Coilfang Reservoir is my attempt at a single-player hearthstone adventure, in the style of Blackrock Mountain. There will be five wings:
The Slave Pens (Mennu the Betrayer, Rokmar the Crackler, and Quagmirran)
The Underbog (Hungarfen, Ghaz'an, Swamplord Musel'ek, and The Black Stalker)
The Steamvault (Hydromancer Thespia, Mekgineer Steamrigger, and Warlord Kalithresh)
Serpentshrine Caverns Part 1 (Hydross the Unstable, The Lurker Below, and Leotheras the Blind)
Serpentshrine Caverns Part 2 (Fathom-Lord Karathress, Morogrim Tidewalker, and Lady Vashj)
Note: Serpentshrine Caverns is not separated in WoW, but I didn't want to have a 6 boss wing.
I'll add each wing whenever I have time; don't expect any consistent schedule. However, I'll add The Slave Pens in with this opening post.
New Mechanics/Themes: With this adventure, the main theme will be Nagas, a new tribal set of minions. Of course, any Naga-themed minions already in the game would get this title, such as Naga Myrmidon from the Illidan tutorial boss or Darkscale Healer, but this adventure will add the tribal tag and synergies between the Nagas. Unlike most synergies between tribal minions, only some Nagas will gain benefits from other Nagas and buff each other; the remaining Nagas will instead have negative abilities,such as random damage or debuffs, that cannot target Nagas. Also, there is the less prominent theme of end-of-turn or “time bomb” effects (like Doomsayer).
So now let’s get to the cards:
Non-Specific Boss Cards:
These are cards that most of the bosses will have, like Deathcharger in Naxx or Flameheart in Blackrock.
Wastewalker is simply meant to be a really good 1-drop that introduces the end-of-turn/countdown theme.
This card is meant to fit Coilfang's lore more than anything, as the bosses are harming their underlings to reap their selfish benefits.
Myrmidon Taskmaster is meant to also introduce the countdown theme, along with providing the bosses with a solid and unique Naga.
Now on the interesting stuff: the bosses.
The Slave Pens (Wing 1)
Mennu the Betrayer
Here he is, a fairly standard broken draenei shaman who bought his freedom from the Coilfang Nagas through selling most of his old village (correct me if I'm wrong, I've never played WoW but I've done research on the wiki). The Tainted Totems are like the shaman totems, but they hinder your progress by getting them. Here are the totems:
So you should probably play decks with lots of cheap buffs so you can trade these off. The Tainted Nova Totem has attack because its downside is probably too significant for it to have to be buffed. Mennu has some other tricks as well though:
This is another benefit Mennu will get from giving you those totems; the reduced mana you will have next turn might be a huge problem.
You are definitely going to want to trade this guy off; his downside is awful. However, even if you do manage to get some value trades with this, you will be punished with the overload.
To clarify, this destroys ALL minions Mennu gave you, not just his boss-specific cards. This will destroy, for instance, Finkle Einhorn.
Tentative Boss Decklist: 3x Betrayed Broken , 3x Lightning Torrent, 3x Corrupted Shamanism, 1x King Mukla, 1x The Beast, 2x Vanish, 2x Wastewalker, 1x Hurry Production, 2x Sea Giant, 2x Marsh Walker (from next wing), 2x Sludge Belcher, 1x Ancestor's Call, 1x Malygos, 2x Bog Beast (also from next wing), 2x Mindgames, 1x Kel'Thuzad, 1x Loatheb
Reward Card: Broken Laborer
Even though you just killed Mennu, you can benefit from the wrongdoings you probably killed him for committing. You will receive two of the Broken Draenei workers he betrayed, which "willingly" give you money. Also, this card falls into the category of countdown/end-of-turn cards this expansion is partially centered on, so this is the flavor of countdown effects you will see later as well.
Rokmar the Crackler
Now you get to fight a massive, half-crazed, lobstrok! That sounds fun. With this frenzy ability, he will attack your face unless you have a taunt. Also, Sadistic Frenzy won't work unless he has a minion to target; otherwise he won't get the attack benefit.
Now this is why Rokmar won't lose huge amounts of tempo with his hero ability through killing his own minions. Now he can play this card on your Sludge Belchers, trade into the deathrattle-generated slime with a little minion, and attack you yet again. He also runs many copies of this is his deck, so it is probably best to play Freeze Mage instead of a bunch of taunts.
This is another way to clear larger threats, especially taunts. One thing to note is that if Sadistic Frenzy has already been used, Chaos Rend cannot be used; the hero ability usage history does not reset.
To clarify, if Rokmar targets this with Sadistic Frenzy, the crusher won't take damage but Rokmar will still get the attack. That's why this is an extremely potent card, as Rokmar's attack now has no downside.
Tentative Boss Deck: 8x Entangling moss, 4x Master's Scrutiny, 4x Lobstrok Crusher, 3x Tidal Colossus (from Serpentshrine Part 2), 2x Wailing Soul, 2x Ancient Watcher, 3x Steamwheedle Sniper (this DOES affect Sadistic Frenzy), 1x Loatheb, 1x Hurry Production, 2x Wastewalker
Reward Card: Bogstrok Taskmaster
Grim Patron Warrior has just met its new best friend.
