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[[Image:CampaignSeaside2.png|thumb|right|750px|Completed map for Seaside - Act 2.]]
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'''[[Dominion Adventures]]: Seaside Act 2''', subtitled '''Ports and Beaches''', is the second section of the Seaside Adventures on [[Goko]]. For some unknown reason, it comes with the purchase of the [[Seaside#Ships and Sailors|Seaside: Ships and Sailors]] card set, which includes {{Card|Ambassador}}, {{Card|Bazaar}}, {{Card|Caravan}}, {{Card|Cutpurse}}, {{Card|Embargo}}, {{Card|Native Village}}, {{Card|Outpost}}, {{Card|Pearl Diver}}, {{Card|Salvager}}, {{Card|Smugglers}}, {{Card|Treasury}}, {{Card|Warehouse}}, and {{Card|Wharf}}.
  
'''[[Dominion Campaigns]]: Seaside Act 2''' (originally subtitled '''Ports and Beaches'''), is the second Act of the Seaside Campaign on [[Dominion Online]].  It comes with the purchase of [[Seaside]].
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== Adventure Overview ==
 
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== Campaign Overview ==
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While searching for riches in far-off lands, you find yourself facing criminals and suspicion.
 
While searching for riches in far-off lands, you find yourself facing criminals and suspicion.
  
== List of Games ==
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== List of Scenes ==
 
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=== Game 1 ===
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You feel good to be at home, but you have started to miss the adrenaline of adventure. No book in the library can be better than reality! An approaching caravan gives you the perfect opportunity to embark out of the castle, in disguise, to an outpost at the edge of your territory.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Frederick: 7 Coppers, 3 Estates
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{{Kingdom|Festival|Library|Mine|Outpost|Adventurer|Chapel|Workshop|Caravan|Remodel|Spy|imgwidth = 150|title = Serf Frederick}}
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=== Game 2 ===
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Your caravan crosses Vaccara's border into a vast wilderness. You reach a native village by a lake, when you notice your coin purse is missing! A little cutpurse has been busy, and he might know who you are. Stay alert!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Celestria: 7 Coppers, 3 Estates
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{{Kingdom|Spy|Throne Room|Council Room|Laboratory|Market|Native Village|Chancellor|Cutpurse|Remodel|Smithy|imgwidth = 150|title = Serf Celestria}} 
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=== Game 3 ===
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A local dignitary offers freshwater pearls from the lake's best pearl diver in exchange for the caravan's goods. He requests that you, and only you, deliver the materials to his warehouse, further northwest into the hills. In order to keep up appearances, you accept the task.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Lia: 7 Coppers, 3 Estates
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{{Kingdom|Spy|Throne Room|Market|Mine|Witch|Pearl Diver|Warehouse|Woodcutter|Bureaucrat|Gardens|imgwidth = 150|title = Maiden Lia}}
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=== Boss Game 4 ===
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As you move away from the native village and head to the warehouse to do the delivery, you feel like someone is chasing you. Is someone from the caravan? Could be the cutpurse? You don't have the militia to protect you, so be careful!
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'''Starting decks'''
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* You: 6 Coppers, 3 Estates, 1 Outpost
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* Ela Thorodan: 6 Coppers, 3 Estates, 1 Outpost
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{{Kingdom|Caravan|Cutpurse|Militia|Smithy|Outpost|Native Village|Pearl Diver|Warehouse|Workshop|Bureaucrat|imgwidth = 150|title = Ela Thorodan}}
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=== Game 5 ===
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Before you get to the dignitary's house, a group of smugglers crosses your path. You manage to hide in time to avoid being seen, but it seems likely they know you are there, somewhere. You decide to leave the undelivered goods behind, head to the nearest outpost and ask for help.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Crispin: 7 Coppers, 3 Estates
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{{Kingdom|Throne Room|Laboratory|Library|Market|Outpost|Native Village|Smugglers|Bureaucrat|Militia|Remodel|imgwidth = 150|title = Serf Crispin}}
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=== Game 6 ===
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You are lost. The compass you bought at the market was in your stolen coin purse. You walk for several days before reaching a large bazaar in a small town. Lucky your caravan is already there!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Ewe: 7 Coppers, 3 Estates
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{{Kingdom|Smithy|Thief|Bazaar|Market|Mine|Chapel|Pearl Diver|Chancellor|Caravan|Militia|imgwidth = 150|title = Maiden Ewe}}
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=== Game 7 ===
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When you meet the caravan members, they say the Kingdom of Markden levied an embargo on them because you never fulfilled the delivery to the warehouse. They were forced to leave the village immediately. You are considered a thief, and there is a reward for your head!
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'''Starting decks'''
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=== Game 1 vs. Serf Frederick ===
* You: 7 Coppers, 3 Estates
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Now that your Kingdom of Vaccara is stable, you decide to take your long-overdue adventure. An approaching merchant caravan gives you the perfect opportunity to venture out, in disguise, to an outpost at the edge of your territory.
* Squire Winter: 7 Coppers, 3 Estates
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{{Kingdom|Gardens|Moneylender|Council Room|Market|Mine|Embargo|Village|Warehouse|Woodcutter|Cutpurse|imgwidth = 150|title = Squire Winter}}
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Kingdom cards: Adventurer, Caravan, Festival, Library, Mine, Outpost, Remodel, Spy, Workshop, Chapel
  
