recursal/Fanatic-Fandom huggingface dataset:
Wheel of Hunger

*"It claws at the belly, and thrusts one into truth."*

## Event

*You hear Aiwa's voice in your head and a great swirling mist surrounds and confines you.*

*"Fate's hunger must be sated. Should the meal nourish the needy or fatten the opulent? It is not for us to know. Fate will decide."*

**Wheel Gambit** (8 Food Pain Cards: 1, 2, 3, 4, 5, 6, 7, 8)

*"Fate has decided that you must give up [drawn amount] food."*

You will gain 2-3 Fate Shards.

1) Give up the food.

**The player suffers the drawn Food Pain.**
**The player gains 2-3 Fate Shards.**
2) Refuse to pay the Food.

*Aiwa is clearly disappointed. "This is the cost of our freedom. You must gather Fate Shards."*
If you don't have enough food:

*"You cannot feed Fate's hunger with this meagre meal," Aiwa says.*
The Hierophant

> *"Once, in better times, it would have been my card here. The guardian of knowledge and the protector of the gates of life and death. Now, Kallas sits that throne, and miscreants assume the position."*
>
>

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

## Quest Summary

Discover which assassin seeks to kill Father Galfri.

**Remuneration:** Information comes at a cost. Collect Gold to use for bribes.

**Tempt Fortune:** Be prepared for Dice games.

**The Guild:** Take heed. Thieves are not known for their loyalty.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* 3 Nights Until Assassination/2 Nights Until Assassination/1 Night Until Assassination/Return to the Inn at Night
* X of 19 Clues
* Identify the Assassin

## Challenge-Specific Cards

* The Mulberry Inn
* Goblins!
* Return to the Mulberry Inn
* General Store
* The Guild
* Berta's Betting House
* A Death at the Mulberry Inn

## Token Requirements

### Gold Token

* Defeat the boss
* Find all the clues

## Boss

Silencer Borden/Silencer Rowena/Silencer Grindan

## Rewards

### Gold Token

*For saving Father Galfri and finding all the clues...*

#### Encounters

* Dealing with Thieves
* Berta's Betting House

### Silver Token

*For surviving your foray in the Thieves Guild...*

#### Equipment

* Cry of Victory
* Thieves Folly
* Mask of Holy Fortunes
* Sacrificial Blades

#### Encounters

* Borrow Burrow (without Outlands & Outsiders token)
* Fallen Treasure
* Soothsayer
* Trading House
* Dark Alleys

### Supplies

*For exploring the land, your Supplies have been added to.*

* Gain 10 Gold
* Gain 5 Max Life
* Merchant's Ring

### Companion Unlocked (With Outlands & Outsiders)

*Your new Companion is hidden in Borrow Burrow...*

* Borrow Burrow (with Outlands & Outsiders token)

## Notes

* This challenge is different from the others in that it is structured like a mystery, and the identity of the assassin is randomly chosen every time it is played.
* The identity of the assassin can be divulged as early as the missions by asking for a specific detail in each Silencer's past: Borden's family, Rowena's past, and Grindan's past. Normally the answers respectively are: Borden has a beautiful wife, Rowena was part of the 3rd Legion, and Grindan was a famed actor. However, the assassin is a liar and will give a different answer: Borden's wife left him for a trader, Rowena was part of the 7th Legion, and Grindan joined the Thieves' Guild many moons ago. Note that this will NOT give you the gold token, as you must receive all of the clues as well.
* If you select the wrong assassin, you may be able to restart the quest at a checkpoint. Hit escape and select "Return to title" and reload your game. In some instances, you can pickup midway through the quest.
Shrine

*"Although you clearly dabbled with gods to arrive here, you do not need them. You have your own strengths."*

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

 Event

*Your quest brings you to a remote shrine, high in the mountains.*

*It is revered among the few local peasants for its remarkable healing properties.*

*You kneel before the shrine and beseech the gods to take pity on you.*

**Dice Gambit** (Target: 11)

Success

*Sunshine appears through a break in the clouds to bathe you in a radiant glow.*
**The player draws 2 Max Life Gain cards.**
Failure

*Naught but an ominous rumble answers your plea. You leave the shrine in silence as it begins to rain.*
## Unlocked By

Complete The High Priestess (Gold token).
Warlock Wraps

## Artefact Ability

**Death Bounty:** Cast a spell that deals 100 Damage to the first enemy it hits. If the target is defeated, 3 additional spells will target nearby enemies inflicting 50 Damage.

## Statistics

Artefact Type: Artefact

Cooldown: 8 seconds

Uses: 5

Value: 45

Fame Required: 10

Endless Points: 10

## Unlocked By

Acquire the token for Alistair's Antiquities.
Sewer Lurkers

## Event

*Corrupted horrors rise from the sludge to surround you, their approach masked by the nauseating gurgle of the sewer.*

**The Dealer draws 1-2 Blight Monster Cards.**

**Precision Gambit** (1 medium moving Huge Success, 3 large stationary Huge Failure)

Huge Success

*You nimbly dodge the lunging attack of a corrupted minion.*
Failure

*A corrupted minions leaps from the shadows and pins you to the floor.*
**The player draws 1 Life Pain Card.**
Huge Failure

(insert text here)
**The player enters Combat.**

*Whoever these poor souls were before the blight, they still cling to the vestiges of their former life.*

**The player gains 4 Fame.**

**The player draws 3 Gain Cards.**
Witch's Cure

This Special Item is acquired from Ironpeak Curatives.

Once the player has acquired the heart and 20 Food, The Hunter Lives will occur.

