Dominion Campaigns: Seaside Act 2
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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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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] | ||||||||||||||
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Salvager | Bazaar | Outpost | Treasury | Wharf | ||||||||||
Embargo | Native Village | Smugglers | Warehouse | Cutpurse |
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