Throne of Thunder is going to be my second attempt at an adventure. Because ToT is a shorter adventure (only 12 bosses), some of the boss fights will be Extended. An extended fight is simply a fight that is much more complex than your average HS boss, and thus has 3 reward cards instead of one to compensate. As usual, there are five wings:
The Royal Amphitheater (Jin'rokh the Breaker, Horridon (Extended))
The Council of Elders (Malakk, Kazra'jin, Sul, and Mar'li)
The Forgotten Depths (Tortos, Megaera, and Ji-Kun(Extended))
Halls of Flesh-Shaping (Durumu, Primordius, and Dark Animus)
Pinnacle of Storms (Iron Qon (Extended), Twin Consorts, and Lei Shen(Extended))
As with Coilfang, I'm going to post these whenever I feel like it, so there won't be any consistent schedule.
New Mechanics/Themes: The theme of this adventure is deck interaction. This usually entails shuffling things into your deck, but there are some "when you draw this" cards and some cards which place other cards in specific locations in your deck. Unlike last time, there won't be a new race, which I am happy about because coming up with Naga synergy got really boring towards the end.
Non-Specific Boss Cards: These are noncollectable cards that most of the bosses will have in their deck.
Boss Card: Mogu Archivist
This is just a strong mid-game body that showcases the shuffling theme.
Boss Card: Zandalari Colossus
And this is a strong late-game body showcasing the "when you draw this" theme.
Boss Card: Lightning Strike
Here's the spell of the bunch. It's basically an improved Arcane Shot which is fit to the theme of the adventure.
Something just came up right now, so I can't post Jin'rokh and Horridon now. I'll edit this post later to include them. Sorry.
I'm back! For now... it might happen again. But I'll try to post the whole one again.
The Royal Amphitheater: Jin'rokh the Breaker
Here he is, the first Throne of Thunder Boss. Now, you're probably wondering what a Mogu Statue is, so here you go:
So this is why Jin'rokh has 40 health; killing the Mogu Statues buffs (and debuffs) your minions. At the start of the fight, there are three of these statues, randomly distributed across the board on both sides. Jin'rokh also has several Mogu Statues in his deck, which unlike any other minion can be played on any space on both sides of the board. He'll usually put them on your side though, because his boss-specific spells gain gain benefits from Conducting Water.
This is the main reason Jin'rokh will want to give you Mogu Statues, as this card coupled with his hero power could be a complete board clear if you aren't careful with your minion placement. However, you can still heal your minions on your turn to minimize this card's effect as the second round of damage occurs a turn later.
However, this card prevents you from simply having your minions avoid the water. Similar to the last card, this is an improved Shaman control spell fit to Jin'rokh's fight mechanic.
This is the worst card for you so far, considering its ability to completely lock down your board if you aren't careful (remember, Conductive Water is Immune). However, buffing your water could prove very handy because of this card, as Jin'rokh can't deal with swarms of Immune minions; he doesn't have Vanish.
Tentative Boss Deck: 4x Mogu Statue, 3x Jin'rokh's Lightning Storm, 3x Jin'rokh's Lightning Bolt, 2x Water Ionization, 2x Lightning Strike, 2x Savage Roar, 2x Arcane Shot, 2x Dire Brute, 2x Whirlwind, 2x Frothing Berzerker, 1x Armorsmith, 1x Hex, 2x Zandalari Dinomancer (from next fight), 2x Azure Drake
Reward Card: Dire Brute
Oddly, your very first ToT reward, doesn't actually have anything to do with the adventure's theme. However, its uses a mechanic which I'm really surprised that doesn't exist already in Hearthstone.
The Royal Amphitheater: Horridon (Extended)
Here he is, the giant War-Dinosaur guy with the War-God Jalak himself. Now, for most of the fight, Jalak doesn't do anything, but the fight's emotes come from Jalak instead of Horridon. Now here's Horridon's incredibly complicated hero power:
Horridon has a permanent 3 attack, so getting an Orb of Control will be extremely helpful in both preventing damage to your face (which Horridon will usually attack) and damaging Horridon on the way. As for the Dinomancers, you have the option as to how you will deal with them and their interactions with Orb of Control. Because they each give Horridon +5 maximum health, they prevent you from quickly damaging Horridon from his attacks. You then have the option to let them stay that way, or damaged them, which removes Horridon's health buff but summons a more powerful 3/3. That's it for the super complicated hero power. Horridon has two fairly uninteresting boss specific cards:
In the case of the Direhorn Spirit, Horridon won't kill the minion Direhorn Spirit targeted, he's a better sport than that. The tail swipe is just a powerful removal/damage spell. Now for the reason why this is an extended fight: On turn 2, Jalak will call this guy onto the board:
This guy is basically a "mini" Ysera, in which the Farraki cards are themed and OP cards. However, there are only three Farraki Cards:
Nothing to special here, just some additional cards that Horridon will get. The "takes double damage from Horridon's attacks" section is meant to balance Sul, but at the same time it is a bit of a trick, as you might want to save Horridon's attacks for the more powerful Troll Warlords later (and to weaken Jalak, as you will see later). On turn 4, Mar'li will appear:
And here are the Gurubashi cards:
These cards work just like Sul's Farraki cards. On turn 6, you get a new Troll to deal with:
And the Drakkari Cards:
On turn 8, the last Troll Warlord will summon:
And the Amani cards:
That last Amani card has the best card art ever.