## Information

**The Beast of the Grove:** The cure requires the heart of a Beast of the Grove. Proceed to the map counter to find the ingredient.

**X of 20 Food:** The cure requires 20 Food.

Y **Steps Until Keturah Dies:** Keturah will be discarded after a total of 12 steps. Y steps remain.
Shadow Ambush!

*"They appear without warning, ducking forth from the shadows."*

## Event

*You are suddenly confronted by a band of hooded figures!*

**The Dealer draws 1 Shadow Monster Card and 2 more Monster Cards.**

*"It is a great honour for your friend to be chosen by the master. There must be no interruptions to the feast!"*

**The player is ambushed into Combat.**

*You search the remains for any clue to Veles's location.*

**The player gains 4 Fame.**

*You find a scroll of parchment.*

*It appears to be an order for a dozen barrels of wine, to be delivered to an address in the most opulent sector of the capital.*

**1 of 1 clues collected.**

**The player draws 2 Gain Cards.**
Negotiations

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

## Trial

**Chance Cards:** At the end of the current Adventure face a challenging Chance Cards Gambit.

## Outcomes

### Success

For success Pick 1 Platinum Equipment from 2.

## Event (Opening)

*A band of farmers from the Town of Blackwater, having never before set foot in the capital city, are looking for someone to attend the spring markets and negotiate on their behalf.*

*You agree to speak at the traders' gathering two weeks hence.*

## Event (Closing)

*You arrive at a gathering of traders to negotiate the selling of produce from the Town of Blackwater.*

**Chance Cards Gambit (3 Success, 1 Failure, shuffled twice at slow speed)**

Huge Success (only possible with Eternal Hope)
*After the negotiations, you discuss the prices you secured with the farmers.*

*The farmers are amazed at the prices you have secured for their produce!*

The Village of Osta will welcome you with open arms should you ever happen to visit.

**The player chooses 1 of 3 Blessings to keep**

Success
*After the negotiations, you discuss the prices you secured with the farmers.*

*They seem content with your result.*

**The player chooses 1 of 2 Platinum Equipment Cards to keep**

*The farmers thank you for your efforts and bid you farewell.*

**The player gains Endless Points**

Failure
(insert text here)
The Silver Man

This is a Platinum Encounter Card in *Hand of Fate 2.* This card is only found with the Outlands & Outsiders Content Update.

## Event

*A friendly innkeeper regales you with tales of the local supernatural phenomena. You find the story of "a screaming man magicking bread rolls into gold" particularly unbelievable.*

*One night, as you stroll the woods by the Desolate Fields, a man hurries past in a nightgown, screeching; his body engulfed in a silver glow.*

*Suddenly acknowledging your presence, he stops his screeching and approaches you. "Sorry about the noise - the light burns to the core of my being. What brings you to this neck of the woods? Is there something you need? If Doris wants her hat back, she's not getting it!"*

1) Ask to convert your bread rolls and coins.

(insert text here)
2) Ask to convert your notoriety and bread rolls.

(insert text here)
3) Ask to convert your coins and notoriety.

*He places a glowing hand on your head with a warm smile.*
**The player's Gold and Fame have been switched.**
*"I can't promise how long my magic will last."*

**Chance Cards Gambit** (Silver Potency ? Steps, Silver Potency ? Steps, Silver Potency 12 Steps)

**The player acquires the drawn Silver Potency Card.**

*He gives you an enthusiastic wave before resuming his distressed shrieking.*
The Empress

> *"In this case, the Empress is a symbol. A leader of the Northern clans, but not their only one."*
>
>

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

## Quest Summary

Earn fame in order to wield the legendary weapon, Hretha's Ire. Villages on the Northern outskirts are under assault from Northern Raiders. Defeat the mighty Shaman who is leading their raids.

**Mighty Hero:** Gain enough Fame to wield the mighty Hretha's Ire.

**The Raids:** Encounters with Northerners are common in these parts.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* X of 20 Fame Acquired (X of 80 when Encrusted Mace is added to the deck)
* Defeat the Shaman

## Challenge-Specific Cards

* Elder's Gift
* Distressed Damsel
* General Store
* The King's Road
* A Village Burns
* Raiders Ambush
* Worthy Hero
* The Sanctum

## Token Requirements

### Gold Token

* Finish all of the village defense battles with survivors

### Silver Token

* Acquire enough fame to use Hretha's Ire and defeat the boss

## Rewards

### Silver

*For defeating the Shaman of the North...*

#### Equipment

* Armour of Gluttony
* Ring of Food
* Pious Robes
* Frontier Barbut

*For proving yourself a worthy hero...*

* Hretha's Ire

#### Encounters

* Fame and Shame
* Watch Tower
* Raiders Ambush
* Bridge Skirmish

*Your new companion Cruel Keturah awaits you at The Hound.*

* Cruel Keturah (with A Cold Hearth DLC)

#### Companion Unlocked

*For befriending Colbjorn...*

* Clan Eyebright
* Colbjorn the Wanderer

#### Challenge

*New Challenge available on the Challenge Map...*

* The Servant (with The Servant and the Beast DLC)

## Notes

* This challenge introduces the player to a new statistic introduced in Hand of Fate 2: Fame. This statistic is added for every encounter after this. But while this is where Fame is officially added, it is possible to gain Fame before playing this challenge, if the player adds a card that gives Fame to their deck for any of the encounters before this.

