One clue, the text for 106 is
breached in a single turn, at least in theory. Fortification : In essence, Fortification is the Armor of the building. Weapons with the quality Wrecking ignore the Fortification value; other weapons must first penetrate the Fortification value before damaging the structure. Abilities with an armor penetrating effect have no such effect on buildings. Set Buildings on Fire Setting wooden buildings on fire is an often used tactic during sieges. This requires some kind of flammable concoction \u2013 it can be an alchemical grenade, a flaming oil canister or a simple fire made from dry twigs and tinder. When the building has been exposed to the flames, a test against [Cunning \u2013Fortification] is rolled to see if it catches fire; if so, the flames deal 1d4 damage and count as having the quality Wrecking. Note that whoever lights the fire will become the target of ranged attacks, provided that the building in question has windows or archers on the roof. Those inside a burning building are at risk of suffering damage each turn the building con - tinues to burn \u2013 a passed Strong test per turn is Pact-making Beings So, what beings may be interested in forging a pact with the charac - ters? In general, they are creatures of the categories Beasts, Undead or Abomina - tions that provide at least Strong resistance. A couple of perfect ex - amples of such beings appear in the adventu - res already published by J\u00e4rnringen, but since this is a player\u2019s guide we cannot specify ex - actly who they are\u2026 106
, I see there's a unicode looking escape character right before that 106, it seems to be discarding all text before that...