Hello Arcadians! Time has flown by and it's hard to believe it has been almost two years since I last posted. However, I just want you to know that I'm going to be putting more time into the site in a big way. I'd like to officially announce that I'm creating an expansion for Arcadia!

This will be a "fan" creation and is not affiliated with White Wolf in any way. I just thought I'd like to create some additional cards that can be used with the game and finish telling the story that began with the first two sets. I haven't committed to a name yet - I've been back and forth between King Ardlanth's Fate (KAF), Road to Skyeholm (RTS)., or Day of Darkening (DOD). It will not be called The Lion's Den, which was White Wolf's intended name, and I have no wish to infringe on that.

The setting begins after the events at the end of KIM, as the players look to Skyeholm, the ruling kingdom of Arcadia, to solve the puzzle of The Darkening and High King Ardlanth's fate. Skyeholm has three vassal kingdoms surrounding it: Ardenmore, Middlemarch, and the Arborian Nation. To the south of Middlemarch are the Fallen Lands, and to the North of Ardenmore is the Frost Kingdom. Like the original two games that tell a story when the quest cards are followed in a linear progression, this series of quests will take you from Skyholme to the Arborian Nation, from the Arborian Nation through familiar territory in Ardenmore to the Frost Nation, back through Ardenmore and Middlemarch, and into the dreaded Fallen Lands. From there what will happen is yet to be told.

This expansion will introduce new cards of every type, and reintroduce some familiar cards that have changed due to the events in TWH and KIM. However, the set will tilt heavily towards Quest, Waylay, and Map cards, as they will be the main difference from the released sets, which have plenty of Characters, Arts, Abilities, Flaws, and so on. I do have some artwork lined up for the new cards. I'm not certain how many cards will be in the set, but it is likely to be around 200 to 250 or so. That's still a lot of cards!

What I plan to do is work on cards then release them one at a time on the site, similar to the Ogre King Road card I created previously. I'll even discuss printing your own versions of the card for actual use! So stayed tuned for more info as it appears...

## Sunday, June 19, 2016

## Friday, August 15, 2014

### Update 8-15-14

Hello everyone,

I ended up taking a personal break for a little while. Little did I know how long that break would be, but I truly did need it. Unfortunately that break will need to last a little while longer, as I have some pressing personal issues to deal with over the next few weeks.

Expect some new posts coming soon, and thank you for your patience...

I ended up taking a personal break for a little while. Little did I know how long that break would be, but I truly did need it. Unfortunately that break will need to last a little while longer, as I have some pressing personal issues to deal with over the next few weeks.

Expect some new posts coming soon, and thank you for your patience...

## Thursday, June 28, 2012

### The Legend of Arcadia: Quest #11

**QUEST #11 - CONSCRIPTION**

The Waylay Deck is reshuffled. For Treasure, Bill draws

*Map of the Land*and places it on

*The Kyrrian Tower*. He places

*Lady Kryddia*on

*The Eastern Coastal Road (1)*. The two "dummy" Ally cards,

*Gurthdass*and

*Shaebanaria*, are placed on

*Eidle Road*and

*Ardenroad (3)*respectively.

To complete the Quest, Bill must collect all 3 allies and bring them to

*Eidolon*within 14 days, while facing 15 points of Waylays.

Day 1

Bill leaves the

*Hamlet of Easlynn*and uses the Warhorse's movement to move to

*The Eastern Coastal Road (2)*and the

*The Eastern Coastal Road (1)*. The Waylay drawn is

*Pirates*, a Combat 2 Test that costs 3. Bill rolls a 5 for a total of 8; the opposing roll is 8 for a total of 10. Pyro exhausts

*Burn & Boil*to change his total to 12 and defeats the

*Pirates*. Bill must still face 12 points of Waylays.

Day 2

Bill recovers

*Lady Kryddia*.

