Dominion Campaigns: Seaside Act 2

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[[Image:CampaignSeaside1.png|thumb|right|750px|Completed map for Seaside - Act 1.]]
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[[Image:CampaignSeaside2.png|thumb|right|750px|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]].
 
'''[[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]].

Revision as of 10:12, 5 May 2016

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.

Contents

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
Festival.jpg Library.jpg Mine.jpg Outpost.jpg Adventurer.jpg
Chapel.jpg Workshop.jpg Caravan.jpg Remodel.jpg Spy.jpg
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
Spy.jpg Throne Room.jpg Council Room.jpg Laboratory.jpg Market.jpg
Native Village.jpg Chancellor.jpg Cutpurse.jpg Remodel.jpg Smithy.jpg
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
Spy.jpg Throne Room.jpg Market.jpg Mine.jpg Witch.jpg
Pearl Diver.jpg Warehouse.jpg Woodcutter.jpg Bureaucrat.jpg Gardens.jpg
Pearl Diver Warehouse Woodcutter Bureaucrat Gardens

Boss Game 4 vs.

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
Caravan.jpg Cutpurse.jpg Militia.jpg Smithy.jpg Outpost.jpg
Native Village.jpg Pearl Diver.jpg Warehouse.jpg Workshop.jpg Bureaucrat.jpg
Native Village Pearl Diver Warehouse Workshop Bureaucrat

Game 5 vs. Serf Crispin

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.

Kingdom cards: Bureaucrat, Laboratory, Library, Market, Militia, Outpost, Remodel, Smugglers, Throne Room, Native Village

Game 6 vs. Maiden Ewe

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.

Kingdom cards: Bazaar, Caravan, Chancellor, Market, Militia, Mine, Pearl Diver, Smithy, Thief, Chapel

Game 7 vs. Squire Winter

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.

Kingdom cards: Council Room, Cutpurse, Gardens, Market, Mine, Moneylender, Village, Warehouse, Woodcutter, Embargo

Boss Game 8 vs. Serf Hague and Soldier

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?

Kingdom cards: Bazaar, Caravan, Cutpurse, Laboratory, Native Village, Outpost, Pearl Diver, Smugglers, Warehouse, Embargo

Game 9 vs. Maiden Joya

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.

Kingdom cards: Bureaucrat, Caravan, Feast, Festival, Gardens, Militia, Mine, Warehouse, Wharf, Native Village

Game 10 vs. Squire Ronin

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.

Kingdom cards: Cutpurse, Embargo, Feast, Laboratory, Market, Outpost, Remodel, Spy, Treasury, Chapel

Game 11 vs. Lady Ida

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.

Kingdom cards: Ambassador, Bazaar, Library, Market, Moneylender, Salvager, Smugglers, Thief, Witch, Cellar

Boss Game 12 vs. Jewel Owner and Soldier

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.

Kingdom cards: Bazaar, Cutpurse, Native Village, Outpost, Salvager, Smugglers, Treasury, Warehouse, Wharf, Embargo

Game 13 vs. Squire Solomon

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.

Kingdom cards: Bazaar, Bureaucrat, Gardens, Moneylender, Outpost, Remodel, Smugglers, Throne Room, Wharf, Pearl Diver

Game 14 vs. Lady Florence

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.

Kingdom cards: Adventurer, Ambassador, Bazaar, Caravan, Embargo, Laboratory, Market, Spy, Treasury, Chapel

Game 15 vs. Gentleman Charles

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.

Kingdom cards: Cutpurse, Laboratory, Mine, Moneylender, Remodel, Salvager, Treasury, Warehouse, Workshop, Native Village

Boss Game 16 vs. Ricker, Gentleman Vilin, and Squire Ronin

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.

Kingdom cards: Ambassador, Bureaucrat, Cutpurse, Mine, Pearl Diver, Smugglers, Treasury, Village, Wharf, Embargo

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

Epilogue

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

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)
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