=== Boss Game 8 ===
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=== Game 2 vs. Serf Celestria ===
You are prosecuted and must give an account of what happened. You try to explain your side of the story: when you were heading to the warehouse, a group of smugglers appeared in your path; you tried to reach the outpost, but instead ended up in the bazaar. You feel the unkind gaze of the judges!
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Your caravan crosses Vaccara's border into a vast wilderness. As you reach a native village by a lake, you notice your coin purse is missing! A little cutpurse has been busy, and you give an unsuccessful chase. The other merchants don't seem concerned.
  
'''Starting decks'''
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Kingdom cards: Chancellor, Council Room, Cutpurse, Laboratory, Market, Remodel, Smithy, Spy, Throne Room, Native Village
* You: 6 Coppers, 3 Estates, 1 Smugglers
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* Soldier: 6 Coppers, 1 Embargo, 3 Estates
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* Serf Hague: 6 Coppers, 1 Embargo, 3 Estates
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{{Kingdom|Caravan|Cutpurse|Bazaar|Laboratory|Outpost|Embargo|Native Village|Pearl Diver|Smugglers|Warehouse|imgwidth = 150|title = Soldier}}
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=== Game 3 vs. Maiden Lia ===
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A wealthy merchant offers freshwater pearls from the lake's best pearl diver in exchange for most of your caravan's goods. He requests that you deliver your materials to his warehouse, further northwest into the hills.
  
=== Game 9 ===
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Kingdom cards: Bureaucrat, Gardens, Market, Mine, Spy, Throne Room, Warehouse, Witch, Woodcutter, Pearl Diver
The judges let you keep your head, but you are sentenced to work on the native village's wharf to pay the debt you have with the dignitary. After all you failed to deliver the caravan's goods to his warehouse!
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'''Starting decks'''
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=== Boss Game 4 vs. Ela ===
* You: 7 Coppers, 3 Estates
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Tonight you celebrate; your caravan is rich! You dance, you sing, you drink; you notice the little cutpurse from the village. You're fairly tipsy, but you try to capture her.
* Maiden Joya: 7 Coppers, 3 Estates
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{{Kingdom|Gardens|Militia|Festival|Mine|Wharf|Native Village|Warehouse|Bureaucrat|Caravan|Feast|imgwidth = 150|title = Maiden Joya}}
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Kingdom cards: Bureaucrat, Caravan, Cutpurse, Militia, Outpost, Pearl Diver, Smithy, Warehouse, Workshop, Native Village
  
=== Game 10 ===
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=== Game 5 vs. Serf Crispin ===
You could have revealed your true identity and avoided the sentence, but it was only a minor lashing and you still have the feeling that someone is watching you. Besides, where's the fun in that! You prove to be good at your new job and soon you make new friends like Ela Thorodan, the town's treasurer.
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You drag the little cutpurse to your camp, where she gives back your coppers and tells you her story: her name is Ela, and she lives with a band of smugglers and thieves. You and your companions "adopt" the orphan child and teach her the ways of honest merchants.
  
'''Starting decks'''
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Kingdom cards: Bureaucrat, Laboratory, Library, Market, Militia, Outpost, Remodel, Smugglers, Throne Room, Native Village
* You: 7 Coppers, 3 Estates
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* Squire Ronin: 7 Coppers, 3 Estates
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{{Kingdom|Spy|Laboratory|Market|Outpost|Treasury|Chapel|Embargo|Cutpurse|Feast|Remodel|imgwidth = 150|title = Squire Ronin}}
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=== Game 6 vs. Maiden Ewe ===
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Your caravan travels to a large bazaar in a small town. As you wander through the stalls and merchants, you think you hear townspeople whispering about you, and you feel their unkind gaze.
  