Day 3

Bill moves to

*The Kyrrian Tower*. The Waylay drawn is

*Magical Barrier*, a Resolve 3 Test that costs 5. Bill rolls a 6 for a total of 9; the opposing roll is 7 for a total of 10. Since you must win 3 Tests to beat the

*Magical Barrier*, Bill doesn't want the Treasure that badly and exhausts a

*Bag of Gold*, retreating back to

*The Eastern Coastal Road (1)*. Bill must still face 7 points of Waylays.

Day 4

Bill uses the Warhorse's movement to travel to

*Oceanius*and then to

*Goldenreach Fields*. The Waylay drawn is

*Flock of Harpies*, a Resolve 3 Test (with a cost of 4). Bill rolls a 9 for a total of 12; the opposing roll is 11 for a total of 14. Per the

*Flock of Harpies*text, Bill is caught by the harpies' song and cannot retreat; instead he must test each day to break free. He exhausts a

*Bag of Gold*and stays on the space.

Day 5

Bill rolls 7 for a total of 10; the opposing roll is 4 for a total of 7. The

*Flock of Harpies*is defeated. Bill must still face 3 points of Waylays.

Day 6

Bill moves to

*Eidle Road*. The Waylay is

*Ogre Games*, a Savvy 2 Test (cost of 3). Bill opts to have

*Lady Kryddia*take the Test. Bill rolls 11 for a total of 14; the opposing roll is 5 for a total of 7.

*Ogre Games*is defeated and Bill does not have to face any more Waylays.

Day 7

Bill recovers

*Gurthdass*.

*Gurthdass*smells really bad.

Day 8

Bill uses the Warhorse's movement to move to

*Eidolon*, then to

*Ardenroad (3)*. He recovers

*Shaebanaria*, who smells much better than

*Gurthdass*.

Day 9

Bill moves to

*Eidolon*and has returned the allies, completing the Quest. His Merits are restored, and he now has 2 XP. Bill recruits

*Wenig, Knocker Mechanic*and has 0 XP remaining.

## Wednesday, June 27, 2012

### The Legend of Arcadia: Quest #10

**QUEST #10 - PEACE MISSION**

The Waylay Deck is reshuffled. For Treasure, Bill draws

*Circlet of Resolve*and

*Coin of Clarity*. Bill studies the map before placing the Treasure. He only has 9 days to complete the Quest...he has to travel to 2 cities he hasn't been to before, and he will be doing a lot of retreating because he may not engage in Combat. Bill has been to

*Althros, Darkreach Loche, Raxis*, and

*Oceanius*...the closest Towns he has not been to are

*Balanvale*and the

*Hamlet of Easlynn*. He puts the

*Circlet of Resolve*on

*Darkreach Loche*and the

*Coin of Clarity*on

*Balanvale*. He must face 9 points of Waylays.

Day 1

Bill uses the Warhorse's movement to move to

*The Kyrrian Tower*, then on to

*Darkreach Loche*. The Waylay drawn is

*Huntsman's Snare*, a Might 1 Test. Bill rolls 3 for a total of 6; the opposing roll is 6 for a total of 7. Bill is forced to exhaust the

*Belt of Troll Strength*to change his total to 9 and defeat the snare. He must face 8 more points of Waylays.

Day 2

Bill recovers the

*Circlet of Resolve*.

Day 3

Bill arrives at

*Balanvale*by Road, so there is no entry Trial. A Waylay is played here but it cannot be a Combat Waylay. The Waylay drawn is

*Sandman*, a Resolve 4 Test. Bill rolls a 9 for a total of 13 (+1 from the Circlet); the opposing roll is 8 for a total of 12. Bill has defeated the

*Sandman*, and must face 4 more points of Waylays.

Day 4

Bill recovers the

*Coin of Clarity*.

Day 5

Bill has

*Lady Kryddia*handle the Savvy 6 peace Trial. Bill rolls a 5 for a total of 8 and passes the Trial. One town down, one to go.

