Editing Dominion Campaigns: Seaside Act 3

Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[Image:CampaignSeaside3.png|thumb|right|750px|Completed map for Seaside - Act 3.]]
+
[[File:SeasideFinale.png|thumb|right|300px|Seaside Finale art]]
 +
'''[[Dominion Adventures]]: Seaside Finale''', subtitled '''Old Friends''', is the final section of the Seaside Adventures on [[Goko]].  It's available for a purchase of Coins, but cannot be played until [[Dominion Adventures: Seaside Act 1|Act 1]] and [[Dominion Adventures: Seaside Act 2|Act 2]] are completed. The cards available include the entire [[Seaside]] expansion, as well as the [[Dominion (base set)|Base set]].
  
'''[[Dominion Campaigns]]: Seaside Act 3''' (originally subtitled '''Old Friends'''), is the third and final Act of the Seaside Campaign on [[Dominion Online]].  It comes with the purchase of [[Seaside]].  In this rules variant, you get 3 extra turns at the start of the game.  This applies only to the player, not to any of the AI opponents.
+
== Adventure Overview ==
 
+
== Campaign Overview ==
+
 
A journey into uncharted territory reunites you with some vengeful witches.
 
A journey into uncharted territory reunites you with some vengeful witches.
  
== List of Games ==
+
== List of Scenes ==
In all games, there is a rules variant: the player gets 3 extra turns at the start of the game. This does not apply to the AI opponents.
+
 
+
=== Game 1 ===
+
Captain Althea, Ela Thorodan and you are looking for a change of scenery, so you plan a short three-hour tour to Vaccara's coastal outposts. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Caravan|Merchant Ship|Outpost|Tactician|Wharf|Embargo|Haven|Lighthouse|Pearl Diver|Fishing Village|imgwidth = 150|title = Serf Archer}}
+
 
+
=== Game 2 ===
+
You swim to the nearest shore, but you don't recognize this part of your kingdom. Are you on an island? Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon, so you start exploring your surroundings.
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Island|Navigator|Explorer|Tactician|Treasury|Native Village|Pearl Diver|Lookout|Smugglers|Warehouse|imgwidth = 150|title = Serf Mary}}
+
 
+
=== Game 3 ===
+
There's no civilization in sight, but there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to salvage all they can from the wrecked ship. Ela gathers the rest of the crew and organizes a caravan to climb to the highest cliff and scan the horizon.
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Cutpurse|Salvager|Sea Hag|Bazaar|Treasury|Ambassador|Fishing Village|Lookout|Smugglers|Caravan|imgwidth = 150|title = Maiden Lettice}}
+
 
+
=== Boss Game 4 ===
+
Weeks go by with no sign of friend or foe. The crew have begun to lose their strength and you fear the worst. You propose to build a bonfire as beacon to attract any passing merchant ship. You cross your fingers so that no pirates see the signal!
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Captain Althea}}
+
 
+
=== Game 5 ===
+
After a few days, you're struck with a fever. Fortunately Ela proves to be a worthy nurse as well as a friend. Despite being in poor health you notice Captain Althea's concern; a salvager and her best lookout disappeared during an expedition to the center of the island. You might not be alone!
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Spy|Thief|Treasure Map|Festival|Mine|Ambassador|Lookout|Bureaucrat|Salvager|Sea Hag|imgwidth = 150|title = Serf Valenia}}
+
 
+
=== Game 6 ===
+
You recover from your illness, and you organize an expedition to the interior of the island in search of the missing men. You pass a desert, then boggy fields, and finally you come to an abandoned warehouse! The place is full of treasures! Apparently, you have found a pirate's lair.
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Warehouse|Cutpurse|Island|Pirate Ship|Treasury|Haven|Lighthouse|Pearl Diver|Ambassador|Smugglers|imgwidth = 150|title = Maiden Joanna}}
+
 
+
=== Game 7 ===
+
Your men pounce on the chests full of gems and gold coins. You, Ela and Captain Althea walk away from the scene and spot, not far from the warehouse, a wharf and a deserted lighthouse. Wait! A light has begun to shine in the lantern room!
+
  