* This challenge (along with The High Priestess) introduces the player to Platinum Cards.
The Black Cauldron

***The Black Cauldron*** is a collectible encounter that is unlocked by completing *The Star* challenge. It is a Shop encounter wherein equipment can be traded for a blessing, or vice versa. Alternatively, food can be purchased in exchange for gold. The encounter ends after completing a single transaction.

Its shard is unlocked by either trading 3 equipment cards for a blessing, or by trading a blessing for 2 equipment cards.

## Event

*On a little-traveled Imperial road, there sits a dilapidated tavern known as the Black Cauldron.*

*The few patrons are quiet, sullen folk who barely look up to register your arrival.*

*"We have little to eat and drink, and no rooms to rent," the bartender offers, helpfully.*

1) Ask about blessings.

"*I wouldn't know about any of that mumbo-jumbo," he replies casually. "But we do run a small trade in equipment out back. Why don't you have a look?"*
*Behind a tattered curtain, you spy a dusty storeroom full of worn and battered equipment. A man and a woman, as ancient and run-down as their stock, serve as proprietors.*
*The man smiles warmly. "Welcome, friend! What can we offer you today?"*
1) Swap equipment for a blessing. (Lose 3 Equipment)
*"Let's see what you have," the man says, inspecting your equipment.*
**The player must choose 3 Equipment Cards to discard.**
*"Not a bad collection," the man says, taking your equipment.*
*The woman's eyes glaze over as she calls upon the powers of the gods.*
**The player chooses 1 of 2 Blessings to gain.**
**The player gains this card's Shard.**
*"Travel in peace," the man says as you depart.*
*The bartender gives the barest nod of acknowledgement as you leave the tavern.*
**Encounter ends.**
2) Swap a blessing for some equipment. (Lose 1 Blessing)
*The woman performs a series of arcane gestures over your heart.*
**The player must choose 1 Blessing to discard.**
*"Let's see what we have to offer," the man says, revealing a hidden stash of items.*
*"I'll show you the good stuff, since you clearly aren't an Imperial stooge."*
**The player chooses 2 of 4 Equipment Cards to gain.**
**The player gains this card's Shard.**
*"Travel in peace," the man says as you depart.*
*The bartender gives the barest nod of acknowledgement as you leave the tavern.*
**Encounter ends.**
2) Ask about food.

*"3 days' supplies cost 12 gold," he declares.*
*"Interested?"*
A) Yes, make the purchase.
*The bartender hands over the food and takes your gold without comment.*
*The bartender gives the barest nod of acknowledgement as you leave the tavern.*
**The player gains 3 Food.**
**The player loses 12 Gold.**
**Encounter ends.**
B) Decline.
3) Leave.

*Nobody seems to react as you leave the quiet tavern.*
**Encounter ends.**
Warrior's Axe

This is a weapon in *Hand of Fate 2.* It is also part of the player's Supplies.

## Weapon Ability

**Critical Strike:** Perform a powerful strike that causes 250% damage on a single target when activated. Requires: 5 hits.

**Armour Breaker:** Against Corrupted enemies, Bash causes additional damage to Armoured.

## Statistics

Weapon Type: Heavy

Damage: 21

Value: 9

Fame Required: None

Endless Points: N/A

## Token Unlocks

*For your combat prowess with the Warrior's Axe...*

* Chieftain's Axe
Spiked Mace

*"Brutal, simple, and effective... as Kallas once was."*

## Weapon Information

*A chunk of metal, covered with spikes, ideally suited for dragging an armoured knight from horseback. Regardless of that, it'll smash just about anything.*

## Weapon Ability

**Stun Empire:** Perform a powerful strike that causes Stun to Empire. Stunned enemies take 150% Damage when hit. Requires 6 hits.

**Ignore Defence:** Weapon deals full damage to enemies regardless of Defence. Useful against Empire and Ogres.

## Statistics

Weapon Type: Heavy

Damage: 25

Value: 10

Fame Required: None

Endless Points: N/A
The Hound

## Event

*As you approach the inn, you are overcome by a great sense of foreboding.*

*The windows glow with warmth but the usual chatter is gone - only silence remains.*

*Piled furniture bars the entrance from the outside. Something in the air tickles your throat and burns your eyes.*

*The cloying scent of lavender hangs in the air.*

*A blast from Keturah's blunderbuss clears the debris. You follow the old bounty hunter through the door.*

*You swallow hard to keep the horror from overwhelming you.*

*A scene of massacre awaits inside.*

*The poison must have acted fast - a pair of former patrons lie slumped over a game of dice.*

*You hear a clattering from the kitchen. The sound must be coming from the alleyways at the back of the tavern.*

*Keturah puts a finger to her lips and beckons you to follow.*

*You step over the bodies of the newly dead, following the cautious path of the bounty hunter.*

*Somehow, it feels like straying from it would be disrespectful.*

*You hear the sounds of a quarrel outside.*

*Keturah tries the door. Locked! Without warning, she aims her blunderbuss at the handle and fires, then kics the stubborn pieces out of the frame.*

**The Dealer draws an Anarchist of Greed and a 6 of Greed.**

*The awaiting scoundrels stare wide-eyed at the mad old woman with the hand-cannon before instinctively drawing their weapons - some viciously, some wearily.*

**The player enters Combat.**

*A single outlaw clings to life.*

*He lies on his back, pressing desperately at a seeping wound on his side. As he stares up at the grey sky, his face is a mask of quiet regret.*

*Keturah approaches and moves to kick him, but stays her boot at his face. "Where is Aculeus, boy? Where does he hide?"*

*He swallows, then says softly, "I was going to marry her, you know." Tears fill the bandit's eyes. "Once I got enough coin. I was only doing this for the gold..."*

*The bounty hunter stares down at him with cold eyes.*

*When the boy runs out of sobs, he whispers, "The graveyard", before quietly passing into the next life.*

**This card's token moves to Ironpeak Necropolis (Keturah).**

**Ironpeak Necropolis (Keturah) is placed on the map.**

*"Foolish child," Keturah mutters. "Come, the Prince of Poisons is close."*

*You slip past a squad of city guards investigating the site of the latest attack. As they search desperately through the bodies, you see the hope drain from their faces.*

**Encounter ends.**
Royal Palace

*"The Empire does not ask for much, but in the end they take everything."*

 This encounter card is challenge-specific for The Emperor. It also serves as the second card of the challenge.

