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[[Image:CampaignSeaside1.png|thumb|right|750px|Completed map for Seaside - Act 1.]]
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'''[[Dominion Adventures]]: Seaside Act 1''', subtitled '''Ships and Sailors''', is the first section of the Seaside Adventures on [[Goko]]. For some unknown reason, it comes with the purchase of the [[Seaside#Ports and Beaches|Seaside: Ports and Beaches]] card set, which includes {{Card|Explorer}}, {{Card|Fishing Village}}, {{Card|Ghost Ship}}, {{Card|Haven}}, {{Card|Island}}, {{Card|Lighthouse}}, {{Card|Lookout}}, {{Card|Merchant Ship}}, {{Card|Navigator}}, {{Card|Pirate Ship}}, {{Card|Sea Hag}}, {{Card|Tactician}}, and {{Card|Treasure Map}}.
  
'''[[Dominion Campaigns]]: Seaside Act 1''' (originally subtitled '''Ships and Sailors''') was the first Act of the Seaside Campaign on [[Dominion Online]].  It came with the purchase of [[Seaside]].
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== Adventure Overview ==
 
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== Campaign Overview ==
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A quest for adventure and treasure on the sea leads to a confrontation with pirates, ghosts, and magic.
 
A quest for adventure and treasure on the sea leads to a confrontation with pirates, ghosts, and magic.
  
== List of Games ==
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== List of Scenes ==
 
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=== Game 1 ===
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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.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Osred: 7 Coppers, 3 Estates
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{{Kingdom|Smithy|Thief|Explorer|Library|Market|Chapel|Chancellor|Fishing Village|Workshop|Remodel|imgwidth = 150|title = Serf Osred}}
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=== Game 2 ===
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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.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Swale: 7 Coppers, 3 Estates
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{{Kingdom|Spy|Throne Room|Laboratory|Market|Merchant Ship|Cellar|Haven|Feast|Moneylender|Remodel|imgwidth = 150|title = Serf Swale}}
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=== Game 3 ===
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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?
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'''Starting decks'''
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* You: 6 Coppers, 3 Estates, 1 Navigator
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* Serf Amiot: 6 Coppers, 3 Estates, 1 Navigator
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{{Kingdom|Navigator|Spy|Thief|Library|Witch|Cellar|Lighthouse|Village|Bureaucrat|Moneylender|imgwidth = 150|title = Serf Amiot}}
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=== Boss Game 4 ===
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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?
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gavin the Terrible: 7 Coppers, 3 Estates
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{{Kingdom|Explorer|Laboratory|Market|Merchant Ship|Witch|Haven|Lighthouse|Fishing Village|Militia|Navigator|imgwidth = 150|title = Gavin the Terrible}} 
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=== Game 5 ===
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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!
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'''Starting decks'''
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* You: 6 Coppers, 3 Estates, 1 Island
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* Serf Greta: 6 Coppers, 3 Estates, 1 Island
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{{Kingdom|Remodel|Festival|Laboratory|Mine|Witch|Haven|Moat|Workshop|Island|Navigator|imgwidth = 150|title = Serf Greta}}
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=== Game 6 ===
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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.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Rosamunda: 6 Coppers, 3 Estates, 1 Pirate Ship
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{{Kingdom|Smithy|Throne Room|Explorer|Market|Adventurer|Lighthouse|Village|Woodcutter|Workshop|Pirate Ship|imgwidth = 150|title = Maiden Rosamunda}}
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=== Game 7 ===
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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?
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'''Starting decks'''
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=== Game 1 vs. Serf Osred ===
* You: 7 Coppers, 3 Estates
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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.
* Squire Chermin: 7 Coppers, 3 Estates
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{{Kingdom|Thief|Throne Room|Ghost Ship|Merchant Ship|Mine|Chancellor|Fishing Village|Bureaucrat|Moneylender|Spy|imgwidth = 150|title = Squire Chermin}}
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Kingdom cards: Chancellor, Explorer, Fishing Village, Library, Market, Remodel, Smithy, Thief, Workshop, Chapel
  
=== Boss Game 8 ===
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=== Game 2 vs. Serf Swale ===
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?
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You become friends with lookout 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.
  
'''Starting decks'''
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Kingdom cards: Feast, Haven, Laboratory, Market, Merchant Ship, Moneylender, Remodel, Spy, Throne Room, Cellar
* You: 7 Coppers, 3 Estates
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* Ghost Gavin: 7 Coppers, 3 Estates
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* Maiden Rosamunda: 7 Coppers, 3 Estates
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{{Kingdom|Pirate Ship|Explorer|Ghost Ship|Library|Merchant Ship|Haven|Lighthouse|Fishing Village|Island|Navigator|imgwidth = 150|title = Ghost Gavin}}
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=== Game 3 vs. Serf Amiot ===
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Several of your crew, frightened by the ominous tales, elect to remain in port. Captain Althea promotes Barric to navigator; 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?
  
=== Game 9 ===
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Kingdom cards: Bureaucrat, Library, Lighthouse, Moneylender, Navigator, Spy, Thief, Village, Witch, Cellar
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!
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'''Starting decks'''
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=== Boss Game 4 vs. Gavin the Terrible ===
* You: 7 Coppers, 3 Estates
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The new 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"
* Maiden Agatha: 7 Coppers, 3 Estates
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{{Kingdom|Pirate Ship|Market|Merchant Ship|Mine|Tactician|Moat|Fishing Village|Woodcutter|Bureaucrat|Militia|imgwidth = 150|title = Maiden Agatha}}
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Kingdom cards: Explorer, Fishing Village, Laboratory, Lighthouse, Market, Merchant Ship, Militia, Navigator, Witch, Haven
  
=== Game 10 ===
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=== Game 5 vs. Serf Greta ===
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.
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Captain Althea bravely fights and kills Gavin the Terrible, but the battle is lost. The mutineers lock you and Althea in the brig. After two more weeks at sea, the ship drops anchor at a small island. Two weeks of eating hardtack in the brig make you hope for a change of scenery and better food.
  
'''Starting decks'''
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Kingdom cards: Festival, Island, Laboratory, Mine, Moat, Navigator, Remodel, Witch, Workshop, Haven
* You: 7 Coppers, 2 Estates, 1 Treasure Map
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* Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
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{{Kingdom|Treasure Map|Council Room|Explorer|Festival|Laboratory|Cellar|Haven|Village|Workshop|Island|imgwidth = 150|title = Squire Bryce}}
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=== Game 6 vs. Maiden Rosamunda ===
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This isn't a very fun adventure. You've been chained to Captain Althea for two weeks now; the mutineers won't divulge their plans. Finally, a pirate ship arrives, and the mutineers cheer.
  
=== Game 11 ===
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Kingdom cards: Adventurer, Explorer, Market, Pirate Ship, Smithy, Throne Room, Village, Woodcutter, Workshop, Lighthouse
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.
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'''Starting decks'''
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=== Game 7 vs. Squire Chermin ===
* You: 6 Coppers, 3 Estates, 1 Lookout
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The mutineers join the pirate crew, and you all board the pirate ship. What has become of Barric? The pirates' journey crosses into frigid waters; your jailor becomes uneasy at the smell of a heavy mist. "It's a ghost ship," he says. "We're all dead men."
* Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
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{{Kingdom|Throne Room|Festival|Ghost Ship|Library|Adventurer|Lighthouse|Chancellor|Lookout|Remodel|Sea Hag|imgwidth = 150|title = Lady Aylild}}
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Kingdom cards: Bureaucrat, Fishing Village, Ghost Ship, Merchant Ship, Mine, Moneylender, Spy, Thief, Throne Room, Chancellor
  
=== Boss Game 12 ===
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=== Boss Game 8 vs. Ghost Gavin and Maiden Rosamunda ===
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!
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Screams come from the upper decks. Horrible sounds convince your jailor to release you and hand you weapons. The brig's door is bashed open, and the ghostly spectre of dead Gavin the Terrible faces you.
  
'''Starting decks'''
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Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Library, Lighthouse, Merchant Ship, Navigator, Pirate Ship, Haven
* You: 7 Coppers, 3 Estates
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* Captain Althea: 7 Coppers, 3 Estates
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* Maiden Agatha: 7 Coppers, 3 Estates
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{{Kingdom|Pirate Ship|Sea Hag|Treasure Map|Explorer|Ghost Ship|Haven|Fishing Village|Lookout|Island|Navigator|imgwidth = 150|title = Captain Althea}}
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=== Game 9 vs. Maiden Agatha ===
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Sunrise forces Gavin the Terrible to flee. In the pandemonium, you and Althea are ignored, and you leap into the sea. A short swim brings you to a village on the coast. Barric also had escaped to this town, and his experience with the pirates earned him the role of village defense tactician.
  
=== Game 13 ===
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Kingdom cards: Bureaucrat, Fishing Village, Market, Merchant Ship, Militia, Mine, Pirate Ship, Tactician, Woodcutter, Moat
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!
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'''Starting decks'''
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=== Game 10 vs. Squire Bryce ===
* You: 7 Coppers, 3 Estates
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Barric has sent a messenger to Vaccara, asking for aid; you and Althea refresh yourselves at the tavern. A traveler tries to sell you half a treasure map; he says the other half is hidden in a mansion a short journey away. Althea is happy resting in the village, but you venture to the mansion. Why buy the second half of a map if the first half isn't a reality?
* Squire Tigra: 7 Coppers, 3 Estates
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{{Kingdom|Feast|Merchant Ship|Mine|Tactician|Witch|Chapel|Haven|Lighthouse|Fishing Village|Woodcutter|imgwidth = 150|title = Squire Tigra}}
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Kingdom cards: Council Room, Explorer, Festival, Haven, Island, Laboratory, Treasure Map, Village, Workshop, Cellar
  
=== Game 14 ===
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=== Game 11 vs. Lady Aylild ===
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!
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You locate the mansion, and a short search brings you the half map. You hear the rustle of a dress, and turn to see--maybe--a hooded woman disappearing into the next room. You give chase, but the mansion is deserted. Could she be a ghostly sea hag?
  
'''Starting decks'''
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Kingdom cards: Adventurer, Chancellor, Festival, Ghost Ship, Library, Lookout, Remodel, Sea Hag, Throne Room, Lighthouse
* You: 6 Coppers, 3 Estates, 1 Ghost Ship
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* Lady Tilla: 6 Coppers, 3 Estates, 1 Sea Hag
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{{Kingdom|Thief|Throne Room|Festival|Ghost Ship|Witch|Lookout|Militia|Navigator|Pirate Ship|Sea Hag|imgwidth = 150|title = Lady Tilla}}
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=== Boss Game 12 vs. Captain Althea and Maiden Agatha ===
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Back at the tavern, Althea and Barric tell you what they've learned: the hooded woman is the sea hag Mrs. Valerian, widow of a captain, lost at sea 50 years ago. She was also taken by the sea, when a huge wave hit her mansion's pier and swept her into the swirling depths.
  
=== Game 15 ===
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Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lookout, Navigator, Pirate Ship, Sea Hag, Treasure Map, Haven
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.
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'''Starting decks'''
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=== Game 13 vs. Squire Tigra ===
* You: 7 Coppers, 3 Estates
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Your ship from Vaccara arrives! With your funds replenished, you buy the other map half. Your new ship and crew set out to find the treasure; Althea thinks you're rich enough already and strongly suggests you return to Vaccara.
* Gentleman Hal: 7 Coppers, 3 Estates
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{{Kingdom|Island|Treasure Map|Council Room|Explorer|Laboratory|Cellar|Fishing Village|Lookout|Workshop|Gardens|imgwidth = 150|title = Gentleman Hal}}
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Kingdom cards: Feast, Fishing Village, Haven, Lighthouse, Merchant Ship, Mine, Tactician, Witch, Woodcutter, Chapel
  
=== Boss Game 16 ===
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=== Game 14 vs. Lady Tilla ===
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!
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The "X" on the map is on a pirate island! You sneak past the pirates' camp to a navigable creek; you find a small boat and paddle to the location. Evidently this was once a prosperous manor, but now it's overgrown ruins.
  
'''Starting decks'''
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Kingdom cards: Festival, Ghost Ship, Militia, Navigator, Pirate Ship, Sea Hag, Thief, Throne Room, Witch, Lookout
* You: 7 Coppers, 3 Estates
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* Ghost Gavin: 7 Coppers, 3 Estates
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* Squire Chermin: 7 Coppers, 3 Estates
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{{Kingdom|Explorer|Ghost Ship|Library|Market|Merchant Ship|Chapel|Fishing Village|Island|Navigator|Pirate Ship|imgwidth = 150|title = Ghost Gavin Part II}}
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=== Game 15 vs. Gentleman Hal ===
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As you and your men explore the manor, 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.
  
=== Game 17 ===
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Kingdom cards: Council Room, Explorer, Fishing Village, Gardens, Island, Laboratory, Lookout, Treasure Map, Workshop, Cellar
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!
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'''Starting decks'''
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=== Boss Game 16 vs. Ghost Gavin, Squire Chermin, and Lady Tilla ===
* You: 7 Coppers, 3 Estates
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Gavin the Horrible has returned with an army of wraiths! How can you kill the undead?
* Lady Maud: 7 Coppers, 3 Estates
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{{Kingdom|Treasure Map|Council Room|Ghost Ship|Tactician|Adventurer|Cellar|Lookout|Village|Sea Hag|Spy|imgwidth = 150|title = Lady Maud}}
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Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Library, Market, Merchant Ship, Navigator, Pirate Ship, Chapel
  
=== Game 18 ===
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=== Game 17 vs. Lady Maud ===
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.
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The skies clear, and the colors of a rainbow wash over the wraith Gavin. The colored light changes Gavin back to human form! You quickly grab a rock and smash Gavin's head, and he disappears into a puff of dust. Your men scatter, and you take cover in a huge old crypt marked "Valerian."
  
'''Starting decks'''
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Kingdom cards: Adventurer, Council Room, Ghost Ship, Lookout, Sea Hag, Spy, Tactician, Treasure Map, Village, Cellar
* You: 6 Coppers, 3 Estates, 1 Merchant Ship
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* Gentleman Vilin: 6 Coppers, 1 Council Room, 3 Estates
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{{Kingdom|Navigator|Smithy|Council Room|Laboratory|Merchant Ship|Lighthouse|Chancellor|Fishing Village|Village|Woodcutter|imgwidth = 150|title = Gentleman Vilin}}
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=== Game 18 vs. Gentleman Vilin ===
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The back of the crypt abuts a hill; inside the crypt, the tomb continues into a hillside cave, and then to a grotto. Some of your men follow you, and from your reckoning, you realize that you're at the location of the "X" on the treasure map.
  
=== Game 19 ===
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Kingdom cards: Chancellor, Council Room, Fishing Village, Laboratory, Merchant Ship, Navigator, Smithy, Village, Woodcutter, Lighthouse
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!
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'''Starting decks'''
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=== Game 19 vs. Gentleman Norman ===
* You: 7 Coppers, 3 Estates
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You dig into the sand and uncover a small but ornate chest. Before you can open it, a hooded spectre emerges from the grotto's waters. It's the sea hag, the widow Valerian!
* Gentleman Norman: 7 Coppers, 3 Estates
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{{Kingdom|Remodel|Thief|Treasure Map|Explorer|Tactician|Cellar|Haven|Lookout|Feast|Island|imgwidth = 150|title = Gentleman Norman}}
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Kingdom cards: Explorer, Feast, Haven, Island, Lookout, Remodel, Tactician, Thief, Treasure Map, Cellar
  
=== Final Boss Game ===
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=== Boss Game 20 vs. Sea Hag, Ghost Gavin, and Maiden Lia ===
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!
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You open the chest and see a lovely, but limited, collection of gems, plus a small scrolled parchment. Your gems at home are finer than these, but what is this parchment? You tuck the scroll into your boot, drop the chest, and RUN!
  
'''Starting decks'''
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Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lighthouse, Lookout, Navigator, Pirate Ship, Sea Hag, Haven
* You: 5 Coppers, 3 Estates, 1 Fishing Village, 1 Haven
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* Sea Hag: 6 Coppers, 3 Estates, 1 Pirate Ship
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* Ghost Gavin: 7 Coppers, 3 Estates
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{{Kingdom|Navigator|Pirate Ship|Sea Hag|Explorer|Ghost Ship|Haven|Lighthouse|Fishing Village|Lookout|Island|imgwidth = 150|title = Sea Hag}}
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=== Epilogue ===
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Sometimes the best way to win a fight is to avoid it; running was the right thing to do, and it saved the lives of your crew. As you sail back to Vaccara, Captain Althea hopes that [player name] learns that adventurers should expect the unexpected.
  
 
== Trivia ==
 
== Trivia ==
  
{{Navbox MF Campaigns}}
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{{Navbox Goko Adventures}}
  
[[Category: Dominion Campaigns]]
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[[Category: Goko Adventures]]

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