'''Starting decks'''
+
=== Game 1 vs. Serf Archer ===
* You: 7 Coppers, 3 Estates
+
Captain Althea, Ela, and you are looking for a change of scenery, so you plan a short three-hour tour down Vaccara's coast. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"
* Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Island|Pirate Ship|Treasure Map|Merchant Ship|Wharf|Lighthouse|Native Village|Smugglers|Warehouse|Caravan|imgwidth = 150|title = Squire Redwald}}
+
Kingdom cards: Caravan, Fishing Village, Haven, Lighthouse, Merchant Ship, Outpost, Pearl Diver, Tactician, Wharf, Embargo
  
=== Boss Game 8 ===
+
=== Game 2 vs. Serf Mary ===
There's no time to waste! The pirates are docking in the haven. Captain Althea orders her men to leave the treasure and run, but they end up mutinying. You and Ela help the Captain to put the situation under control, but you fear the pirates may arrive at any time.
+
Thankfully, shore was close, but you don't recognize this part of your kingdom. Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon.
  
'''Starting decks'''
+
Kingdom cards: Explorer, Island, Lookout, Navigator, Pearl Diver, Smugglers, Tactician, Treasury, Warehouse, Native Village
* You: 7 Coppers, 3 Estates
+
* Sir Robert: 1 Ambassador, 5 Coppers, 2 Estates, 1 Province, 1 Tactician
+
* Maiden Lettice: 7 Coppers, 3 Estates
+
  
{{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth = 150|title = Sir Robert}}
+
=== Game 3 vs. Maiden Lettice ===
 +
There's no civilization in sight, but just beyond the beach, there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to scavenge all they can from the wrecked ship.
  
=== Game 9 ===
+
Kingdom cards: Bazaar, Caravan, Cutpurse, Fishing Village, Lookout, Salvager, Sea Hag, Smugglers, Treasury, Ambassador
In the middle of the fight between your men and the pirates, Ela dragged you away from the scene. There was not much you could do; you were outnumbered by the pirates. Full of anger, you see from the distance how they celebrate the capture of Captain Althea and the other survivors.
+
  
'''Starting decks'''
+
=== Boss Game 4 vs. Captain Althea ===
* You: 7 Coppers, 3 Estates
+
Weeks go by with no sign of friend or foe. Why no search party from your castle? You decide to hike across the far hills to find civilization. Captain Althea refuses to go. "Climbing those heights would be a death sentence," she says. You draw swords.
* Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth = 150|title = Maiden Joya}}
+
Kingdom cards: Caravan, Ghost Ship, Lighthouse, Merchant Ship, Native Village, Pirate Ship, Smugglers, Warehouse, Wharf, Embargo
  
=== Game 10 ===
+
=== Game 5 vs. Serf Valenia ===
Your honor doesn't allow you to leave Captain Althea's fate in pirate's hands. You return to the place the next morning only to find it completely abandoned. The pirates have taken the prisoners and departed to parts unknown. You were not expecting this!
+
You hated to fight your friend, but you know that someone must find a rescue. You leave Captain Althea at camp; Ela and some of the crew join your expedition. After a few days, you're struck with a fever. Ela proves to be a worthy nurse.
  
'''Starting decks'''
+
Kingdom cards: Bureaucrat, Festival, Lookout, Mine, Salvager, Sea Hag, Spy, Thief, Treasure Map, Ambassador
* You: 7 Coppers, 3 Estates
+
* Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth = 150|title = Squire Tarquin}}
+
=== Game 6 vs. Maiden Joanna ===
 +
You recover from your illness, and the march continues. You pass a desert, then boggy fields, and finally you come to a village! Your group receives food and comfort, but the villagers don't seem to recognize their ruler--you. Wait--is that Sir Robert you see--that thief?
  