## Event

**Player moves to encounter card and collects 10 gold from the Gold counter placed on the card from Recruitment Drive.**

*On arriving at the gates of the royal palace an armed escort leads you directly to the Emperor's chambers. The Emperor remains still and silent as his Chief Counsel lays out the expedition.*

*"Few relics from the last age still endure in this world. We had one in this very room until last night!" She gestures to an empty pedestal. "Not only must you reclaim the stolen symbol of our power, we ask that you gather its three sibling relics.*

1. Explain that you're ready to go.
*"Hold, adventurer. It took skilled and dangerous thieves to steal the artefact. We need to ensure you'll be safe out there. See our training officer on the way out."*

**Encounter ends. Player can now proceed to Training Ground.**

2. Ask who stole the artefact.
*"The evidence suggests a thief. They seized on a weak spot in our guards' schedule. There are many treasures in the palace - it is curious that this is all they stole."*

**Go back to original options.**

3. Examine the pedestal.
*An ornate pillow sits atop a stone pillar. In the dust, you make out the shape of a jagged blade.*

*"It was a ceremonial sword. It sat for decades under our protection. We're not protecting it, you understand. We're protecting those who would try to possess it. The blade is cursed - its venom strikes both wielder and foe in equal measure."*

**Go back to original options.**
Surprise Introduction

*"Given times are so dark, you are lucky to have allies willing to assist."*

## Event

*You are walking past a black, plain looking carriage when the door suddenly opens and a huge pair of hands lift you inside.*

*The carriage leaps forward as the doors shut and you find yourself sprawled on a seat, opposite a huge, powerfully-built but unusual ugly man.*

*"Lord Apollyon requests your presence," the half-ogre declares.*

*The creature is silent the rest of the journey until you arrive at an impressive manor house.*

*You exit the carriage and are brought into a large hall for an audience with Lord Apollyon.*

*"Ah, the great adventurer himself!" Apollyon begins, smiling broadly and stepping forward to greet you.*

*He bows slightly.*

1) Demand to know why you were summoned.

*"I only want to offer you my help in the future," Apollyon declares, only slightly taken aback by your outburst. "Should you even need it."*
2) Greet him graciously. / Ask for more information.

*"I have heard of your exploits! I too am but a servant of the Empire and its people. I'd like to offer my services if you ever have need of them."*
*"I don't presume to wield a sword or dodge a Claw Troll as well as you of course! But I do try to support good people with supplies and such, especially heroic figures such as yourself."*
*Apollyon invites you to stay and entertain him with stories of your adventures so far. He seems captivatied by every word and several hours pass quickly.*
*"You lead an incredible life! I hope you return again soon with more enchanting tales."*
*Apollyon takes an item from many adorning the walls, saying, "Please accept this paltry gift. Perhaps it will help you rescue your friend."*
**The player draws an Equipment Card.**
*"Allow my coachman to take you back. And please, come visit again any time."*
**Lord Apollyon is placed on the map face-up.**
The Sun

> *"Do you think this offers a conclusion to your story? Regicide? Yet is has already been and gone."*
>
>

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

## Quest Summary

You must infiltrate the Emperor's palace and kill him.

**Empire:** Prepare for Combat against the strongest Empire soldiers.

**Confined Space:** The confines of the sewers don't allow you to bring along Loadout cards. You'll need to find equipment along the way.

## Deck Composition

Companion: N/A (see Notes section)

 Max Platinum
 Max Brimstone

## Objectives

* Escape the Sewers
* X Moves until Flooding (starts at 40 and decreases with every step taken, even onto already activated encounters)
* Flood Level: (Low/Medium/High)
* Escape the Prison
* Find the Jailer
* Cross the Courtyard
* Retrieve the Sword
* Kill the Emperor

## Challenge-Specific Cards

* Palace Sewers
* Flooded Tunnel
* Blocked Passage
* Echoes
* Sewer Stairs
* Trip
* Lost Bearings
* Sewer Lurkers
* Ooze
* Glistening Water
* Palace Prison
* Prison Ogre
* Locked Door
* Chest
* Mimic!
* Prisoner
* Prison Necromancer
* The Jailer
* Prison Mage
* Prison Wraith
* Prison Stairs
* Palace Courtyard
* Guards
* Empty Courtyard
* Cursed Relic
* Ragnar's Cursed Blade
* The Doors of Jeronym
* The Emperor's Chamber
* Approaching The Emperor
* The Foot of the Throne
* The Final Blow

## Token Requirements

### Gold Token

* Retrieve all the relics in the Emperor challenge
* Defeat the boss

## Rewards

### Gold Token

*For gaining the strength of all four Relics to defeat the Emperor...*

#### Equipment

* Brilliant Blade
* King's Crown

### Supplies

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

* Soul Gem

## Notes

* While you are not allowed to choose a companion when building your deck, you are allowed the use all of the four main companions in this challenge, and are able to switch them at Camp. However, If a companion has used their gambit ability, their cooldown doesn't move while they are switched out.
* This card's artwork is originally from Summer Solstice in *Hand of Fate*.
Worshippers of the Blight