=== Game 11 ===
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Kingdom cards: Bazaar, Caravan, Chancellor, Market, Militia, Mine, Pearl Diver, Smithy, Thief, Chapel
You are heading to meet with Ela Thorodan at the market when you see a salvager bringing up barrels of ale from a sunken boat to the castle's cellar. He tells you that tonight there will be a banquet in the Bazaar offered in honor of the visiting Vaccaran ambassador. These are good tidings for you!
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'''Starting decks'''
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=== Game 7 vs. Squire Winter ===
* You: 1 Ambassador, 6 Coppers, 3 Estates
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You offer a few coins to a town merchant, and he explains the villagers' concerns: the Kingdom of Markden to the southwest levied an embargo on the village because of the smugglers, and they think you're one of them, too.
* Lady Ida: 1 Bazaar, 6 Coppers, 3 Estates
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{{Kingdom|Thief|Bazaar|Library|Market|Witch|Cellar|Ambassador|Smugglers|Moneylender|Salvager|imgwidth = 150|title = Lady Ida}}
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Kingdom cards: Council Room, Cutpurse, Gardens, Market, Mine, Moneylender, Village, Warehouse, Woodcutter, Embargo
  
=== Boss Game 12 ===
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=== Boss Game 8 vs. Serf Hague and Soldier ===
You are starting to become homesick, and the presence in town of the Vaccaran ambassador gives you the chance to reveal your true identity. No smuggler or cutpurse will trouble you anymore! You just have to meet the ambassador and show him your face, and surely he will recognize you!
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Trading goes well, and you amass a good cache of gemstones. A large man with a large sword grabs you and begins to drag you to the back of the bazaar. These townspeople really aren't friendly, are they?
  
'''Starting decks'''
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Kingdom cards: Bazaar, Caravan, Cutpurse, Laboratory, Native Village, Outpost, Pearl Diver, Smugglers, Warehouse, Embargo
* You: 7 Coppers, 3 Estates
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* Jewel Owner: 7 Coppers, 3 Estates
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* Soldier: 7 Coppers, 3 Estates
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{{Kingdom|Salvager|Bazaar|Outpost|Treasury|Wharf|Embargo|Native Village|Smugglers|Warehouse|Cutpurse|imgwidth = 150|title = Jewel Owner}}
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=== Game 9 vs. Maiden Joya ===
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You grab what's nearby--some of your gemstones--and throw them in the man's face. You and Ela run outside, towards a small wharf, chased by the large man. Things aren't looking good, especially since your wares and friends are back at the bazaar.
  
=== Game 13 ===
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Kingdom cards: Bureaucrat, Caravan, Feast, Festival, Gardens, Militia, Mine, Warehouse, Wharf, Native Village
Who is this? This is no ambassador of your kingdom, not even a bureaucrat! Apparently, you have been away from your throne for too long. You see him depart back to Vaccara while wondering what will happen to you now that you've been abandoned in this land full of unscrupulous smugglers and pearl divers?
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'''Starting decks'''
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=== Game 10 vs. Squire Ronin ===
* You: 7 Coppers, 3 Estates
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You and Ela duck into a vacant-looking building. You find a huge sapphire on the floor and realize that you're in the back storeroom of a treasury -- one that's full of unguarded riches. You explain to Ela that returning it is the right thing to do.
* Squire Solomon: 7 Coppers, 3 Estates
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{{Kingdom|Remodel|Throne Room|Bazaar|Outpost|Wharf|Pearl Diver|Smugglers|Bureaucrat|Gardens|Moneylender|imgwidth = 150|title = Squire Solomon}}
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Kingdom cards: Cutpurse, Embargo, Feast, Laboratory, Market, Outpost, Remodel, Spy, Treasury, Chapel
  
=== Game 14 ===
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=== Game 11 vs. Lady Ida ===
You make Ela Thorodan and the rest of your friends at the bazaar laugh every time you confess to being king of Vaccara. At this point you would give away all your kingdom's treasure for the chance to prove yourself right. You must find out who that fake ambassador was!
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You leave the treasury and find your friends nearby, at the harbor, watching a salvager bring up barrels of ale from a sunken boat. The visiting Markdenian ambassador had ordered a specific ale, but the delivery boat capsized in the harbor.  
  