Quagmirran
Quagmirran is the final boss of the Slave Pens, and he, like Rokmar, was tortured into becoming a slave and now is somewhat insane, mindlessly protecting anyone threatening to harm his Naga masters (again, correct me if I am wrong).
The fight starts with the Slavemaster on the field, which slowly builds up Quagmirran's attack from his first hero ability. However, if you kill the Slavemaster, Quagmirran's hero ability will change to Acid Geyser, which silences a minion and at the end of each turn whittles its health down by 1. However, Quagmirran's attack will stay activated. This is why you should kill the Slavemaster as quickly as possible, so Quagmirran's attack does not grow too high.
Unlike Rokmar, Quagmirran does not only attack your face; rather, he will play Envenom and remove your minions with the resulting attack buff. Also, Acid Geyser will now deal 2 damage every turn to the minion, regardless of when it was targeted by Acid Geyser.
Sporeburst just offers some simple synergy with Acid Geyser, as the silence will now provide healing.
Yay! Your first piece of Naga synergy. This card exemplifies what I said in the intro about Naga synergy: In some cases, the benefit to running lots of Nagas is not tribal buffs, but exemption to negative effects from other Nagas.
Wing Reward Cards:
The Quagmirran legendary is from completing the wings, and the other two cards are from fairly uninteresting class challenges, with Jaina fighting Rokmar (Ahunite Frostlord changed from a 5/3), and Malfurion fighting Mennu.
Well, that's it for the first wing. Let me know if you have feedback, and I'll eventually post the next wing (not sure when, but I have the first boss done already).
Very interesting idea, and represent the dungeon very well for a wing. I would avoid using screenshot if I were you though, they're kind of awkward to look at. Warcraft TCG artwork usually provide quality enough works that represent almost every character, it's just sometime harder to find quality scanned ones that are usable for cards.
Yeah... I thought they might be too easy. However, about the TCG artwork, I could find very little art of the Broken guys which weren't clearly Nobundo or Akama.
They aren't usually titled what they are, and in a lot of Warcraft Neutral cards, in this case Draenei/Broken, there might be another broken with the same appearance in the TCG set. Screenshot aren't unusable, but only when they have good enough lighting.
It depends on the cards @Thalrick. Making my custom adventure, I had to resort to a lot of WoW Screenshots because there is extremely little art for the place I did (Ahn'Qiraj, see spoiler). Personally, I think designing custom cards is more impressive than whether you can find good TCG art.
On this set, I really like the idea and mechanics on some of these bosses. I think a few of the cards are way to good (Ahunite Frostlord, for one) and while I like the idea of the countdown EoT effects, I think Quagmirrian's is A) really powerful and B) to similar to Warrior effects to be neutral.
I actually found a lot of the artwork you have mentioned on MMO guide site and I found a Ahune Frostlord card artwork somewhere to use for my own expansion.
So, I've actually had quite a bit more time to work on this than I had thought earlier, so here's Wing 2. But first, I decided to change the mage card from the last wing, Ahunite Frostlord:
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Do you guys think it is more balanced, and do you think the art is better? I know the new art is still of annoyingly low resolution, but I thought the lighting was way better. Anyway, here is the next installment:
The Underbog (Wing 2)
Hungarfen
Hungarfen is a huge Fungal Giant who has been devoted for millennia to protecting the legendary plant known as the Underspore. Although the reasons for his attachment to the Underspore are unknown, a lot of other Fungal Giants have joined him in his duties. The fight starts with the Underspore minion on the field (unintentionally, every boss starts with a minion on the board in this wing):
So you are going to what to make a Shade of Naxxramas deck, because incrementally having to deal with the Fungal Giants will be a pain otherwise. One thing to note is that Sporeblossom HAS to heal the Underspore; if the Underspore is at full health, Hungarfen won't draw a card.
This is one of the risks of using Sporeblossom too much. Although this seems like a horrible problem for Hungarfen to have this (even if he doesn't have 9 mana yet, in that case he will receive Overload equal to the excess cost), this card synergizes with Fungal Giant, the obtainable reward card for this fight. You'll see how in a bit.
These are why you can't just sit and wait until you can kill the Underspore in one turn, because you will inevitably have to deal with some Fungal Giants, which make the Underspore Immune. By the way, using Mind Control on the Underspore won't exploit this card, because Hungarfen will still be Immune until the Underspore is dead, so your army of Giants won't actually do anything.
Tentative Boss Deck: 1x Inner Fire, 5x Underbog Mushrooms, 4x Tree of Life, 4x Divine Spirit, 4x Bog Beast (from this wing's class challenge), 6x Invasive Mushroom, 6x Fungal Giant (the reward for this boss, not the Underspore's minions)
Reward Card: Fungal Giant
I'm not sure on the balance for this guy, but point is to reward you for spend a lot of mana by dumping your hand the previous turn and then playing Fungal Giant the next turn. This is especially useful if your big board from last turn gets wiped, allowing you to restart your momentum with an 8/8 where you normally would have run out of steam.