## Event

(insert text here)

*A woman in bright robes greets you at the stairs of a crumbling keep, deep in the Aeldwen Forest. "Greetings, seeker. It is fortuitous that you have arrived at this moment - peace and prosperity await within."*

(insert text here)

**The player enters Combat.**

*You lead the initiates back to the Imperial road and point them in the direction of the Capital. One man turns back to speak with you. "My daughter sent you, didn't she? They... they promised us such things."*

*"They said the events of our lives were forever being played and replayed, and if we had faith, even our greatest mistakes could be undone. A convincing lie, I see that now."*

*He smiles and starts along the cobbled path. "Life and death are no game. I must return to my family."*

*With your main quest complete, you turn your attention to other tasks.*

**Trial completed.**

**Corrupted are now stronger in combat.**
Wishing Well

*"If wishes were truly granted, we would not be here, you and I."*

## Event

*You find an ornate wishing well in the centre of town. Shiny coins gleam below the surface of the water. A sign nearby warns, "Be careful what you wish for".*

1) Throw some coins into the well.

*How many coins would you like to throw in?*
A) 5 Gold. (1 tiny Success, 2 medium Huge Failure)
B) 10 Gold. (1 small moving Success)
C) 25 Gold. (1 small moving Huge Success, 1 large stationary Success)
D) Back.
**The player loses X Gold.**
**Precision Gambit**
Huge Success
*The gods are extremely pleased with your offering.*
**The player loses X Gold.**
**The player draws 2 Blessings.**
Success
*The gods are somewhat pleased with your offering.*
**The player loses X Gold.**
**The player draws 1 Blessing.**
Failure
*The gods care not for your mundane ambitions.*
**Encounter ends.**
Huge Failure
*Your imposition has angered the fickle gods.*
**The player draws 1 Curse.**
If Hubie is the current Companion:
*As you turn to go, Hubie pulls out his purse brimming with gold and pours the whole lot into the well, and not waiting for a blessing nor boon he returns to your side smiling.*
*It seems like he merely enjoys the sound of the coins ringing against the wet stone and splashing noisily into the water.*
2) Take some coins from the well.

*You roll up your sleeve to grab a handful of coins. You begin to shiver though the water is lukewarm.*
**The player draws 1 Gold Gain Card.**
**Precision Gambit** (2 small Success, 3 small Huge Failure, 1 medium Huge Failure, all moving)
Success
*You manage to elude the gods, but will you be so lucky next time?*
Failure
*The gods do not take kindly to your plundering.*
**The player draws 1 Curse.**
Huge Failure
*While having a good old plunder, a giant jellyfish bobs to the surface of the water. It grabs your arm and pulls you into the well. You swing your sword frantically to free yourself from the grasping creature. A painful sting serves as a reminder not to steal from the gods.*
**The player draws 1 Pain Card.**
**The player draws 1 Curse.**
Waterfall of Youth

## Event

*You return to Yvonne and Yvette's cottage.*

**Chance Cards Gambit** (2 Success, 2 Failure) (Medium)

Huge Success (only possible with Eternal Hope)

*You are surprised and relieved to see the sisters greet you at the door, both full-grown adults.*
*The sisters are unusually friendly to each other this day. Laughing and joking, Yvette suddenly unveils something shiny from a dusty chest. "An old suitor left this here for us. He couldn't tell us apart!"*
**The player draws 1 Equipment Card.**
If the player does not already have the Potion of Youth:
*Yvonne smiles warmly. "Thank you for your assistance the other day. As promised, here is the citrine vial. I've already taken the liberty of filling it from the waterfall."*
**The player receives the Potion of Youth.**
*Yvonne insists you stay for some pie before you go, fresh from the oven.*
**The player draws 1 Food Gain card.**
Success

*You are surprised and relieved to see the sisters greet you at the door, both full-grown adults.*
If the player does not already have the Potion of Youth:
*Yvonne greets you with open arms as Yvette sulks in the corner. "Thank you for your assistance the other day. As promised, here is the citrine vial. I've already filled it from the waterfall."*
**The player receives the Potion of Youth.**
*Yvonne insists you stay for some pie before you go, fresh from the oven.*
**The player draws 1 Food Gain card.**
Failure

*Yvette greets you at the door. Baby Yvonne is cooing quietly on a blanket on the kitchen floor.*
*Once again, Yvette offers you a meal of beef pie and potatoes. It would be rude to refuse.*
**The player draws 1 Food Gain card.**
*Baby Yvonne crawls under the dining table, babbling sweetly to herself, as you take your leave.*
Terror on the Dock

## Event

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

1) Advance.

