This is a solo variant I call "The Legend of Arcadia." It is a combination of Chronicle rules & Solo rules, and is designed for players who have a large collection of cards, but it can be played with proxy cards. The objective: complete every Quest, in order, for TWH first and then for KIM. Following the Quests in this fashion tells you the "story" of the game. And by the way, you have a limited time to complete each Quest...
What you will need:
All 25 Quests for both sets (total of 50)
All Leagues (use proxies for ones you don't have)
The Arcadia Map on this site for reference (this is your "game board")
As many Waylays as you can get, seperated into TWH & KIM decks
A deck of Flaws to represent the magic of Tiberius.
A character (can be from either set) with Merits (and Flaws if desired)
Quest treasures of your choice
White Dice for your rolls
Red Dice for your opposing rolls
Solo rules, with modifications found here
A counter to keep track of days (pen & paper, D20, etc.)
Database or card test list for any proxy cards
To begin:
Ardenmore and Middlemarch, when layed out together, are probably far too large of a gaming surface. Lay out the complete map for Ardenmore first, using proxy cards if necessary. Set up the TWH Quest cards in a deck, starting with Quest #1 (
Prove Yourself) at the top, and in order down to #25 (
Middlemarch Invaders) at the bottom. Shuffle the TWH Waylays and make sure the deck is placed face down.
Set the following cards aside (you will not use them as permanent Merits, Quest Treasures, or Waylays):
The Wyldstone,
Splendourscale,
Sir Wrathgar,
Duke Bane,
Lady Sophia,
Assjack, and
Tiberius.
Choose your base camp - it may be any League that is at least 4 Leagues away from
Eidolon. Your character starts here. Select the first Quest, place your treasure and begin. Remember, you will not be alternating days with another player, so keep track of the days - you must complete the Quest in a certain number of days. Move your character, resolve any exit or entry trials. Draw the top card of the Waylay Deck; if it can be played on the League, you must play it. If not it goes to the bottom of the Waylay pile, still face down. You cannot exceed the Waylay rating of your Quest, so terrain and cost will be a factor as to whether you can play the Waylay or not. For instance, if you are playing
Prove Yourself and you've already drawn 12 points of Waylays, if you then draw a Waylay of 3 it cannot be played (only a 1 or 2 would work).
Treasure and Experience
As you complete each Quest you gain 1 XP, but for every 2 XP gained, Quest Waylay values increase by 1 (this does not affect the number of days to complete the Quest). As you gain XP, you may spend it on Merits or Permanent Treasure before starting the next Quest.
Quests
Quests will need some slight modifications. Follow the instructions on the Quest card, except where they differ as follows below. Each Quest is listed in order, with cumulative XP, adjusted Waylay values (based on XP earned), and Days allotted to complete each Quest. Don't forget to reset your day counter after each Quest.
Prove Yourself (XP = 0, Waylay = 14, Days = 14): Follow the rules above, except that type is now a factor. Move from League to League, drawing Waylays. You must complete one Waylay of each type, so you may discard a Waylay with a type you've completed and keep drawing until you get one you can use. After completing 1 Waylay of each type, you must be sure to return to Eidolon by the end of the 14th day.
Marauders (XP = 1, Waylay = 15, Days = 15): Defeat 4 combat Waylays. You may discard non-combat Waylays and keep drawing until you get one you can use.
Scour Darkreach Mountains (XP =2, Waylay = 13, Days = 12): You must travel through at least 4 different Leagues, one of which must be
Darkreach Mountains.
Slavers (XP = 3, Waylay = 11, Days = 10): You lose all treasure and allies, and your other Merits are exhausted. Starting from
Darkreach Mountains, you must travel at least 3 Leagues before you can start playing Waylays. Claim 1 treasure or ally for each Waylay defeated (you must claim at least 3), then return to
Darkreach Mountains and defeat the slavers in a Combat Waylay. Any that you do not reclaim are lost.
Seek the Oracle's Advice (XP = 4, Waylay = 12, Days = 10/6/6): Travel to
Sibylline Swamp from
Darkreach Mountains and complete the requirements. You may place the treasure card but it must be at least 2 Leagues away from the Swamp. The journey from
Darkreach Mountains to any League that is a marsh with an Entry Trial counts towards the 10 day time limit; you must pass the entry trial by the 10th day. You then have 6 days to get from the entered marsh League to the
Sibylline Swamp. Finally, you are granted an additional 6 days to recover the treasure card and return to the
Sibylline Swamp.
Amnesia (XP = 5, Waylay = 12, Days = 6/10): Place all your Abilities and Arts merits under different Leagues of your choice. You must recover as many as you can and journey to
Raxis. Any you do not recover are lost. You have 6 days to move to a League that is not a marsh. Then start the 10 day time limit to get to Raxis.
Even Dragons Pay Taxes (XP = 6, Waylay = 13, Days = 10): You select the League where
Splendourscale (counts as Quest Waylay) is to be placed, but it must be at least 3 Leagues away from
Raxis. If take the treasure option, roll to see which treasure the dragon keeps and return the other treasure to
Raxis. Discard
Splendourscale at the end of the Quest.
Royal Cartographer (XP = 7, Waylay = 14, Days = 11): you must travel to 6 different Leagues, then return to
Eidolon. One of the Leagues must be a Border.
The Flower Quest (XP = 8, Waylay = 20, Days = 16): travel to the
Orchid Isle and return to
Eidolon.
Peace Mission (XP = 9, Waylay = 13, Days = 9): from Eidolon, travel to any League that is a town, but the town must be in a League you have not traveled through yet.
Conscription (XP = 10, Waylay = 19, Days = 14): place 3 allies and your Quest treasure under different Leagues. If you don't have 3 allies, make up the difference with any 3 of your choice, but you do not get to keep these "new" allies, and you may not use their abilities. Starting from the Peace Mission town, recover all allies and return to
Eidolon.
Save Rosewood Keep (XP = 11, Waylay = 19, Days = 14): Place
Sir Wrathgar (counts as Quest Waylay) on
Rosewood Keep. Journey to
Rosewood Keep within the time limit. Hold it for 4 consecutive days, drawing a Waylay the first 3 days. If the Waylay rating of the Quest has been exceeded, continue to draw Waylays but they must be 2 or less. On the 4th day you must defeat the
Sir Wrathgar Waylay. If you do not hold the keep for the first 3 days or do not defeat Sir Wrathgar, the game is lost. Discard
Sir Wrathgar when the Quest is finished.
Escort Lady Sophia (XP = 12, Waylay = 24, Days = 18): Place
Lady Sophia on
Rosewood Keep. Journey from
Rosewood Keep back to
Eidolon. At least half of your Waylay points must be Combat Waylays (representing Duke Bane's forces). Discard
Lady Sophia when the Quest is complete.
Victory Over Duke Bane (XP = 13, Waylay = 20, Days = 14): Place
Duke Bane (counts as Quest Waylay) on
Bane Tower. Journey from
Eidolon to
Bane Tower. You do not face
Duke Bane there; instead, move to
Irondeath Fields to encounter Bane. If you fail to defeat him, you have one last chance by moving to
Dark Reach Pass, unless you run out of days. Discard
Duke Bane when the Quest is finished.
Royal Wedding Gift (XP = 14, Waylay = 20, Days = 13): you may place the treasures, but they must be at least 3 Leagues from
Eidolon. Return to
Eidolon after recovering the wedding gift.
Courier for the Court (XP = 15, Waylay = 20, Days = 13): travel from
Eidolon to
Ebonlique and return to your base camp instead of
Eidolon.
Capture the Traitor (XP = 16, Waylay = 22, Days = 14): Place
Assjack (counts as Quest Waylay) on
Eidolon. Travel from your base camp to
Eidolon. You will not encounter
Assjack there - roll to determine where
Assjack is placed after you expose him in the throne room. Travel to where
Assjack is hiding and defeat him. If you fail,
Assjack is moved 1 space (roll to see where) and try again. Continue this until
Assjack is defeated or you run out of days. Discard
Assjack when the Quest ends.
Assault on Ebonlique (XP = 17, Waylay = 16, Days = 8): Place
Tiberius (counts as Quest Waylay) on
Ebonlique. Travel from
Eidolon to
Ebonlique. Draw from the Flaw deck until you have 1 Weakness Flaw costing 1, 1 Weakness Flaw costing 2, and 1 Weakness Flaw costing 3. These are used against you when facing
Tiberius, so they must be Combat or Resolve related. Discard
Tiberius when the Quest is done.
Quest for Knowledge (XP = 18, Waylay = 24, Days = 15): Travel from
Ebonlique to any 3 Leagues with Ruins, stopping on the third League with Ruins.
The Wyld Hunt (XP = 19, Waylay = 25, Days = 16): Travel from the last League with Ruins you stopped on during the
Quest for Knowledge, and journey to another League with Ruins that was not one of the three you just visited. Place
The Wyldstone (counts as Quest Treasure) on this new League with Ruins that you have chosen. Pick 6 different character cards and roll a D6 to select one of them. During your travel, if you are on a League that did not have Waylay, you face the chosen character. The opposing character is a Waylay based on its highest type; if more than one type are the highest, select the type that is your lowest, and roll if you still cannot pick a test. For example, if you face a
Male Imp it would be a Savvy Test, but if you face a
Male Mer, it would be a Savvy or Resolve Test, whichever is your lowest, and if your Savvy and Resolve are the same, roll to choose one. This character may challenge you on a maximum of 3 different Leagues, even if you defeat it each time. When you recover
The Wyldstone, you will keep it for the next Quest. Return to Eidolon from the Ruins. Do not discard
The Wyldstone.
Jailbreak (XP = 20, Waylay = 18, Days = 8): Journey from Eidolon to
Noria of Eternity. Discard
The Wyldstone at the end of the Quest.
Balm for Madness (XP = 21, Waylay = 26, Days = 32): Travel from
Noria of Eternity to
Nowhere Glade, then from there to
Eidolon. Gamine is only a burden from Noria to the Glade.
Gird the Realm's Heroes (XP = 22, Waylay = 26, Days = 15): Instead of searching for characters, take the treasures (one at a time) to three different cities of your choice, dropping off an unexhausted treasure and returning to
Eidolon after each delivery to pick up a new treasure. Return to
Eidolon when finished with the third delivery.
Reconnaissance Mission (XP = 23, Waylay = 27, Days = 16): Travel to any 3 Leagues that share a border with Middlemarch, then return to
Eidolon.
Middlemarch Invaders (XP = 24, Waylay = 26, Days = N/A): Draw 26 points worth of Combat Waylays and place them on any of the Middlemarch border Leagues, one per space. At the beginning of each day after the first, move each Waylay 1 space towards
Eidolon before you move. If any reach
Eidolon, you lose the game. There is no time limit for this Quest. Journey to
Irondew Keep to finish part 1.
PART TWO - MIDDLEMARCH
Use the Ardenmore map for the first Quest, except you replace
Irondew Keep with
Irondew Ruins. You will now draw from the KIM Waylay deck. Also, any new Merits (including treasures) must be from KIM. Set the following cards aside (you will not use them as Merits, Quest Treasures, or Waylays):
Shrink Lamp, Blood Key, The Giant's Third Eye, Monkeywrench, Murch, Kenu, Mechopolis Blueprints, Flying Carpet, Steelwing the Steam Drake, Guthdass, Tiberius, Aldrich, General Electric, General Motors, Jacko D'Rakk, and
The 4man.
Border Run (XP = 25, Waylay = 42): Travel from
Eidolon to
Irondew Ruins. Once you arrive at
Irondew Ruins, defeat any Waylays there to finish the Quest. This will be your new base camp, a place where you can send messages to Gamine and receive instructions for infiltrating Middlemarch.
Stop play now and replace the Ardenmore map with the Middlemarch map, keeping
Irondew Ruins, where you character will start the next Quest from. (Note: To enter Middlemarch from
Irondew Ruins, you must go through
Iron Swamp.) Now move on to Quest #2.
Hunted! (XP = 26, Waylay = 38): Travel from
Irondew Ruins to
Mirron. Encounter Waylays normally; do not use the "moving Waylays" part of the Quest.
The Dark Yeoman's Dream Test (XP = 27, Waylay = 38): Journey from
Mirron to
Nowhere Forest and
Nowhere Timberlands, then return to
Mirron.
Dark Yeoman's Quest: King of the Hill (XP = 28, Waylay = 35): Place the
Shrink Lamp (counts as Quest Treasure) and
General Electric (counts as Quest Waylay) on the
Garden District. Journey from
Mirron to the
Garden District to obtain the Lamp, then travel to the
Ant Hill. You lose the
Shrink Lamp when the Quest is completed.
Dark Yeoman's Quest: Jacko D'Rakk (XP = 29, Waylay = 40): Place the
Blood Key (counts as Quest Treasure) and
Jacko D'Rakk (counts as Quest Waylay) on
Jacko's Bog. Travel from the
Ant Hill to
Jacko's Bog to obtain the
Blood Key. You may keep the
Blood Key until the end of the game.
Dark Yeoman's Quest: Decoy (XP = 30, Waylay = 40): Starting at
Jacko's Bog, journey to
Bog Pits of Grey Filth to encounter the Cog Waylay. Each time you beat it, move it 1 space closer to
Irondew Ruins. If you are defeated, it moves a space closer to
Mirron. When the Cog Waylay is moved onto
Irondew Ruins, set the Cog Waylay aside and enter the Ruins to finish the Quest.
Dark Yeoman's Quest: Cog Refinery Spill (XP = 31, Waylay = 42): Journey from
Irondew Ruins to
Cog Refinery, blow it up, then travel to
Mirron.
The Secret of the Sleeping Giant (XP = 32, Waylay = 41): Travel from
Mirron to
The Sleeping Giant, then travel to
Ruins of Srissan.
The Third Eye (XP = 33, Waylay = 41): Place
The Giant's Third Eye (counts as Quest Treasure) on
Chasm Spires. You must journey to
Chasm Spires. After you recover
The Giant's Third Eye from the
Chasm Spires, you must journey to
The Sleeping Giant. Give up
The Giant's Third Eye at the end of your Quest.
Assault on Mechopolis (XP = 34, Waylay = 46): Journey from
The Sleeping Giant and destroy
Uptown, Downtown Mechopolis, The Skywalk, and
The Promenade.
Enslaved! (XP = 35, Waylay = 45): Your allies and treasure are placed on
Residential Mechopolis, The Market, and
The Slums. Recover them and return to
Irondew Ruins.
Join the Monkey Wrench Gang! (XP = 36, Waylay = 51): Place
Monkeywrench (counts as Quest Treasure) on the
East Watch Tower and
Murch on
Secret Tunnels. Journeying from
Irondew Ruins, recover them both and finish at
Western Watch Tower. You lose both at the end of the Quest.
Rally the Slaves (XP = 37, Waylay = 46): Place
Kenu on
Undercity Slave Pits. Journey from
Western Watch Tower to
Undercity Slave Pits, then to
Irondew Ruins.
Raid on General Motor's Workshop (XP = 38, Waylay = 49): Place the
Mechopolis Blueprints (counts as Quest Treasure) and
General Motors (counts as Quest Waylay) on
Iron Park. Journey from
Irondew Ruins to
Iron Park and back.
General Motors moves at the end of the day. Give up the Blueprints when the Quest is done.
Stowaway! (XP = 39, Waylay = 49): Travel from
Irondew Ruins to
Undercity Slave Pits. Take the barge from there to
The Great Dam as the Quest instructs.
Free the Waterfall City (XP = 40, Waylay = 45): Travel from
The Great Dam to
Kaihikaai. Once you convince the Kokua to rebel, draw until you get the 2 combat Waylays you must face to leave
Kaihikaai, then journey to
Omar's Tackle Shop to finish the Quest.
Kokua Raid (XP = 41, Waylay = 50): Draw from the Waylay deck until you draw 2 Cog combat Waylays; place 1 at
Lastwater Fields and 1 at
Splendour Riverbed (these count towards the Quest Waylay). Journey from
Omar's Tackle Shop back to
Kaihikaai, then to
The Great Dam. The Dam must be approached from
Lastwater Fields. You may not travel through the
East Gate Access League.
The Floating City (XP = 42, Waylay = 53): Start
Qadan over
The Lighthouse, while you will start from
The Great Dam. At the beginning and end of each day, roll for the movement of
Qadan as specified in the Quest. A roll which would take it off the edge of the map is re-rolled, and a roll of 6 moves it away from you.
Air Assault (XP = 43, Waylay = 53): Place the
Flying Carpet on
Qadan (counts as Quest Treasure). Take leave of
Qadan on the
Flying Carpet. Attempt to guide it to the
Middlemarch Airfields, then return to
Qadan. At the beginning and end of every day during this Quest, move
Qadan as established in
The Floating City Quest. Also, if you fail to control the
Magic Carpet, it moves 2 Leagues away from your intended destination. Your quest ends by landing on
Qadan. At the beginning and end of each day on each Quests that follow, continue to roll and move
Qadan.
The Steam Drake's Lair (XP = 44, Waylay = 53): Place the
Steam Drake Waylay (counts as Quest Waylay) on the
Lair of the Steam Drake. Journey to the
Undercity Slave Pits, moving the Drake Waylay at the end of each day in the same manner that
Qadan was moved in the previous 2 Quests.
The Slave Pit (XP = 45, Waylay = 52): Place
The 4man (counts as Quest Waylay),
Guthdass, and
Tiberius in the
Undercity Slave Pits. Start in
Undercity Slave Pits and break down the door as instructed in the Quest, then defeat
The 4Man. Return with only
Guthdass and
Tiberius as allies to
Irondew Ruins. You will lose
Guthdass and
Tiberius but gain your other allies back at the end of the Quest.
Unwind the Key (XP = 46, Waylay = 55): Journey from
Undercity Slave Pits to
The Tower of King Ironheart and follow the Quest instructions.
Aldrich, the Mechician (XP = 47, Waylay = 43): Place the
Aldrich Waylay (counts as Quest Waylay) on
Aldrich's Workshop. Journey from
The Tower of King Ironheart to
Aldrich's Workshop. You must approach the Workshop through the
Cog Training Grounds, defeating the Cog version of you and then
Aldrich.
The Darkening (XP = 48, Waylay = 52): Journey from
Aldrich's Workshop to
Qadan. You must pass through
The Tower of King Ironheart on your way to
Qadan. Don't forget that at the beginning of each day you roll for your travel, and at the beginning and end of each day you roll to move
Qadan as specified on the Quest card.
Escape the Great Caliph's Wrath (XP = 49, Waylay = 50): Place 2 treasures on different Leagues that are at least 3 Leagues away from the current location of
Qadan. Move
Qadan at the beginning and end of each day. Re-enter
Qadan with both treasures to win the game!
In my next post I'll show a sample game using this variant.