Day 6

Bill leaves

*Balanvale*by Road, so no exit Trial is necessary. He uses the Warhorse's movement to move to

*Darkreach Loche*and then

*Ebonlique*. The Waylay encountered is

*Mounted Spidereye Goblin*, a Combat 4. Bill immediately retreats to

*Darkreach Loche*, but does not have to face any more Waylays.

Day 7

Bill moves to

*The Kyrrian Tower*.

Day 8

Bill uses the Warhorse's movement to move to

*The Eastern Coastal Road (1)*, and then to

*The Eastern Coastal Road (2)*.

Day 9

Bill moves to the

*Hamlet of Easlynn*. This is his last day of the Quest, so he must pass the Savvy 6 Peace Trial today! Bill again uses

*Lady Kryddia*and rolls a 3 for a total of 6, passing the Trial. The

*Circlet of Resolve*and

*Coin of Clarity*are returned, all Merits are restored and Bill earns 1 XP.

## Tuesday, June 26, 2012

### The Legend of Arcadia: Quest #9

**QUEST #9 - THE FLOWER QUEST**

The Waylay deck is reshuffled. For Treasure, Bill draws

*Circlet of Resolve*and

*Fae Armor*. He places

*Fae Armor*on

*The Eastern Coastal Road (1)*and the

*Circlet of Resolve*on

*Oceanius*.

To complete this Quest, Bill must journey to

*Orchid Isle*and bring a blossom back to

*Eidolon*, while keeping the blossom from wilting, within 16 days while facing 16 points of Waylays.

Day 1

Bill uses the Warhorse's movement option and journies from

*Eidolon*to

*The Kyrrian Tower*, and then on to

*The Eastern Coastal Road (1)*. The Waylay drawn is

*Trojan Horse*, a Combat 3 Test. Bill rolls 8 for a total of 11; the opposing roll is double sixes (!) for a total of 15! Bill exhausts

*Burn & Boil*to get to 15, then exhausts

*Perceptive Fighter*for a total of 16. The

*Trojan Horse*is defeated. Bill must still face 13 points of Waylays.

Day 2

Bill spends the day looking for Treasure and recovers the

*Fae Armor*.

Day 3

Bill moves to

*Oceanius*. The Waylay is

*Tiberius*, a Combat 6 Test! Bill first rolls to overcome the illusions, a Resolve 4 Test; Bill rolls 11 for a total of 14; the opposing roll is 4 for a total of 8. Bill has defeated the illusions and now must face Tiberius. He rolls 7 for a total of 10; the opposing roll is 7 for a total of 13. Bill could use

*Dem Bones*and

*Fae Armor*to try to win, but he'd be out of Merits for the rest of the Quest. He decides to retreat back to

*The Eastern Coastal Road (1)*and exhausts

*Bag of Gold*. Bill must face 7 more points of Waylays.

Day 4

Bill decides to go around

*Tiberius*, using the Warhorse's movement to move back to

*The Kyrrian Tower*, then to

*Goldenreach Fields*. The Waylay is

*Hurricane*, a Might 4 Test with a cost of 3. Bill rolls snake eyes (!) for a total of 5; the opposing roll is 9 for a total of 13. He decides to exhaust

*Dem Bones*, because if he retreats he'll have to exhaust a Merit anyway. He re-rolls both dice and gets a 4 for a total of 7. Admitting defeat, Bill retreats to

*The Kyrrian Tower*and exhausts

*Lady Kryddia*. He must still face 4 more points of Waylays.

Day 5

Bill decides to rest and recovers

*Burn & Boil*. He must now roll a die, and gets a 2, an even number. Finally, some good luck! Since Bill can choose any League to begin the day, why not

*Orchid Isle*?

Day 6

Pyro awakes on

*Orchid Isle*. The Waylay is

*Fianna Garou*, a Savvy 2 Test. Bill rolls 9 for a total of 10; the opposing roll is 7 for a total of 9. Bill has won a Savvy Test! He must face 2 more points of Waylays.