*By the time you reach the dock, a crowd has assembled to watch the ogre. They cheer as the beast smashes a wooden crate over the head of an Imperial guard and then throws him into the river.*
**The Dealer draws a Brimstone Ogre and 2 more Monster Cards.**
*The remaining soldiers say something about "reinforcements" as they run past you, disappearing behind the amused townsfolk.*
**The player enters Combat.**
*An Imperial Captain rides up with a company of soldiers in time to see you land the final blow.*
*He inspects the bodies for a moment before addressing you.*
*"Good work mercenary - swift force is the only way to deal with vulgar creatures like that."*
*The captain turns to one of his men and directs him to give you payment.*
**Trial completed.**
**Ogres are now stronger in combat.**
2) Leave.
Veles and Grobben

## Event

*You stand on an island of broken ground, bobbing in the vast churning shadow of the Lysa Hora.*

*The beasts of House Belobog oppose you, their eyes like fire beneath their hoods.*

**The Dealer draws an Elder of Shadow and 3 "5 of Shadow" Cards.**

*A hefty-bellied goblin lies stiffly on a nearby stone slab, victim of some strange enthrallment.*

*The beasts turn as one, fangs bared.*

*"Begone, Veles!" an elder snarls as you advance. "This goblin creature will die by the blood moon, and Rusalka will be avenged."*

*In a flash of ash and ember, Veles is upon the first group of beasts in a madness, claws tearing through cloak and flesh.*

**The Dealer discards a 5 of Shadow.**

*Again he strikes, and again more beasts fall, reeling at his fury.*

**The Dealer discards a 5 of Shadow.**

*Then Veles is at the altar. He waves a claw over the goblin, dispelling the enchantment.*

*Grobben sits up, unperturbed.*

**The player draws Grobben The Servant.**

*The elder beast lets out a roar of anger summoning a fire that washes over his body and overwhelms his kin. "Rusalka was right to destroy your house, Veles. You have defiled yourself. This goblin - and this filthy mortal - are as dust to us. Consider your execution a final mercy!"*

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

*Eyes burning with fury, the last of House Belobog move in for the kill...*

**The player enters Combat.**

*As the last beast falls, Veles is already at the goblin's side, his blood madness all but dissipated.*

*"Grobben, I thought you would be lost to me forever!"*

*Grobben gives a surly nod.*

*Veles gives one last smile to his servant before turning to face you, the fondness draining from his expression. "House Belobog has fallen, in part thanks to you."*

*He pulls a black orb from the robes of the elder beast. "This is a relic of their house and of the Lys. I can think of no more fitting reward for all you have done for me. May it serve you well, friend."*

**The player gains the token for Disciple's Guise.**

**The player receives House Belobog's Ruin.**

*Grobben merely sighs and glares at you. "Thank you for helping save me, human. Perhps I can assist you in future altercations."*

**The player has somewhat befriended Grobben the Servant.**

*Veles adjusts his cloak. "Let us return to the light."*

*You reappear in the halls of the empty manor of House Lashar and witness the unlikely comrades heading out toward the gardens.*
The World

> *"And thus our carriage arrives at our final destination. Now we will see what changes Kallas has wrought, and play the Game of Life and Death in truth."*
>
>

This is the twenty-second, and final, challenge of *Hand of Fate 2.*

## Quest Summary

Prepare for the final journey.

**Brimstone:** All enemies are Brimstone.

**Equipment:** This is what you have prepared for. Take only your best Equipment.

## Deck Composition

Companion: See Notes section

 Max Platinum
 Max Brimstone

## Companion Unlocked

*For being the tool of his vengeance, you receive...*

* The Dealer

## Notes

Rather than having a map and using cards, this challenge is only a boss fight against Kallas interspersed with battles with various types of enemies. The player is allowed to pick one helmet, one piece of armor, one artefact, one shield, and one of each type of weapon. The player cannot bring any rings or supplies. The weapons will be automatically changed for each wave of enemies, moving to the weapon type most effective against those enemies.

With regards to companions, this will vary. Only companions who have been upgraded to Platinum will greet you on the way to the boss, and therefore assist you against the enemy waves. This is because by being Platinum cards, they would have survived the events of the Judgement challenge.

During the rounds with Kallas, your companions will be stunned and the Dealer will become your companion.

The enemy waves are, in order: Brimstone Steel enemies, Kallas, Brimstone Frost enemies, Kallas, Brimstone Greed enemies and one Brimstone Wraith, and then Kallas.

## Trivia

* The site of the final battle looks like it might be the ruins of the Dealer's temple from the original *Hand of Fate.*

* The stairs leading up to the arena are decorated with the symbols of the four suits from *Hand of Fate*: Dust, Skulls, Plague, and Scales.

* The arena has a circular design in the center, which also contains the symbols of the four original suits. However, the Skulls symbol is a heart-shaped skull as it was on the tokens in *Hand of Fate,* and fits the original game's motif of modelling the enemy suits on those of playing cards (spades, clubs, hearts, and diamonds). By contrast, the Skull symbol seen on the stairs to the arena is a normally-shaped skull, which is used on Skull cards in both *Hand of Fate* and *Hand of Fate 2.*

* If any of your companions are not Platinum Cards when doing this challenge, their weapons will be placed along the path at places where they would be standing if they were Platinum cards.
Winters Bane

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

## Weapon Ability

**Knockdown Northerner:** Perform a powerful strike that causes Knockdown to Northerners. Enemies in Knockdown can be defeated with a Finisher. Requires 9 hits.

**Riposte Charge:** Against Northerners, Riposte deals 150% Damage and counts double toward Weapon Charge.

## Statistics

Weapon Type: One-Handed

Damage: 18

Value: 30

Fame Required: None

Endless Points: 30

## Shard Requirements

Defeat 30 Northerners with a Finisher to unlock this Shard.
Village Ruffians

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

## Adventure

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

## Event

*A band of thieves has settled in the remote village of Huntsweasel.*

*The local Imperial garrison is assumed dead and you have accepted the task of dealing with the villains.*

## Adventure-Specific Cards

* Gang of Thieves
* Humble Offering
* Village of Huntsweasel
Questing Mace (With Token)

This is the first iteration of the Questing Mace.

## Weapon Ability

**Critical Strike:** Perform a powerful strike that causes 200% Damage on a single target when activated. Requires 6 hits.

## Statistics

Weapon Type: Heavy

Damage: 23

Value: 9

Fame Required: None

## Unlocked By

Acquire the token for Return to Deadly Forest.

## Token Requirements

Defeat 15 enemies during a single challenge to win this token.

## Token Unlocks

*For defeating many enemies with the Questing Mace...*

Questing Mace II
Troll Toll

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

## Event (Opening)

*A large troll guards Barren Point Bridge, demanding gold from each passerby. The villagers are getting desperate.*

*"We need someone to pay him off so he'll stop harassing us."*

## Event (Closing)

*The villagers neighbouring Barren Point Bridge can wait no longer - their wares must get to market.*

*As you approach the bridge, the crowd falls silent. With a rumble and a thud, the troll clambers out from his lair.*

*"It costs gold to cross 'ere," he growls.*

If the player has 51 Gold:

*The troll snatches the gold eagerly from your hands and his craggy face splits into a broad smile. Tears start to well in his eyes. "I can finally that potion of transmogrification and give up this life of crime."*

**The player loses 51 Gold**

*The villagers give you what little they can.*

**The player gains Endless Points and +80% Life**

If the player does not have 51 Gold:

(insert text here)
Healing Waters

## Event

*Rumours of miraculous healing waters lead you to a small temple in the remote hills of the North.*

*The monks of the Order of Vyraj invite you to sample the cooling waters of the sacred bath.*

*"We keep the precious pool clean of debris, and free to be used by any in need," Brother Jacob explains, leading you to a calm grotto deep in the temple.*

*"These healing waters are not as they seem," says Veles, melting in from the shadows.*

*Your questioning look is only met with a sly grin.*

1) Ignore Veles' warning.

*Placing your gear close by, you plunge into the water, finding it clear and refreshing.*
**The player gains 30 Life.**
*As you continue to soak, you sense something odd and begin to grow uneasy.*
*Your skin begins to tingle unnaturally.*
**The player loses 10% Max Life.**
*Hastily, you recover your equipment and turn to leave the cave, only to find Brother Jacob blocking your path.*
*He is not alone.*
**The Dealer draws 1 Shadow Monster Card and 1 more Monster Card.**
*"Feeling relaxed?" one of the hooded creatures asks. "Full of vigour? There's not much but skinny farmers and lost pilgrims to whet one's appetite in these regions, but you look like you have some meat on your bones!"*
*It is then that they notice your companion. "Lord Veles?"*
*The shadow beasts approach each other with formal bows. "Ah, so this is the mortal you've allied yourself with?"*
*"It is," Veles nods. "He is a resourceful and hardy servant. I would be most upset if you killed him."*
*The counterfeit monks eagerly flex their claws in anticipation of the duel ahead.*
**The player enters Combat.**
*With the creatures and their minions dispatched, you leave the abandoned grotto.*
**The player gains 2 Fame.**
**This encounter may be revisited 2 times.**
2) Leave.

*Unnerved, you sneak away from the temple before the monks return.*
**Encounter ends.**
Setekh's Wrath

## Weapon Ability

**Paralysis:** Aim and throw a weapon that causes Long Freeze and Bleed to a single target. Requires 14 Hits.

**Riposte Charge:** Every 2 Ripostes increases weapon charge by +1.

**Bleed:** Attacks cause Bleed. The first hit against non-bleeding enemies causes +250% Damage. Excludes Undead and Corrupted.

## Statistics

Weapon Type: Light

Damage: 8

Value: 45

Fame Required: 12

Endless Points: 30

## Notes

* *Setekh*(also transliterated "Set") is an ancient Egyptian god of chaos.
The Dark Grove

## Event

*Deciphering the strange poetry of the witch's recipe, you find yourself descending into an ancient, enchanted grove.*

**The Dealer draws an Elder of Shadow and a 3 of Shadow.**

*The beasts turn to face you, their eyes ablaze with arcane power. "Few stumble into our grove by accident, and none survive to tell of it."*

**The player enters Combat.**

*You take your dagger and carve the creature's heart from its chest.*

*You find an altar dedicated to the dark entities worshipped by the Shadow Beasts and strip it of valuables.*

**The player draws 2 Gain Cards.**
Temperance

> *"The Empire works against its own people, yet none of it matters. There will be no uprising as long as they are fed. Yet take away their bread, and even the most peaceful begins to consider the songs of revolt."*
>
>

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

## Quest Summary

During the worst famine in the history of the Empire, an unnatural power is causing the dead to rise and stalk the land.

**Food Shortage:** The famine has made Food scarce, avoid starvation.

**Undead:** Destroy the source of the Undead.

## Deck Composition

Companion: 1

 Max Platinum
 Max Brimstone

## Objectives

* X Villagers Lost (10 Limit)
* Go to Bridgemore Village

## Challenge-Specific Cards

* Desperate Times
* Thomas the Ogre (Note: If Thomas kills farmers, it counts against the objective)
* Hungry Peasants
* A Moonlit Journey
* General Store
* Corpse Wagon
* The Wretched
* Lair of the Necromancer
* Vengeful Villagers

## Token Requirements

### Gold Token

* Do not lose any villagers
* Defeat the boss

### Silver Token

* Lose up to 10 villagers THIS NEEDS VERIFYING
* Defeat the boss

## Rewards

### Gold Token

*For avoiding any unnecessary villager deaths...*

#### Equipment

* Thunaer's Talons
* Thornshell
* Ring of Defence

#### Encounters

* The Wretched
* Thomas the Ogre
* Mystery Chest
Search Party

This encounter occurs when the player collides with an Empire counter after stealing the Exquisite Blade in the Knight's Sword encounter.