=== Game 11 ===
+
Kingdom cards: Ambassador, Cutpurse, Island, Lighthouse, Pearl Diver, Pirate Ship, Smugglers, Treasury, Warehouse, Haven
You and Ela return to the shore where your ship sank. The bonfire you lit to call for help is still burning, and it seems to have attracted the attention of a merchant ship. You might be able to rescue Captain Althea after all!
+
  
'''Starting decks'''
+
=== Game 7 vs. Squire Redwald ===
* You: 7 Coppers, 3 Estates
+
Sir Robert darts into a small shack, and he gives the hooded woman inside a parcel. The squawking chickens outside drown out their voices. What could they be saying?
* Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Explorer|Merchant Ship|Tactician|Treasury|Wharf|Embargo|Haven|Lighthouse|Navigator|Bazaar|imgwidth = 150|title = Lady Philippa}}
+
Kingdom cards: Caravan, Island, Merchant Ship, Native Village, Pirate Ship, Smugglers, Treasure Map, Warehouse, Wharf, Lighthouse  
  
=== Boss Game 12 ===
+
=== Boss Game 8 vs. Sir Robert and Maiden Lettice ===
The merchant ship that rescued you and Ela delivers pearls from the distant fishing villages to the your kingdom's capital city. You ask the crew to overcome all the odds and reach port as soon as possible. You have a friend to rescue!
+
Sir Robert emerges and sees you near the door. You don't think he recognizes you, but he's angry and pulls his sword. You draw yours. The fun begins.
  
'''Starting decks'''
+
Kingdom cards: Ambassador, Explorer, Fishing Village, Haven, Lookout, Navigator, Outpost, Salvager, Tactician, Embargo
* You: 7 Coppers, 1 Estate, 2 Pearl Divers
+
* Witch Jezebel: 4 Coppers, 2 Estates, 1 Fishing Village, 1 Merchant Ship, 1 Outpost, 1 Province
+
* Lady Philippa: 7 Coppers, 3 Estates
+
  
{{Kingdom|Cutpurse|Navigator|Explorer|Merchant Ship|Outpost|Lighthouse|Native Village|Pearl Diver|Fishing Village|Caravan|imgwidth = 150|title = Witch Jezebel}}
+
=== Game 9 vs. Maiden Joya ===
 +
Your father must've paid handsomely for your defensive training; Sir Robert and his weapon are quickly separated. The swordplay he recognizes:  "It's you! You must join me for dinner this evening! Bring any companions you have!"
  
=== Game 13 ===
+
Kingdom cards: Bazaar, Cutpurse, Feast, Ghost Ship, Library, Salvager, Sea Hag, Treasure Map, Wharf, Ambassador
You gather a group of your best men and depart again to the pirate island. Your plan is to confiscate the treasure the pirates have hidden in the warehouse and exchange it for Althea's life.
+
  
'''Starting decks'''
+
=== Game 10 vs. Squire Tarquin ===
* You: 7 Coppers, 3 Estates
+
Dinner at Sir Robert's house is a welcome treat, despite his reticence in discussing the woman and the parcel. He says there aren't any ships near his town that could replace yours, and he replenishes your travelling supplies. You are grateful and suspicious.
* Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Island|Pirate Ship|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Lookout|Smugglers|Warehouse|imgwidth = 150|title = Squire Solomon}}
+
Kingdom cards: Bazaar, Ghost Ship, Moneylender, Pirate Ship, Sea Hag, Tactician, Thief, Treasure Map, Treasury, Moat
  
=== Game 14 ===
+
=== Game 11 vs. Lady Philippa ===
Your plan proves to be an excellent tactical decision! It doesn't take long before an envoy of the pirates shows up in front of your throne to negotiate with you the exchange of Captain Althea's life for the pirate's treasure.
+
Your trek takes you and your group to another village, then to a town, and finally you're told that a city, one with large boats, is just down the coast. Only one forest blocks your way.
  