Day 7

Bill attempts to find an orchid, a Resolve 6 Trial. He rolls a 5 for a total of 8 and successfully gains an Orchid.

Day 8

Bill attempts to leave

*Orchid Isle*, a Might 5 Trial. Bill rolls a 2 for a total of 5 and barely passes.

*Tsu Ocean (1)*also has a Might 5 Trial, for entry. Bill rolls a 4 for a total of 7 and enters

*Tsu Ocean (1)*. The Waylay is

*Tax Collector*, a Savvy 2 Test. Pyro is not very Savvy, and also suffers from the

*Warrant*, so he gives up his last

*Bag of Gold*. The

*Tax Collector*stays on the space, but Bill has no more Waylays to face. Bill did not have to face the Orchid Trial because he went up against Trials and not Tests when moving from League to League.

Day 9

*Tsu Ocean (1)*has a Might 6 Trial to exit. Bill rolls a 4 for a total of 7 and passes. He moves into

*Coral Palace*, which has no entry Trial.

Day 10

Bill uses the Warhorse's movement to move to

*Palinian Coast Junction*, then on to

*Middleguard*. He definitely wants to avoid

*Tiberius*and the

*Hurricane*on the two Leagues to the north.

Day 11

Bill moves to

*Raxis*.

Day 12

Bill uses the Warhorse's movement again to move to

*Eidle Road*, then to

*Eidolon*, completing the Quest. The

*Fae Armor*is returned, all Pyro's Merits are restored, and Bill gets 1 XP, which he spends on 2

*Bags of Gold*, leaving him with 0 XP.

## Saturday, June 23, 2012

### The Legend of Arcadia: Quest #8

**QUEST #8 - ROYAL CARTOGRAPHER**

The Waylay deck is reshuffled. For Treasure Bill draws

*Winged Sandals*and

*Knocker's Artifact*. He places

*Knocker's Artifact*on

*Palinian Coast Junction*and

*Winged Sandals*on

*Oceanius*.

To complete this Quest, Pyro must travel through at least 6 different Leagues, and return to

*Eidolon*. Bill rolls a 4, so 4 of the Leagues must be a border. He must also face 10 points of Walays.

Day 1

Pyro leaves

*Raxis*and uses the Warhorse's movement to travel through

*Middlemarch*and on to

*Goldenreach Fields*. Fortunately the

*Sandman*has moved on, but the place still haunts Pyro. This time the Waylay faced is

*Cog Dragoon*, a Combat 5! Bill rolls a 9 for a total of 12; the opposing roll is 10 for a total of 15. Bill exhausts

*Burn & Boil*for a total of 16 and defeats the

*Cog Dragoon*. He must still face another 5 points of Waylays.

Day 2

Bill moves to

*Oceanius*. The Waylay drawn is

*Jealous Redcap*, a cost 3, which Pyro chooses to face as a Combat 4. Bill rolls 6 for a total of 9; the opposing roll is 5 for a total of 9, resulting in a tie. Bill exhausts

*Perceptive Fighter*for a total of 10 and defeats the

*Jealous Redcap*. He must still face 2 points of Waylays.

Day 3

Bill searches for Treasure and recovers the

*Winged Sandals*.

Day 4

Bill moves to

*Palanian Coast Junction*. The Waylay is

*Spike Trap*, a Combat 3 Test with a cost of 1. Bill rolls 6 for a total of 9; the opposing roll is 8 for a total of 11. Bill exhausts

*Dem Bones*and re-rolls his 1, getting a 3 for a new total of 11, resulting in a tie. The

*Belt of Troll Strength*can't be used because it's a Combat Trial, not a Might Trial. However, since it is a tie, Bill does not have to retreat or exhaust a Merit. He also does not have to face the Waylay again because

*Spike Trap*specifically states that you discard it after it's encountered. With a sigh of relief, Bill has outlasted the

*Spike Trap*and must face 1 point of Waylays. The

*Spike Trap*is discarded.