'''Starting decks'''
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Kingdom cards: Ambassador, Bazaar, Library, Market, Moneylender, Salvager, Smugglers, Thief, Witch, Cellar
* You: 7 Coppers, 3 Estates
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* Lady Florence: 7 Coppers, 3 Estates
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{{Kingdom|Bazaar|Laboratory|Market|Treasury|Adventurer|Chapel|Embargo|Ambassador|Caravan|Spy|imgwidth = 150|title = Lady Florence}}
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=== Boss Game 12 vs. Jewel Owner and Soldier ===
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As you and your group prepare to leave town, some guards accuse you of stealing from the treasury, but you avow your innocence. Ela secretly shows you the sapphire you had found on the floor. She stole it! You quickly hide it behind some barrels as they frisk Ela, then you.
  
=== Game 15 ===
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Kingdom cards: Bazaar, Cutpurse, Native Village, Outpost, Salvager, Smugglers, Treasury, Warehouse, Wharf, Embargo
Tears fall from your eyes when you discover that your friends have been gathering money to help you get back home. Ela has been working extra hours at a workshop to get more coins. To promise to yourself to change these people's lives once you are back at Vaccara!
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'''Starting decks'''
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=== Game 13 vs. Squire Solomon ===
* You: 7 Coppers, 3 Estates
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Satisfied of your innocence, the guards let you go. You leave the sapphire in its hiding place, much to Ela's dismay, and join your friends for the next leg of your journey.
* Gentleman Charles: 6 Coppers, 1 Cutpurse, 3 Estates
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{{Kingdom|Remodel|Salvager|Laboratory|Mine|Treasury|Native Village|Warehouse|Workshop|Cutpurse|Moneylender|imgwidth = 150|title = Gentleman Charles}} 
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Kingdom cards: Bazaar, Bureaucrat, Gardens, Moneylender, Outpost, Remodel, Smugglers, Throne Room, Wharf, Pearl Diver
  
=== Boss Game 16  ===
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=== Game 14 vs. Lady Florence ===
You get a place on the next boat to Vaccara. As you prepare to leave town, some guards accuse Ela Thorodan of stealing from the treasury. A villager, with evidence of having been tortured, and an unsrcupulous local bureaucrat are the main witnesses. You can't leave her like this!
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You are starting to become homesick, but parenting Ela is a pleasant distraction. Should you make her "adoption" official? As you drift to sleep by the campfire, you notice a storm approaching.
  
'''Starting decks'''
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Kingdom cards: Adventurer, Ambassador, Bazaar, Caravan, Embargo, Laboratory, Market, Spy, Treasury, Chapel
* You: 7 Coppers, 3 Estates
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* Ricker: 7 Coppers, 3 Estates
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* Squire Ronin: 7 Coppers, 3 Estates
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{{Kingdom|Bureaucrat|Cutpurse|Mine|Treasury|Wharf|Embargo|Pearl Diver|Ambassador|Smugglers|Village|imgwidth = 150|title = Ricker}} 
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=== Game 15 vs. Gentleman Charles ===
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The storm is fierce, but the shelter of the next town is still across one last river. As you and Ela wade through the cold water, a small box bobs past. You open it and are shocked to see it filled with large blue sapphires. Someone shouts at you from the nearby riverbank.
  
=== Game 17 ===
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Kingdom cards: Cutpurse, Laboratory, Mine, Moneylender, Remodel, Salvager, Treasury, Warehouse, Workshop, Native Village
The fight is bloody and quick. You dispatch three while valiant Ela trounces one. A search of the gang's belongings reveals a journal. You have been followed since the first day you joined the caravan--you even discover that the incident involving the failed delivery to the warehouse was indeed a trap!
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'''Starting decks'''
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=== Boss Game 16 vs. Ricker, Gentleman Vilin, and Squire Ronin ===
* You: 6 Coppers, 3 Estates, 1 Outpost
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Four armed men order you to turn over the sapphires. "Ela?" one of them asks. This must be the smuggling gang that held her! With this distraction, you're able to grab one man's sword and prepare for a fight.
* Lady Kateryn: 6 Coppers, 3 Estates, 1 Treasury
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{{Kingdom|Cutpurse|Thief|Bazaar|Outpost|Treasury|Pearl Diver|Chancellor|Warehouse|Workshop|Caravan|imgwidth = 150|title = Lady Kateryn}}
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Kingdom cards: Ambassador, Bureaucrat, Cutpurse, Mine, Pearl Diver, Smugglers, Treasury, Village, Wharf, Embargo
  
