Editing Dominion Campaigns: Seaside Act 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.
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Serf Osred: 7 Coppers, 3 Estates
 
* Serf Osred: 7 Coppers, 3 Estates
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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.
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Serf Swale: 7 Coppers, 3 Estates
 
* Serf Swale: 7 Coppers, 3 Estates
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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?
 
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'''
+
'''Starting hands'''
 
* You: 6 Coppers, 3 Estates, 1 Navigator
 
* You: 6 Coppers, 3 Estates, 1 Navigator
 
* Serf Amiot: 6 Coppers, 3 Estates, 1 Navigator
 
* Serf Amiot: 6 Coppers, 3 Estates, 1 Navigator
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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?
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Gavin the Terrible: 7 Coppers, 3 Estates
 
* Gavin the Terrible: 7 Coppers, 3 Estates
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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!
 
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'''
+
'''Starting hands'''
 
* You: 6 Coppers, 3 Estates, 1 Island
 
* You: 6 Coppers, 3 Estates, 1 Island
 
* Serf Greta: 6 Coppers, 3 Estates, 1 Island
 
* Serf Greta: 6 Coppers, 3 Estates, 1 Island
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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.
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Maiden Rosamunda: 6 Coppers, 3 Estates, 1 Pirate Ship
 
* Maiden Rosamunda: 6 Coppers, 3 Estates, 1 Pirate Ship
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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?
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Squire Chermin: 7 Coppers, 3 Estates
 
* Squire Chermin: 7 Coppers, 3 Estates
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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?
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Ghost Gavin: 7 Coppers, 3 Estates
 
* Ghost Gavin: 7 Coppers, 3 Estates
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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!
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Maiden Agatha: 7 Coppers, 3 Estates
 
* Maiden Agatha: 7 Coppers, 3 Estates
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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.
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 2 Estates, 1 Treasure Map
 
* You: 7 Coppers, 2 Estates, 1 Treasure Map
 
* Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
 
* Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
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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.
 
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'''
+
'''Starting hands'''
 
* You: 6 Coppers, 3 Estates, 1 Lookout
 
* You: 6 Coppers, 3 Estates, 1 Lookout
 
* Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
 
* Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
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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!
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Captain Althea: 7 Coppers, 3 Estates
 
* Captain Althea: 7 Coppers, 3 Estates
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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!
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Squire Tigra: 7 Coppers, 3 Estates
 
* Squire Tigra: 7 Coppers, 3 Estates
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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!
 
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'''
+
'''Starting hands'''
 
* You: 6 Coppers, 3 Estates, 1 Ghost Ship
 
* You: 6 Coppers, 3 Estates, 1 Ghost Ship
 
* Lady Tilla: 6 Coppers, 3 Estates, 1 Sea Hag
 
* Lady Tilla: 6 Coppers, 3 Estates, 1 Sea Hag
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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.
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Gentleman Hal: 7 Coppers, 3 Estates
 
* Gentleman Hal: 7 Coppers, 3 Estates
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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!
 
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'''
+
'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Ghost Gavin: 7 Coppers, 3 Estates
 
* Ghost Gavin: 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}}  
 
{{Kingdom|Explorer|Ghost Ship|Library|Market|Merchant Ship|Chapel|Fishing Village|Island|Navigator|Pirate Ship|imgwidth = 150|title = Ghost Gavin Part II}}  
  
=== Game 17 ===
+
=== Game 17 vs. Lady Maud ===
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!
+
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'''
+
Kingdom cards: Adventurer, Council Room, Ghost Ship, Lookout, Sea Hag, Spy, Tactician, Treasure Map, Village, Cellar
* You: 7 Coppers, 3 Estates
+
* Lady Maud: 7 Coppers, 3 Estates
+
  
{{Kingdom|Treasure Map|Council Room|Ghost Ship|Tactician|Adventurer|Cellar|Lookout|Village|Sea Hag|Spy|imgwidth = 150|title = Lady Maud}}
+
=== Game 18 vs. Gentleman Vilin ===
 +
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 18 ===
+
Kingdom cards: Chancellor, Council Room, Fishing Village, Laboratory, Merchant Ship, Navigator, Smithy, Village, Woodcutter, Lighthouse
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'''
+
=== Game 19 vs. Gentleman Norman ===
* You: 6 Coppers, 3 Estates, 1 Merchant Ship
+
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 Vilin: 6 Coppers, 1 Council Room, 3 Estates
+
  
{{Kingdom|Navigator|Smithy|Council Room|Laboratory|Merchant Ship|Lighthouse|Chancellor|Fishing Village|Village|Woodcutter|imgwidth = 150|title = Gentleman Vilin}}
+
Kingdom cards: Explorer, Feast, Haven, Island, Lookout, Remodel, Tactician, Thief, Treasure Map, Cellar
  
=== Game 19 ===
+
=== Boss Game 20 vs. Sea Hag, Ghost Gavin, and Maiden Lia ===
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!
+
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'''
+
* You: 7 Coppers, 3 Estates
+
* Gentleman Norman: 7 Coppers, 3 Estates
+
 
+
{{Kingdom|Remodel|Thief|Treasure Map|Explorer|Tactician|Cellar|Haven|Lookout|Feast|Island|imgwidth = 150|title = Gentleman Norman}}
+
 
+
=== 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
+
  
{{Kingdom|Navigator|Pirate Ship|Sea Hag|Explorer|Ghost Ship|Haven|Lighthouse|Fishing Village|Lookout|Island|imgwidth = 150|title = Sea Hag}}
+
Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lighthouse, Lookout, Navigator, Pirate Ship, Sea Hag, Haven
  
 
== Trivia ==
 
== Trivia ==

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