Day 5

Bill has traveled through 4 Leagues, 3 of which are borders, so he has plenty of time to search for Treasure. He recovers the

*Knocker's Artifact*.

Day 6

Bill moves to

*Coral Palace*and encounters the last Waylay,

*Corporeal Ghost*! Pyro has seen far too many of these for his liking. It's a Combat 1 that must be defeated twice. Bill rolls 7 for a total of 10; the opposing roll is 3 for a total of 4. So far, so good. Bill rolls 4 for a total of 7; the opposing roll is 4 for a total of 5. Bill wins and

*Corporeal Ghost*is discarded. There are no more Waylays left to face.

Day 7

Bill has now met the "4 Borders" requirement but must travel to 1 more League. He uses the Warhorse's movement to move back to

*Palinian Coast Junction*, then on to

*Middleguard*.

Day 8

Bill exhausts the

*Warhorse*to move to

*Goldenreach Fields*, then to

*Eidle Road*. He has now traveled to 6 different Leagues.

Day 9

Bill moves to

*Eidolon*and the Quest is completed. The

*Winged Sandals*and

*Knocker's Artifact*are returned and Bill's Merit's are restored. He now has 2 XP and spends it to buy off

*Indecisive*, leaving him now with 0 XP.

## Wednesday, June 20, 2012

### More Proposed Questions for the FAQ

Q: Can a character have more than one of the same type of Treasure?

A: A character may only use 1 Armor, 1 Weapon, and 1 Mount unless card text states otherwise. You can carry more than 1 Weapon, but only 1 may give bonuses or be exhausted (again unless card text states otherwise). The player must state at the beginning of the Quest which Weapon is to be used. Other types of Treasure (such as 2 Wands or 2 Boots) are permitted.

Q: Can I discard a card during a Quest?

A: Not specifically. You cannot discard or buy off a flaw during a Quest, and you may not discard a Treasure. Being able to discard a Treasure would allow you to, for instance, discard exhausted Armor to pick up different, unexhausted Armor. This would circumvent the mechanics of resting, as well as the "1 type of Treasure rule" listed above. Some cards do have text that allow you to discard. For instance,

*Tax Collector*gives you the option to discard a

*Bag of Gold*to pass the Waylay.

Q: Can an exhausted item be used to fulfill Waylay or Quest requirements?

A: Yes. Using the cards in the previous question as an example, if you failed a Waylay and exhausted a

*Bag of Gold*, then came up against

*Tax Collector*, you could pay using the exhausted

*Bag of Gold*. Exhausted cards prevent you from benefitting from card effects listed on the text of the card; the fact that the card is exhausted

__does not__affect your ability to discard the card to fulfill a Waylay or Quest requirement.

Q: If I am forced to re-test or re-roll due to a card effect, does my opponent re-roll as well?

A: For opposed Tests, if the card text says re-roll, only you or your opponent roll (based on the card text); if the card text says re-test, both players roll again. For Trials, which are unopposed, only you re-roll.

Q: What is the difference between a tie and a loss when facing a Waylay?

A: In either case, you may stay to fight again or retreat. The difference is, if you lose, you must exhaust a Merit. You do not have to exhaust a Merit in the case of a tie.

Q: If I failed to defeat a Waylay and there is an Exit Trial to leave the League, do I have to face the Exit Trial to retreat? If I fail that, will I have to face the Waylay again because I stayed on the space?

A: The sequence of play is: you declare a move, test against any League Trials, actually move, then test against Waylays. Movement

__only__occurs at the beginning of your turn. Therefore, after you've faced a Waylay, movement cannot occur. Retreating is a condition of the Waylay and is

__not__actual movement, so you would not face League Trials if you chose to retreat.

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