'''Starting decks'''
+
Kingdom cards: Bazaar, Explorer, Haven, Lighthouse, Merchant Ship, Navigator, Tactician, Treasury, Wharf, Embargo
* You: 7 Coppers, 3 Estates
+
* Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Throne Room|Treasure Map|Laboratory|Tactician|Wharf|Ambassador|Village|Salvager|Sea Hag|Spy|imgwidth = 150|title = Lady Thomasine}}
+
=== Boss Game 12 vs. Witch Jezebel and Lady Philippa ===
 +
Your camp in the woods has a surprise visitor--the hooded woman. Your tent and some trees burst into flame, and the light illuminates her face. It's the witch Jezebel. Your pack horses run.
  
=== Game 15 ===
+
Kingdom cards: Caravan, Cutpurse, Explorer, Fishing Village, Merchant Ship, Native Village, Navigator, Outpost, Pearl Diver, Lighthouse
You do not wish to welcome pirates inside your city, so the transaction will take place in a distant fishing village. A caravan is responsible for transporting the treasure to the specified location. You and Ela ride close behind them guarding the convoy from attack by thieves.
+
  
'''Starting decks'''
+
=== Game 13 vs. Squire Solomon ===
* You: 7 Coppers, 3 Estates
+
Witch Jezebel throws a few more fireballs and runs from camp, with you in hot (literally, your hat is on fire) pursuit. You come to a small dock. Witch Jezebel steals a dinghy and paddles off, and you do the same. She's a better paddler than you thought she'd be.
* Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province
+
  
{{Kingdom|Caravan|Thief|Treasure Map|Ghost Ship|Library|Embargo|Native Village|Pearl Diver|Ambassador|Fishing Village|imgwidth = 150|title = Gentleman Benjamin}}
+
Kingdom cards: Bazaar, Ghost Ship, Haven, Island, Lookout, Pirate Ship, Smugglers, Treasury, Warehouse, Embargo
  
=== Boss Game 16 ===
+
=== Game 14 vs. Lady Thomasine ===
As expected, several pirate hordes assault the caravan in an attempt to cheat on the agreement they have with you and recover their treasure. Luckily, they don't catch you off guard!
+
You remember how witch Jezebel turned your love into a frog, and how difficult it was to get the curse removed. You really, really want to catch her. You hope your friends and Ela didn't burn up in the fire back at camp.
  
'''Starting decks'''
+
Kingdom cards: Laboratory, Salvager, Sea Hag, Spy, Tactician, Throne Room, Treasure Map, Village, Wharf, Ambassador
* You: 7 Coppers, 3 Estates
+
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
* Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Cutpurse|Island|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Witch Jezebel Part II}}
+
=== Game 15 vs. Gentleman Benjamin ===
 +
A horse and rider appear on the distant shore, and witch Jezebel flies from her boat onto the horse (witches are tricky). They turn and ride off. It must be Sir Robert. You just knew his kindness was suspect.
  
=== Game 17 ===
+
Kingdom cards: Ambassador, Caravan, Fishing Village, Ghost Ship, Library, Native Village, Pearl Diver, Thief, Treasure Map, Embargo
You, Ela and the caravan continue your course towards the fishing village. You expect the pirates still want to negotiate with you! It seems like they do; one explorers ensures you that a pirate ship is docked at the wharf.
+
  
'''Starting decks'''
+
=== Boss Game 16 vs. Witch Jezebel, Sea Hag, and Lady Thomasine ===
* You: 7 Coppers, 3 Estates
+
You pick up their trail, but it still takes hours to catch up to their camp. You're stunned to hear a familiar voice--the rider with the horse was the Sea Hag from Valierian Manor!
* Lady Ellen: 5 Coppers, 1 Duchy, 1 Estate, 2 Pirate Ships, 1 Province
+
  
{{Kingdom|Salvager|Treasure Map|Explorer|Outpost|Wharf|Fishing Village|Lookout|Caravan|Navigator|Pirate Ship|Warehouse|imgwidth = 150|title = Lady Ellen}}
+
Kingdom cards: Bazaar, Cutpurse, Ghost Ship, Haven, Island, Native Village, Smugglers, Treasury, Warehouse, Embargo
  
=== Game 18 ===
+
=== Game 17 vs. Lady Ellen ===
You order your men to remain stationed nearby; you don't want to jeopardize Captain Althea's life. A horse and rider come down from the pirate ship and appear on the distant shore. Who is this?
+
Ela and the crew stamp out the witch's fires as Sir Robert approaches. "I saw your fire on the horizon. How can I help?" He brings fresh horses and helpers.
  
