermit echoes once more in your mind.*

*"You must kill the Emperor, but that will change little. Kill one and another will take his place. Yet all of this will guide you to the place where you can make a real change. You are coming closer and closer to the moment when things are no longer determined for you."*

*You take comfort in the presence of your companions, and call one to your side.*

**The player selects a companion**

### Malaclypse

*Malaclypse joins you.*

*"You know, this reminds me of a time I got swallowed by 'The Great Vomiting Golem of Padrithenon'. Only it didn't smell as foul in his gullet as it does here."*

*Malaclypse stares inquisitively at his feet. "Either we're sinking deeper into the filth or the water-level is rising. We should make haste!"*

### Colbjorn

*Colbjorn joins you.*

*He examines your surroundings. "We cannot afford to linger. The watermarks on the wall suggest that soon we will be drowned."*

### Estrella

*Estrella joins you.*

*Although the sludge is ankle-deep, it does nothing to affect her commanding demeanour. "These sewers flood. We must find an exit as soon as possible."*

### Ariadne

*Ariadne sloshes through the sewer water to join you.*

*She peers down the tunnel. "By the look of those iron bars, this place fills with water on the tide. We might drown if we don't hurry! How exciting!"*
Questing Mace IV

This is the fourth iteration of the Questing Mace.

## Weapon Ability

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

**Empire Required:** Combat against Empire required to unlock the token.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Token Unlocks

*For defeating Empire with the Questing Mace...*

Questing Mace V