Now, the fight isn't over. Whenever you bring Horridon below 8 health OR Sul, Mar'li, Malakk, and Kazra'jin are all dead. Horridon becomes a minion with the health he had as a hero and Jalak becomes the hero. This transformation occurs before you win, so if you bring Horridon from 10 to 0 health at once, you will still face Jalak, but without the Horridon minion.
So yeah, you should probably kill Horridon's hero first. Also, Jalak has a weapon:
This weapon is why I said that you should leave the weaker Troll Warlords alive to weaken Jalak; otherwise Jalak's OP af weapon will become worse.
Once you kill Jalak, the fight is finally over.
Reward Card: Zandalari Dinomancer
It's the card from the fight! Except it no longer gives Horridon health, of course. That's not all though; because this was an extended fight, you get three cards instead of one.
Reward Card: Blink Raptor
This card is more thematic than anything, but it does give Beast Hunter another good, possibly staple, minion.
Reward Card: Direhorn Spirit
Here's the first card that uses the adventure's theme, a mechanic you will see plenty of later on. This is basically a balanced version of the boss card Mogu Archivist, which you will probably remember from the first post.
Wing Reward Cards:
That's it for the first wing, with Gul'dan fighting Jin'rokh and Uther fighting Horridon. I'll post the next wing, the Council of Elders (Sul, Mar'li, Malakk, and Kazra'jin) whenever I get a chance.
Yeah, most people upload their images to Imgur first, then you can click your uploaded image and see on the right a list of different links you can use, of which you copy/paste the HTML code and then paste it into the source code (the double apostrophe) found on the top bar on the post creating/ editing window.
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Throne of Thunder is going to be my second attempt at an adventure. Because ToT is a shorter adventure (only 12 bosses), some of the boss fights will be Extended. An extended fight is simply a fight that is much more complex than your average HS boss, and thus has 3 reward cards instead of one to compensate. As usual, there are five wings:
As with Coilfang, I'm going to post these whenever I feel like it, so there won't be any consistent schedule.
New Mechanics/Themes: The theme of this adventure is deck interaction. This usually entails shuffling things into your deck, but there are some "when you draw this" cards and some cards which place other cards in specific locations in your deck. Unlike last time, there won't be a new race, which I am happy about because coming up with Naga synergy got really boring towards the end.
Non-Specific Boss Cards: These are noncollectable cards that most of the bosses will have in their deck.
Boss Card: Mogu Archivist
This is just a strong mid-game body that showcases the shuffling theme.
Boss Card: Zandalari Colossus
And this is a strong late-game body showcasing the "when you draw this" theme.
Boss Card: Lightning Strike
Here's the spell of the bunch. It's basically an improved Arcane Shot which is fit to the theme of the adventure.
Something just came up right now, so I can't post Jin'rokh and Horridon now. I'll edit this post later to include them. Sorry.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
I'm back! For now... it might happen again. But I'll try to post the whole one again.
The Royal Amphitheater: Jin'rokh the Breaker
Here he is, the first Throne of Thunder Boss. Now, you're probably wondering what a Mogu Statue is, so here you go:
So this is why Jin'rokh has 40 health; killing the Mogu Statues buffs (and debuffs) your minions. At the start of the fight, there are three of these statues, randomly distributed across the board on both sides. Jin'rokh also has several Mogu Statues in his deck, which unlike any other minion can be played on any space on both sides of the board. He'll usually put them on your side though, because his boss-specific spells gain gain benefits from Conducting Water.
This is the main reason Jin'rokh will want to give you Mogu Statues, as this card coupled with his hero power could be a complete board clear if you aren't careful with your minion placement. However, you can still heal your minions on your turn to minimize this card's effect as the second round of damage occurs a turn later.
However, this card prevents you from simply having your minions avoid the water. Similar to the last card, this is an improved Shaman control spell fit to Jin'rokh's fight mechanic.
This is the worst card for you so far, considering its ability to completely lock down your board if you aren't careful (remember, Conductive Water is Immune). However, buffing your water could prove very handy because of this card, as Jin'rokh can't deal with swarms of Immune minions; he doesn't have Vanish.
Tentative Boss Deck: 4x Mogu Statue, 3x Jin'rokh's Lightning Storm, 3x Jin'rokh's Lightning Bolt, 2x Water Ionization, 2x Lightning Strike, 2x Savage Roar, 2x Arcane Shot, 2x Dire Brute, 2x Whirlwind, 2x Frothing Berzerker, 1x Armorsmith, 1x Hex, 2x Zandalari Dinomancer (from next fight), 2x Azure Drake
Reward Card: Dire Brute
Oddly, your very first ToT reward, doesn't actually have anything to do with the adventure's theme. However, its uses a mechanic which I'm really surprised that doesn't exist already in Hearthstone.
The Royal Amphitheater: Horridon (Extended)
Here he is, the giant War-Dinosaur guy with the War-God Jalak himself. Now, for most of the fight, Jalak doesn't do anything, but the fight's emotes come from Jalak instead of Horridon. Now here's Horridon's incredibly complicated hero power:
Horridon has a permanent 3 attack, so getting an Orb of Control will be extremely helpful in both preventing damage to your face (which Horridon will usually attack) and damaging Horridon on the way. As for the Dinomancers, you have the option as to how you will deal with them and their interactions with Orb of Control. Because they each give Horridon +5 maximum health, they prevent you from quickly damaging Horridon from his attacks. You then have the option to let them stay that way, or damaged them, which removes Horridon's health buff but summons a more powerful 3/3. That's it for the super complicated hero power. Horridon has two fairly uninteresting boss specific cards:
In the case of the Direhorn Spirit, Horridon won't kill the minion Direhorn Spirit targeted, he's a better sport than that. The tail swipe is just a powerful removal/damage spell. Now for the reason why this is an extended fight: On turn 2, Jalak will call this guy onto the board:
This guy is basically a "mini" Ysera, in which the Farraki cards are themed and OP cards. However, there are only three Farraki Cards:
Nothing to special here, just some additional cards that Horridon will get. The "takes double damage from Horridon's attacks" section is meant to balance Sul, but at the same time it is a bit of a trick, as you might want to save Horridon's attacks for the more powerful Troll Warlords later (and to weaken Jalak, as you will see later). On turn 4, Mar'li will appear:
And here are the Gurubashi cards:
These cards work just like Sul's Farraki cards. On turn 6, you get a new Troll to deal with:
And the Drakkari Cards:
On turn 8, the last Troll Warlord will summon:
And the Amani cards:
That last Amani card has the best card art ever.
Now, the fight isn't over. Whenever you bring Horridon below 8 health OR Sul, Mar'li, Malakk, and Kazra'jin are all dead. Horridon becomes a minion with the health he had as a hero and Jalak becomes the hero. This transformation occurs before you win, so if you bring Horridon from 10 to 0 health at once, you will still face Jalak, but without the Horridon minion.
So yeah, you should probably kill Horridon's hero first. Also, Jalak has a weapon:
This weapon is why I said that you should leave the weaker Troll Warlords alive to weaken Jalak; otherwise Jalak's OP af weapon will become worse.
Once you kill Jalak, the fight is finally over.
Reward Card: Zandalari Dinomancer
It's the card from the fight! Except it no longer gives Horridon health, of course. That's not all though; because this was an extended fight, you get three cards instead of one.
Reward Card: Blink Raptor
This card is more thematic than anything, but it does give Beast Hunter another good, possibly staple, minion.
Reward Card: Direhorn Spirit
Here's the first card that uses the adventure's theme, a mechanic you will see plenty of later on. This is basically a balanced version of the boss card Mogu Archivist, which you will probably remember from the first post.
Wing Reward Cards:
That's it for the first wing, with Gul'dan fighting Jin'rokh and Uther fighting Horridon. I'll post the next wing, the Council of Elders (Sul, Mar'li, Malakk, and Kazra'jin) whenever I get a chance.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
The cards. </3
Awwwwwww,when i saw this,i thought the OP updated it...so sad.
All we're seeing is the picture icon... could you upload the images using the source code?
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Wait... how do you do that?
Sorry about the pictures though.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Upload the images to imgur or something, Hearthcards deletes them after some time.
CAnt see any images
Yeah, most people upload their images to Imgur first, then you can click your uploaded image and see on the right a list of different links you can use, of which you copy/paste the HTML code and then paste it into the source code (the double apostrophe) found on the top bar on the post creating/ editing window.
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