## Event

*"Halt, thief!" calls a knight of the Empire. "That sword looks an awful lot like the ceremonial blade, the disappearance of which has deprived young squires of their knighthood. Hand it over and I shall consider leniency."*

1) Refuse.

**The Dealer draws 3 Steel Monster Cards.**
*The knight's men raise their swords and charge you.*
**The player enters Combat.**
*"Mercy!" cries the Imperial Knight. "I'll call off the search party if you just stop flailing that thing around."*
**The player gains 4 Fame.**
**Empire counters are removed from the map.**
**Encounter ends.**
2) Return the sword.

**The player discards the Exquisite Blade.**
*Your hope for a reward is dashed when the knight snatches the weapon from your hands, leaving without so much as a 'thank you'.*
**Empire counters are removed from the map.**
**Encounter ends.**
The Abandoned Mine

## Event

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

1) Advance.

*The trail leads to an old abandoned silver mine near the city of Ramton. You follow the fresh grooves down the central shaft, deep below the surface. You are startled to see a dishevelled prospector, trussed up like a turkey, an apple jammed into his mouth.*
*"This is the last I take a job for that idiot, Christos!" he says, spitting out the fruit. "This whole damn mine is filled with goblins! Apparently, their town is nearby, or something. I hate goblins!" You remove his bindings and he bolts for the surface.*
*You hear the cackles of a goblin band echoing down the tunnel. "Come, human!" you hear a voice say. "Come and amuse Itchy. Maybe if you dance well enough, we won't eat you straight away!" You leap to defend yourself.*
**The Dealer draws a Chanter of Mischief and 1 more Mischief Monster Card.**
**The player enters Combat.**
*With the goblin leader defeated, you haul the remaining barrels back to the Ne'erworld. Old Ben greets you at the door. "Are you telling me my rat-killing quest led to a goblin fight in an abandoned mine?" he asks incredulously.*
*You help him carry the barrels of ale down into the newly repaired cellar. "Fine work, hero," he says, handing you your payment. "You'll always eat free at my establishment," he adds. Your eyes linger on a rack of skinned rat carcasses hanging near a butcher's block, and your stomach begins to churn.*
**Trial completed.**
**The player gains Endless Points.**
**Goblins are now stronger in combat.**
2) Leave.
The Servant

*"Every tale is ultimately a tale of blood, is it not? Let us find the roots of this one."*

## Quest Summary

*In your long journey you befriended many strange characters, but none so strange as Lord Veles of House Lashar.*

**Blood:** The stranger's bargain is unorthodox but simple; ensure you have Life enough for two.

**Food:** You will most certainly need your strength. Ensure you have plenty of supplies.

**Finish Them:** The stranger will appreciate the blood of fallen enemies, better theirs than yours. Knockdown will be most valuable.

## Deck Composition

Companion: None (Veles will join during the Challenge)

 Max Platinum
 Max Brimstone

## Challenge-Specific Cards

* The Dungeon
* Goblin Capture
* Forest
* Bounty Hunters
* Passage of Time
* Shadow Feud
* Forage for Food
* A Blood Moon Rises
* Shadow's End
* House Belobog (only in The Servant +)
* Veles and Grobben (only in The Servant +)

## Boss

* Baron Kresnik
* House Belobog Lord (The Servant +)

## Rewards

#### Encounters

* Stranger In The Shadows
* Healing Waters

#### Equipment

* Witching Blades
* Shrapnel Bomb

#### Encounters

* The Pit
* Courier

### Companion Unlocked

*For befriending the stranger...*

* A Shadow Beast's Grave
* Veles the Stranger
Kidnapped

This is an Encounter in The Lovers Challenge that does not appear on the map, but sometimes occurs immediately after other Encounters.

## Event 1

*You wake one night to the sound of Oswin's muffled screams.*

* *The undead surround the potato farmer. They appear to be attempting a kidnapping, but are doing a shambolic job of it.
One skeleton is shoving a cloth in Oswin's mouth, while another swings a sword wildly.*
* *You sigh as another platoon of skeletons drags Oswin away into the forest. He seem somewhat resigned to it now - not struggling so much.*

**Chance Cards Gambit** (1 Success, 3 Failure)

Success

**The Dealer draws a Skulls Monster Card.**
*You quickly rise to your feet and draw your weapon.*
**The player enters Combat.**
*You rummage through the bones for anything of use.*
**The player draws 2 Gain Cards.**
*With the skeletons dispatched, you fall back to sleep.*
**The player gains 2 Fame.**
Failure

* *With the thud of a rusted shield against your temple, you black out.*
* *In the hubbub, somebody loops a bag over your head, tying it tight. You struggle for a while before passing out.*

*When you come to, Oswin and his skeletal kidnappers are gone.*
**The Dealer places Oswin in Trouble face-up on the map.**
**The player temporarily loses Oswin as a Companion.**
*Oswin's time is limited.*
**Oswin's Health will decrease by 10 every turn until he is rescued.**
## Event 2

*You awaken one morning to find Oswin completely vanished.*

**The Dealer places Oswin in Trouble face-up on the map.**

**The player temporarily loses Oswin as a Companion.**

*Oswin's time is limited.*

**Oswin's Health will decrease by 10 every turn until he is rescued.**