Dominion Campaigns: Seaside Act 1

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Completed map for Seaside - Act 1.

Dominion Campaigns: Seaside Act 1 (originally subtitled Ships and Sailors) is the first Act of the Seaside Campaign on Dominion Online. It comes with the purchase of Seaside.

Contents

[edit] Campaign Overview

A quest for adventure and treasure on the sea leads to a confrontation with pirates, ghosts, and magic.

[edit] List of Games

[edit] Game 1

You've hired an explorer, sea captain Althea, to distract you from court intrigue and sail you to the far reaches of your kingdom, Vaccara. She, you, and her crew set sail from a small fishing village to the south. While the boat is sailing away, you can hear in the distance the chapel bells and the murmur of the market.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Osred: 7 Coppers, 3 Estates
Serf Osred [+/-]
Smithy Thief Explorer Library Market
Smithy.jpg Thief.jpg Explorer.jpg Library.jpg Market.jpg
Chapel.jpg Chancellor.jpg Fishing Village.jpg Workshop.jpg Remodel.jpg
Chapel Chancellor Fishing Village Workshop Remodel

[edit] Game 2

You become friends with a crew member called Barric, who shows an aptitude for making maps. At a haven, you dock and trade with a merchant ship, whose crew tells tales of pirates, ghosts, and monsters. Slowly, you being to enjoy this experience away from your throne.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Swale: 7 Coppers, 3 Estates
Serf Swale [+/-]
Spy Throne Room Laboratory Market Merchant Ship
Spy.jpg Throne Room.jpg Laboratory.jpg Market.jpg Merchant Ship.jpg
Cellar.jpg Haven.jpg Feast.jpg Moneylender.jpg Remodel.jpg
Cellar Haven Feast Moneylender Remodel

[edit] Game 3

Several of your crew, frightened by the ominous tales, elect to remain in port. Captain Althea promotes Barric to navigator, and you hire locals to replace your other crew. After five days at sea, Barric's inexperience shows, and you are lost. Captain Althea sees a light in the distance--is it a lighthouse, warning of rocky shores?

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Navigator
  • Serf Amiot: 6 Coppers, 3 Estates, 1 Navigator
Serf Amiot [+/-]
Navigator Spy Thief Library Witch
Navigator.jpg Spy.jpg Thief.jpg Library.jpg Witch.jpg
Cellar.jpg Lighthouse.jpg Village.jpg Bureaucrat.jpg Moneylender.jpg
Cellar Lighthouse Village Bureaucrat Moneylender

[edit] Boss Game 4

The crew have lost faith in Captain Althea. First Mate Gavin leads a mutiny; the sailors are loyal to his commands and call him "Gavin the Terrible". His first command as captain is to navigate the cove to the shore by the lighthouse. Does he have a plan?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gavin the Terrible: 7 Coppers, 3 Estates
Gavin the Terrible [+/-]
Explorer Laboratory Market Merchant Ship Witch
Explorer.jpg Laboratory.jpg Market.jpg Merchant Ship.jpg Witch.jpg
Haven.jpg Lighthouse.jpg Fishing Village.jpg Militia.jpg Navigator.jpg
Haven Lighthouse Fishing Village Militia Navigator

[edit] Game 5

The ship drops anchor at the small island where the mutineers lock you and Althea in a precarious cell. Apparently the new captain, "Gavin the Terrible", did have a plan. You've heard the crew talking about a hidden coal mine located somewhere on the island!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Island
  • Serf Greta: 6 Coppers, 3 Estates, 1 Island
Serf Greta [+/-]
Remodel Festival Laboratory Mine Witch
Remodel.jpg Festival.jpg Laboratory.jpg Mine.jpg Witch.jpg
Haven.jpg Moat.jpg Workshop.jpg Island.jpg Navigator.jpg
Haven Moat Workshop Island Navigator

[edit] Game 6

This isn't a very fun adventure. You've been chained to Captain Althea for two weeks now when a pirate ship arrives The mutineers join the pirate crew. When Gavin sends them to explore the surroundings, they chop down the trees to clear a path through the wood. You long for the comfort and security of your throne room.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Rosamunda: 6 Coppers, 3 Estates, 1 Pirate Ship
Maiden Rosamunda [+/-]
Smithy Throne Room Explorer Market Adventurer
Smithy.jpg Throne Room.jpg Explorer.jpg Market.jpg Adventurer.jpg
Lighthouse.jpg Village.jpg Woodcutter.jpg Workshop.jpg Pirate Ship.jpg
Lighthouse Village Woodcutter Workshop Pirate Ship

[edit] Game 7

After a few weeks, Gavin the Terrible's men finally find the abandoned mine. At great speed they extract hundreds of filled trunks and load them into the boats. It seems like they were trying to avoid meeting someone, or something! Could the reason be the ghost ship you saw sailing on the horizon?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Chermin: 7 Coppers, 3 Estates
Squire Chermin [+/-]
Thief Throne Room Ghost Ship Merchant Ship Mine
Thief.jpg Throne Room.jpg Ghost Ship.jpg Merchant Ship.jpg Mine.jpg
Chancellor.jpg Fishing Village.jpg Bureaucrat.jpg Moneylender.jpg Spy.jpg
Chancellor Fishing Village Bureaucrat Moneylender Spy

[edit] Boss Game 8

You, Captain Althea and Barric are still being held prisoners. But you have noticed that Gavin and his crew have been very nervous in the past few days, especially when the ghost-like ship was seen sailing through the fog around the island. Why are they so afraid?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ghost Gavin: 7 Coppers, 3 Estates
  • Maiden Rosamunda: 7 Coppers, 3 Estates
Ghost Gavin [+/-]
Pirate Ship Explorer Ghost Ship Library Merchant Ship
Pirate Ship.jpg Explorer.jpg Ghost Ship.jpg Library.jpg Merchant Ship.jpg
Haven.jpg Lighthouse.jpg Fishing Village.jpg Island.jpg Navigator.jpg
Haven Lighthouse Fishing Village Island Navigator

[edit] Game 9

At dawn Gavin and his crew are ready to weigh anchor and leave the coal mine behind. By now you recognise Gavin is a very tactical man; there must be a reason why he has decided to leave so quickly. You hope the reason is that your militia has been looking for you and pursuing him too closely!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Agatha: 7 Coppers, 3 Estates
Maiden Agatha [+/-]
Pirate Ship Market Merchant Ship Mine Tactician
Pirate Ship.jpg Market.jpg Merchant Ship.jpg Mine.jpg Tactician.jpg
Moat.jpg Fishing Village.jpg Woodcutter.jpg Bureaucrat.jpg Militia.jpg
Moat Fishing Village Woodcutter Bureaucrat Militia

[edit] Game 10

Back to sea! Gavin's men spend many hours visiting the ship's wine cellar where they drink and sing chanties. Under the influence of alcohol one of them says Gavin found a treasure map hidden inside the abandoned mine.

Starting decks

  • You: 7 Coppers, 2 Estates, 1 Treasure Map
  • Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
Squire Bryce [+/-]
Treasure Map Council Room Explorer Festival Laboratory
Treasure Map.jpg Council Room.jpg Explorer.jpg Festival.jpg Laboratory.jpg
Cellar.jpg Haven.jpg Village.jpg Workshop.jpg Island.jpg
Cellar Haven Village Workshop Island

[edit] Game 11

Taking advantage of a crew's distraction, you, Althea and Barric overcame the new lookout and escaped from the ship in a dinghy. Wandering lost in the sea was never your idea of adventure. Who knows the dangers that might live in these waters? Your only hope is to reach land before a sea hag or that ghost ship finds you.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Lookout
  • Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
Lady Aylild [+/-]
Throne Room Festival Ghost Ship Library Adventurer
Throne Room.jpg Festival.jpg Ghost Ship.jpg Library.jpg Adventurer.jpg
Lighthouse.jpg Chancellor.jpg Lookout.jpg Remodel.jpg Sea Hag.jpg
Lighthouse Chancellor Lookout Remodel Sea Hag

[edit] Boss Game 12

Althea proves to be an excellent navigator, and you land safely at a fishing village. No sooner do you set foot on land when she confesses that before leaving the ship she stole the treasure map. Surely, Gavin the Terrible already knows this and has all his crew following your steps. You must get a new ship!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Captain Althea: 7 Coppers, 3 Estates
  • Maiden Agatha: 7 Coppers, 3 Estates
Captain Althea [+/-]
Pirate Ship Sea Hag Treasure Map Explorer Ghost Ship
Pirate Ship.jpg Sea Hag.jpg Treasure Map.jpg Explorer.jpg Ghost Ship.jpg
Haven.jpg Fishing Village.jpg Lookout.jpg Island.jpg Navigator.jpg
Haven Fishing Village Lookout Island Navigator

[edit] Game 13

Barric manages to acquire a new ship and crew on the credit of your good name, and you set out to find the treasure. Althea thinks you're rich enough already and strongly suggests you return to Vaccara. She may be right, but you didn't leave the feasts and safe haven of court to return empty handed. A share of that treasure is yours!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Tigra: 7 Coppers, 3 Estates
Squire Tigra [+/-]
Feast Merchant Ship Mine Tactician Witch
Feast.jpg Merchant Ship.jpg Mine.jpg Tactician.jpg Witch.jpg
Chapel.jpg Haven.jpg Lighthouse.jpg Fishing Village.jpg Woodcutter.jpg
Chapel Haven Lighthouse Fishing Village Woodcutter

[edit] Game 14

The "X" on the map is on an island reputed to be the home of witches! You name Althea as the captain of your new ship as she has proven herself a good navigator. The lookout announces that you are close, but the place seems to be surrounded by seas hags piloting rickety ships. You hope your crew can manage the situation despite being a bunch of thieves!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Ghost Ship
  • Lady Tilla: 6 Coppers, 3 Estates, 1 Sea Hag
Lady Tilla [+/-]
Thief Throne Room Festival Ghost Ship Witch
Thief.jpg Throne Room.jpg Festival.jpg Ghost Ship.jpg Witch.jpg
Lookout.jpg Militia.jpg Navigator.jpg Pirate Ship.jpg Sea Hag.jpg
Lookout Militia Navigator Pirate Ship Sea Hag

[edit] Game 15

As you and your men explore the island, the smell of a familiar heavy mist overtakes you. One of your men screams, and you're filled with dread. Lightning strikes, thunder claps, and you're caught in a deluge. The treasure map leads you to the gardens of a place that was once a prosperous manor, but now it is overgrown ruins.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Hal: 7 Coppers, 3 Estates
Gentleman Hal [+/-]
Island Treasure Map Council Room Explorer Laboratory
Island.jpg Treasure Map.jpg Council Room.jpg Explorer.jpg Laboratory.jpg
Cellar.jpg Fishing Village.jpg Lookout.jpg Workshop.jpg Gardens.jpg
Cellar Fishing Village Lookout Workshop Gardens

[edit] Boss Game 16

You have found the treasure! Unfortunately, Gavin the Terrible and his men have found you. You and most of your crew manage to get to the ship and leave the island. But you're soon chased by both Gavin's pirate ships and the ghost ship!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ghost Gavin: 7 Coppers, 3 Estates
  • Squire Chermin: 7 Coppers, 3 Estates
Ghost Gavin Part II [+/-]
Explorer Ghost Ship Library Market Merchant Ship
Explorer.jpg Ghost Ship.jpg Library.jpg Market.jpg Merchant Ship.jpg
Chapel.jpg Fishing Village.jpg Island.jpg Navigator.jpg Pirate Ship.jpg
Chapel Fishing Village Island Navigator Pirate Ship

[edit] Game 17

You have successfully left Gavin's ships behind but not the Ghost Ship that at times comes dangerously close to yours, though you manage to keep the distance. Lookout Barric says he could see a crew of undead on its deck. Suddenly, you wish to never have gone for adventure!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Maud: 7 Coppers, 3 Estates
Lady Maud [+/-]
Treasure Map Council Room Ghost Ship Tactician Adventurer
Treasure Map.jpg Council Room.jpg Ghost Ship.jpg Tactician.jpg Adventurer.jpg
Cellar.jpg Lookout.jpg Village.jpg Sea Hag.jpg Spy.jpg
Cellar Lookout Village Sea Hag Spy

[edit] Game 18

You can see Vaccara's lighthouse on the horizon! If you can make it safely to land, you might have a chance. You send Barric in a small boat to rouse the council and warn every smith, woodcutter and villager of the danger that has been chasing you.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Merchant Ship
  • Gentleman Vilin: 6 Coppers, 1 Council Room, 3 Estates
Gentleman Vilin [+/-]
Navigator Smithy Council Room Laboratory Merchant Ship
Navigator.jpg Smithy.jpg Council Room.jpg Laboratory.jpg Merchant Ship.jpg
Lighthouse.jpg Chancellor.jpg Fishing Village.jpg Village.jpg Woodcutter.jpg
Lighthouse Chancellor Fishing Village Village Woodcutter

[edit] Game 19

Before you can reach land, a ghostly vessel emerges from the waters. It is the ghost ship! Now you understand, the treasure might have been cursed; any explorer who finds it could face death. You are not planning to join the dead or the undead, so you do battle!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Norman: 7 Coppers, 3 Estates
Gentleman Norman [+/-]
Remodel Thief Treasure Map Explorer Tactician
Remodel.jpg Thief.jpg Treasure Map.jpg Explorer.jpg Tactician.jpg
Cellar.jpg Haven.jpg Lookout.jpg Feast.jpg Island.jpg
Cellar Haven Lookout Feast Island

[edit] Final Boss Game

Gavin and his men have joined the battle, but that is a lesser concern as you still don't know how to defeat the undead on the Ghost ship. You open the treasure chest and see a collection of gems and coins, plus a small scrolled parchment. Your instinct tells you that you may have found the solution!

Starting decks

  • You: 5 Coppers, 3 Estates, 1 Fishing Village, 1 Haven
  • Sea Hag: 6 Coppers, 3 Estates, 1 Pirate Ship
  • Ghost Gavin: 7 Coppers, 3 Estates
Sea Hag [+/-]
Navigator Pirate Ship Sea Hag Explorer Ghost Ship
Navigator.jpg Pirate Ship.jpg Sea Hag.jpg Explorer.jpg Ghost Ship.jpg
Haven.jpg Lighthouse.jpg Fishing Village.jpg Lookout.jpg Island.jpg
Haven Lighthouse Fishing Village Lookout Island

[edit] Trivia

Tutorial
Base Set: (Act 1Act 2Act 3) •• Intrigue: (Act 1Act 2Act 3) •• Seaside: (Act 1Act 2Act 3) •• Prosperity: (Act 1Act 2Act 3)
Cornucopia: (Act 1) •• Hinterlands: (Act 1Act 2Act 3) •• Alchemy: (Act 1) •• Dark Ages: (Act 1Act 2Act 3Act 4) •• Guilds: (Act 1) •• Adventures: (Act 1Act 2Act 3)
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