=== Game 18 ===
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=== Game 17 vs. Lady Kateryn ===
Back in the wharf you convince Ela to join you on your trip back home. Once you again sit on your throne, you'll be able to find out who is behind this conspiracy. Who sent envoys to go after you and the caravan when you departed? Someone owes you an explanation!
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The fight is bloody and quick. You dispatch three; valiant Ela trounces one. Your friends arrive, and a search of the gang's belongings reveals a journal--one detailing their secret hideout at Skull Mountain.
  
'''Starting decks'''
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Kingdom cards: Bazaar, Caravan, Chancellor, Cutpurse, Outpost, Thief, Treasury, Warehouse, Workshop, Pearl Diver
* You: 7 Coppers, 3 Estates
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* Gentleman Drake: 7 Coppers, 3 Estates
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{{Kingdom|Throne Room|Bazaar|Market|Mine|Wharf|Embargo|Warehouse|Caravan|Envoy|Salvager|imgwidth = 150|title = Gentleman Drake}}
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=== Game 18 vs. Gentleman Drake ===
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In town, you ask the locals about Skull Mountain. They find the smugglers' bodies and verify your story. You and your friends are heroes! Yes, the smugglers have been oppressing the villagers for years, hoarding the stolen gold at Skull Mountain.
  
=== Game 19 ===
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Kingdom cards: Bazaar, Caravan, Market, Mine, Salvager, Smithy, Throne Room, Warehouse, Wharf, Embargo
You and Ela make the dangerous journey back to Vaccara. Upon your arrival, nobody seems to recognise you; nobody cares if you are a smuggler, an adventurer or the king himself. Gaining access to the council room proves to be hard, but at the end you can finally claim your identity back!
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'''Starting decks'''
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=== Game 19 vs. Gentleman Alvar ===
* You: 6 Coppers, 3 Estates, 1 Warehouse
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You, Ela, and only a few of your friends make the dangerous journey to Skull Mountain. As you enter the smugglers' cave, you trigger a booby trap! A swinging axe nearly takes your head. You tell your friends to wait at the entrance with Ela; you'll go alone into the darkness.
* Gentleman Alvar: 6 Coppers, 3 Estates, 1 Smugglers
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{{Kingdom|Council Room|Laboratory|Outpost|Treasury|Adventurer|Ambassador|Smugglers|Village|Warehouse|Workshop|imgwidth = 150|title = Gentleman Alvar}}
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Kingdom cards: Adventurer, Council Room, Laboratory, Outpost, Smugglers, Treasury, Village, Warehouse, Workshop, Ambassador
  
=== Boss Game 20 ===
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=== Boss Game 20 vs. Ela, Ricker, and Soldier ===
It's time to deal with the usurper! Your jaw drops when you see his face. It's the dignitary you met at the beginning of your journey with the caravan. He is accompanied by the false Vaccaran ambassador and the salvager who was bringing up barrels of ale at the Markdenian Bazaar.
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You use your sword to jam another trap's gears. You see...it's the man from the inn brawl when you were searching for Tiny's dognapper--the man whose nose you bloodied! If I can defeat this smuggler chief, Ela can make Vaccara her home!
  
'''Starting decks'''
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Kingdom cards: Ambassador, Bazaar, Caravan, Cutpurse, Native Village, Pearl Diver, Salvager, Treasury, Wharf, Embargo
* You: 7 Coppers, 3 Estates
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* Ricker: 7 Coppers, 3 Estates
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* Ela Thorodan: 7 Coppers, 3 Estates
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{{Kingdom|Cutpurse|Salvager|Bazaar|Treasury|Wharf|Embargo|Native Village|Pearl Diver|Ambassador|Caravan|imgwidth = 150|title = Ricker Part II}}
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=== Epilogue ===
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You reach for your last bag of sapphires and aim for his sore nose. Bullseye--or more appropriately, shark's nose! His most vulnerable spot took the hit, and he went down for the count. You and your friends drag the smuggler chief back to town, and the residents gratefully accept their new prisoner. [player name] is going home to Vaccara!
  
 
== 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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