Dominion Campaigns: Seaside Act 2

From DominionStrategy Wiki
Jump to navigation Jump to search
Completed map for Seaside - Act 1.

Dominion Campaigns: Seaside Act 2 (originally subtitled Ports and Beaches), is the second section of the Seaside Adventures on Dominion Online. It comes with the purchase of Seaside.

Campaign Overview

While searching for riches in far-off lands, you find yourself facing criminals and suspicion.

List of Games

Game 1

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Frederick: 7 Coppers, 3 Estates
Serf Frederick [images]
Festival Library Mine Outpost Adventurer
Chapel Workshop Caravan Remodel Spy

Game 2

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Celestria: 7 Coppers, 3 Estates
Serf Celestria [images]
Spy Throne Room Council Room Laboratory Market
Native Village Chancellor Cutpurse Remodel Smithy

Game 3

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Lia: 7 Coppers, 3 Estates
Maiden Lia [images]
Spy Throne Room Market Mine Witch
Pearl Diver Warehouse Woodcutter Bureaucrat Gardens

Boss Game 4

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!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Outpost
  • Ela Thorodan: 6 Coppers, 3 Estates, 1 Outpost
Ela Thorodan [images]
Caravan Cutpurse Militia Smithy Outpost
Native Village Pearl Diver Warehouse Workshop Bureaucrat

Game 5

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Crispin: 7 Coppers, 3 Estates
Serf Crispin [images]
Throne Room Laboratory Library Market Outpost
Native Village Smugglers Bureaucrat Militia Remodel

Game 6

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Ewe: 7 Coppers, 3 Estates
Maiden Ewe [images]
Smithy Thief Bazaar Market Mine
Chapel Pearl Diver Chancellor Caravan Militia

Game 7

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Winter: 7 Coppers, 3 Estates
Squire Winter [images]
Gardens Moneylender Council Room Market Mine
Embargo Village Warehouse Woodcutter Cutpurse

Boss Game 8

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!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Smugglers
  • Soldier: 6 Coppers, 1 Embargo, 3 Estates
  • Serf Hague: 6 Coppers, 1 Embargo, 3 Estates
Soldier [images]
Caravan Cutpurse Bazaar Laboratory Outpost
Embargo Native Village Pearl Diver Smugglers Warehouse

Game 9

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Joya: 7 Coppers, 3 Estates
Maiden Joya [images]
Gardens Militia Festival Mine Wharf
Native Village Warehouse Bureaucrat Caravan Feast

Game 10

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Ronin: 7 Coppers, 3 Estates
Squire Ronin [images]
Spy Laboratory Market Outpost Treasury
Chapel Embargo Cutpurse Feast Remodel

Game 11

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!

Starting decks

  • You: 1 Ambassador, 6 Coppers, 3 Estates
  • Lady Ida: 1 Bazaar, 6 Coppers, 3 Estates
Lady Ida [images]
Thief Bazaar Library Market Witch
Cellar Ambassador Smugglers Moneylender Salvager

Boss Game 12

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Jewel Owner: 7 Coppers, 3 Estates
  • Soldier: 7 Coppers, 3 Estates
Jewel Owner [images]
Salvager Bazaar Outpost Treasury Wharf
Embargo Native Village Smugglers Warehouse Cutpurse

Game 13

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?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Solomon: 7 Coppers, 3 Estates
Squire Solomon [images]
Remodel Throne Room Bazaar Outpost Wharf
Pearl Diver Smugglers Bureaucrat Gardens Moneylender

Game 14

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Florence: 7 Coppers, 3 Estates
Lady Florence [images]
Bazaar Laboratory Market Treasury Adventurer
Chapel Embargo Ambassador Caravan Spy

Game 15

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Charles: 6 Coppers, 1 Cutpurse, 3 Estates
Gentleman Charles [images]
Remodel Salvager Laboratory Mine Treasury
Native Village Warehouse Workshop Cutpurse Moneylender

Boss Game 16

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ricker: 7 Coppers, 3 Estates
  • Squire Ronin: 7 Coppers, 3 Estates
Ricker [images]
Bureaucrat Cutpurse Mine Treasury Wharf
Embargo Pearl Diver Ambassador Smugglers Village

Game 17 vs. Lady Kateryn

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.

Kingdom cards: Bazaar, Caravan, Chancellor, Cutpurse, Outpost, Thief, Treasury, Warehouse, Workshop, Pearl Diver

Game 18 vs. Gentleman Drake

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.

Kingdom cards: Bazaar, Caravan, Market, Mine, Salvager, Smithy, Throne Room, Warehouse, Wharf, Embargo

Game 19 vs. Gentleman Alvar

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.

Kingdom cards: Adventurer, Council Room, Laboratory, Outpost, Smugglers, Treasury, Village, Warehouse, Workshop, Ambassador

Boss Game 20 vs. Ela, Ricker, and Soldier

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!

Kingdom cards: Ambassador, Bazaar, Caravan, Cutpurse, Native Village, Pearl Diver, Salvager, Treasury, Wharf, Embargo

Trivia

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