Dominion Campaigns: Dark Ages Act 1
Dominion Adventures: Dark Ages Act 1, subtitled Parade of Misfits, is the first section of the Dark Ages Adventures on Goko. It comes with the purchase of the Dark Ages: Parade of Misfits card set, which includes Altar, Armory, Band of Misfits, Bandit Camp, Count, Cultist, Fortress, Ironmonger, Procession, Sage, Scavenger, and Vagrant.
 Adventure Overview
The kingdom is falling to ruin and the sadistic Cult of the Holy Flame has converted most of your subjects, and you have had enough.
 List of Scenes
 Game 1 vs. Serf Milo
How long ago prosperity seems! A drought has befallen your kingdom of Vaccara, and funds are in short supply. You see the ironmonger for extra weapons, because a bandit camp has set up near the castle. Dark days indeed.
Kingdom cards: Ironmonger, Bandit Camp, Smithy, Throne Room, Council Room, Workshop, Market, Cellar, Chancellor, Spy (uses Shelters)
 Game 2 vs. Serf Pandonia
Only a few of your most loyal servants have remained, though you can't pay them. Even the sage doesn't know how long until your fortunes turn. Your mate has become a scavenger looking for scrap metal; you need those weapons. Enemies are circling.
Kingdom cards: Scavenger, Sage, Spy, Remodel, Witch, Festival, Throne Room, Laboratory, Moat, Bureaucrat (uses Shelters)
 Game 3 vs. Maiden Diamanda
Bonifacius and his Cult of the Holy Flame blame the drought on you. He's gathered the remaining villagers in a procession against you; this cultist is becoming a threat.
Kingdom cards: Cultist, Procession, Adventurer, Village, Cellar, Woodcutter, Feast, Laboratory, Festival, Remodel (uses Shelters)
 Boss Game 4 vs. Bonifacius
Bonifacius has stirred the peasants (and even some of your guards) into rioting. You, your mate, a few servants, and your beloved dog Tiny attempt to flee the castle. Can you get past Bonifacius?
Kingdom cards: Ironmonger, Bandit Camp, Scavenger, Sage, Cultist, Procession, Moat, Adventurer, Remodel, Market (uses Shelters)
 Game 5 vs. Serf Beatrice
You and a few of your inner circle escape Bonifacius and his cult and see your lovely castle burning in the distance. After a long ride into the night, you take shelter in a cave, only to find that it's occupied by a band of misfits.
Kingdom cards: Band Of Misfits, Scavenger, Ironmonger, Village, Woodcutter, Smithy, Workshop, Market, Mine, Cellar (uses Shelters)
 Game 6 vs. Maiden Lindara
Poor but hospitable, the misfits share what meager supplies they have. At daybreak, they pack and tell you of their next destination: a distant fortress where they will entertain. You decline to go along; you still have many enemies about.
Kingdom cards: Fortress, Procession, Sage, Workshop, Laboratory, Remodel, Council Room, Bureaucrat, Militia, Moat (uses Shelters)
 Game 7 vs. Squire Taua
The nobles that you contact decline to assist in your restoration, as they have their own problems. One night, as you travel under the protection of darkness, you come upon an altar surrounded by hooded torchbearers. A girl is lashed to the stone slab. She struggles.
Kingdom cards: Altar, Bandit Camp, Cultist, Gardens, Throne Room, Woodcutter, Laboratory, Market, Moat, Moneylender (uses Shelters)
 Boss Game 8 vs. Drusilla and Lady Dorcus
Just as you approach, Drusilla, their leader, puts a torch to the girl. You and your party rush the altar. You can't let this abomination continue!
Kingdom cards: Ironmonger, Bandit Camp, Scavenger, Sage, Cultist, Procession, Band Of Misfits, Fortress, Altar, Chapel (uses Shelters)
 Game 9 vs. Maiden Lynna
The rescue is successful. You learn that the girl's brother is Count Teubert, and you make your way to his estate. He's thankful for your help and offers food and lodging.
Kingdom cards: Count, Scavenger, Ironmonger, Bandit Camp, Library, Gardens, Festival, Thief, Cellar, Adventurer (uses Shelters)
 Game 10 vs. Squire Xabier
The kind count offers you the pick of his armory, which greatly elevates your morale. You don't want to endanger him with your presence, though, so you thank him and continue on your way to the next town.