'''Starting decks'''
+
Kingdom cards: Caravan, Explorer, Lookout, Navigator, Outpost, Pirate Ship, Salvager, Treasure Map, Wharf, Fishing Village
* You: 7 Coppers, 3 Estates
+
* Gentleman Ingvar: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Ghost Ship|Merchant Ship|Outpost|Tactician|Wharf|Lighthouse|Pearl Diver|Ambassador|Smugglers|Sea Hag|Warehouse|imgwidth = 150|title = Gentleman Ingvar}}
+
=== Game 18 vs. Gentleman Ingvar ===
 +
Sir Robert finally tells Ela and your crew what was in the parcel he gave to Witch Jezebel: he had borrowed money from her years ago, and he felt obligated to repay his loan. But with the debt repaid, it's time for justice.
  
=== Game 19 ===
+
Kingdom cards: Ambassador, Ghost Ship, Merchant Ship, Outpost, Pearl Diver, Sea Hag, Smugglers, Tactician, Wharf, Lighthouse
You're stunned to see a familiar face--the rider with the horse is Captain Althea! But why is she wielding a sword? Before you can form the idea in your mind, you hear Ela yelling, "She's a traitor!"
+
  
'''Starting decks'''
+
=== Game 19 vs. Gentleman Hal ===
* You: 7 Coppers, 3 Estates
+
Sir Robert says he has sent his fastest men to the city with the large boats. They're instructed to hire a large ship to assist in the rescue of Captain Althea. Would it arrive in time?
* Gentleman Hal: 4 Coppers, 2 Estates, 1 Province, 2 Treasure Maps, 1 Warehouse
+
  
{{Kingdom|Navigator|Salvager|Treasure Map|Bazaar|Treasury|Haven|Lookout|Warehouse|Caravan|Cutpurse|Warehouse|imgwidth = 150|title = Gentleman Hal}}
+
Kingdom cards: Bazaar, Caravan, Cutpurse, Lookout, Navigator, Salvager, Treasure Map, Treasury, Warehouse, Haven
  
=== Final Boss Game ===
+
=== Boss Game 20 vs. Witch Jezebel ===
Hundreds of pirates appear from different areas of the fishing village. Apparently, Captain Althea made a deal with her captors while she was on board of the pirate ship. Her betrayal hurts you deeply, but you are not letting her get away with it!
+
Witch Jezebel's anger at your treatment of her witches is all-encompassing. Nothing but your death will quench her lust for revenge. She lifts her hands to the sky and begins an incantation.
  
'''Starting decks'''
+
Kingdom cards: Ambassador, Fishing Village, Haven, Island, Lookout, Native Village, Navigator, Pirate Ship, Smugglers, Embargo
* You: 7 Coppers, 3 Estates
+
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
* Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Lookout|Smugglers|Island|Navigator|Pirate Ship|Embargo|Haven|Native Village|Ambassador|Fishing Village|imgwidth = 150|title = Witch Jezebel Part III}}
+
=== Epilogue ===
 +
Witch Jezebel leans back to throw a fireball at your head. Just as she releases the flame, the Sea Hag attacks you, blocking Jezebel's shot, the Sea Hag bursts into flame and runs toward Jezebel, who also catches on fire. The two of them disappear in a swirling cloud of ash. Time to head home; [player name]'s three-hour tour is over.
  
 
== Trivia ==
 
== Trivia ==
  
{{Navbox MF Campaigns}}
+
{{Navbox Goko Adventures}}
  
[[Category: Dominion Campaigns]]
+
[[Category: Goko Adventures]]

Please note that all contributions to DominionStrategy Wiki are considered to be released under the Creative Commons Attribution Non-Commercial Share Alike (see DominionStrategy Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox