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This is a site dedicated to the Arcadia collectible card game released by White Wolf in the mid '90s. This was a great game featuring a role playing aspect. The game is now out of print and some cards are extremely difficult to find.

Here you will find resources like card lists, maps, rules, alternate rules (including solo play), card evaluations, and strategy tips.

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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.

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