Kingdom cards: Armory, Procession, Band Of Misfits, Altar, Moneylender, Village, Gardens, Militia, Laboratory, Market (uses Shelters)
 Game 11 vs. Lady Dorcus
As you travel through the next town, a female vagrant begins to follow you. She rambles on about demons and angels, and you do your best to lose her in the crowd.
Kingdom cards: Vagrant, Cultist, Fortress, Sage, Remodel, Adventurer, Throne Room, Gardens, Market, Mine (uses Shelters)
 Boss Game 12 vs. Vagrant and Lady Celestine
The vagrant suddenly attacks you with a dagger, claiming that you are a demon. You're not a fan of hurting a crazy person, but you must defend yourself.
Kingdom cards: Count, Armory, Vagrant, Ironmonger, Scavenger, Sage, Cultist, Band Of Misfits, Fortress, Altar (uses Shelters)
 Game 13 vs. Squire Matthew
You knock the dagger from her hand. As you fight, you see that her tattered, dirty robes hide garments of fine tapestry. She's a spy! You must learn the name of her employer.
Kingdom cards: Fortress, Procession, Altar, Cultist, Count, Remodel, Feast, Moneylender, Library, Festival (uses Shelters)
 Game 14 vs. Lady Celestine
The spy's name is Morgana, and she is a member of the Cult of the Holy Flame. She and her fellow cultists believe that only your death will restore prosperity to Vaccara. How do you convince a fanatic that she's woefully misguided?
Kingdom cards: Vagrant, Sage, Ironmonger, Band Of Misfits, Altar, Spy, Market, Laboratory, Cellar, Adventurer (uses Shelters)
 Game 15 vs. Gentleman Eduardo
You and your party bind Morgana and take her with you. You continue traveling at night, camping in the shelter of the dark forests during the days.
Kingdom cards: Armory, Bandit Camp, Count, Ironmonger, Scavenger, Militia, Smithy, Mine, Council Room, Feast (uses Shelters)
 Boss Game 16 vs. Morgana, Gentleman Eduardo, and Soldier
One dusk, you awake to the sound of your horses' neighs. You see Morgana's bindings on the ground, and Morgana jumping onto a horse. You can't let her escape--if she gets word to her cult of your whereabouts, they will come after you in full force.
Kingdom cards: Cultist, Altar, Procession, Sage, Scavenger, Fortress, Witch, Chapel, Moat, Throne Room (uses Shelters)
 Game 17 vs. Lady Floria
After a frantic chase, you jump and knock Morgana off her horse. Your pursuit has taken you far from your own camp and into the middle of another one--but this one belongs to bandits, and they don't appreciate unannounced guests.
Kingdom cards: Vagrant, Procession, Scavenger, Ironmonger, Bandit Camp, Sage, Moneylender, Council Room, Laboratory, Chancellor (uses Shelters)
 Game 18 vs. Gentleman Searle
Morgana tells them that you should be executed immediately, that you're evil, etc., but thankfully the bandits aren't killers, but just thieves. They take all your belongings and leave both of you tied by the roadside.
Kingdom cards: Band Of Misfits, Sage, Cultist, Fortress, Altar, Procession, Chancellor, Bureaucrat, Gardens, Festival (uses Shelters)
 Game 19 vs. Gentleman Ivan
Suddenly you hear horses galloping towards you. It's Count Teubert and his sister! They reach Morgana first, loosen her bindings, and Morgana runs off before you can relate your story. You hope that the count's armory has been replenished.
Kingdom cards: Count, Fortress, Armory, Ironmonger, Scavenger, Band Of Misfits, Chapel, Thief, Smithy, Woodcutter (uses Shelters)
 Boss Game 20 vs. Bonifacius, Morgana, and Vagrant
The resourceful bandits told the count of your whereabouts (for a reward, of course). They also related Morgana's hope for your death, and that the cultists would probably be attacking soon. Count Teubert and his sister pledge to stand with you during the fight.
Kingdom cards: Cultist, Bandit Camp, Vagrant, Armory, Count, Altar, Band Of Misfits, Remodel, Woodcutter, Throne Room (uses Shelters)
You defeat Bonifacius, and his cultists scatter. With support from the count, you're able to return to your castle and begin repairs. Rebuilding seems less impossible now that [player name] has new and generous friends.