Ghaz'an
Ghaz'an is probably going to be the simplest boss in all of the adventure. He has only one specific card, which is on the board at the start of the fight. The whole point of the boss, in fact, is Ghaz'an's usage of an extreme beast deck, centered around buffing himself with Houndmasters, Bestial Wrath, etc. These buffs effect Ghaz'an, giving him extra max health, permanent attack, and even Taunt in the same sense as a minion.
Here is Ghaz'an's starting minion, and all it does is remove Ghaz'an's buffs every 5 turns so his attack does not get out of hand.
Tentative Boss Deck: 3x Bestial Wrath, 3x Houndmaster, 3x Timber Wolf, 2x Savannah Highmane, 1x Gahz'rilla, 2x Unleash the Hounds,1x Starving Buzzard, 2x Tidal Colossus (from Serpentshrine Part 2), 1x The Beast, 3x Call Pet, 3x Scavenging Hyena, 2x Tundra Rhino, 1x King of Beasts, 2x Webspinner, 1x King Krush
Reward Card: Fluorescent Sporebat
To clarify, the health is only restored if the damage is necessary for the kill, so it would not work if you used Kill Command on a Sludge Belcher, but it would work if you killed a Zombie Chow with Arcane Shot.
Swamplord Musel'ek
Here we have another Broken Draenei who has become emotionally corrupted through his problems at Coilfang. Unlike Mennu, Musel'ek has become a hunter, and he starts with two minions on the field. The first is the Underbog Lord:
This the main way to resolve the problem that you must have at least two minions on the board at all times. However, having too many Spores is also a problem, as Claw (the other minion that Musel'ek starts with) benefits from you having lots of minions. Here he is:
So you can't have too many minions either, or Claw will become a powerhouse. Plus, the Underbog Lord will give you Spores every turn, which make Claw Immune. Although you can sack the Spores into Claw, Musel'ek has plenty of taunts. However, provided that you can trade off all your spores, Claw can be killed. The next card is another good reason to do so:
Yeah. This won't be fun is you have over 2 minions, even though with just two minions the damage output is equivalent to that of V-O7-TR-0N.
There isn't much to say other than Paladins really need this, as they have so many secrets and, in my experience, only 1 of them (Avenge) ever sees play.
The Black Stalker
The Black Stalker's hero power, despite seeming less game-changing than the other hero powers this wing, is actually very important in the fight, as The Black Stalker uses direct damage extremely frequently, especially in the form of simple, fireball-esque spells. She also starts with a minion on the field.
This minion also promotes The Black Stalker's use of damage spells, which will get extremely out of hand if this lives (16 damage fireball on turn ten). The increasing health also makes this minion harder to kill, to your best bet is to use Hex, Polymorph, Deadly Shot, etc.. Luckily, The Black Stalker will trade using this minion, which could significantly reduce its health.
Here is the big problem of the fight. You start with this spell in your hand, and any sources of damage not affected by this spell cannot kill The Black Stalker. In order words, the buffed minion targeted by Psychic Empowerment is the only source of damage that can kill her. This means that you have to survive until turn ten against The Black Stalker's onslaught, and on that turn you must have a minion out, because the cost of Psychic Empowerment means you can't play any OTK charge minions on the turn that you win.
This is fairly straightforward damage/removal benefiting hugely from Alpha Marsh Walker.
I know this card is also very nondescript, but it scale ridiculously well with Spell Damage, with the potential to clear your board and damage you as well.
A simple Spell Damage minion that fits in nicely with the countdown theme of the expansion.
Wing Reward Cards:
The Black Stalker legendary is from completing the wings, and the other two cards are from class challenges, with Gul'dan fighting Hungarfen and Valeera fighting Musel'ek.
That's it for the second wing. Same as before, let me know if you have feedback, and eventually the I'll post the Steamvaults, with Hydromancer Thespia, Mekgineer Steamrigger, and Warlord Kalithresh.
Since Wing 2 didn't get any replies, I don't have anything to change before Wing 3. So here are the Steamvaults:
Wing 3: The Steamvaults
Hydromancer Thespia
Thespia starts with the Coilfang Water Elemental on the board. Her hero powers interact both the Water Elemental. Also, to make the fight interesting, Hex and Polymorph can't be used (they will be auto-countered like Doomsayer in the Four Horsemen Fight).
These two powers alternate; after Thespia uses Call of the Tides, which she always starts with, her power will become Lightning Cloud. It will then stay Lightning Cloud until she uses it. Fortunately for you, Lightning Cloud is an auto-cast hero ability, so although she might wipe your board she can't reliably deal 10 damage to you every turn. Plus, because she only has 10 health, she won't be able to immediately attack again. However, she has a trick heal herself back up.
This will provide some solid healing for Thespia. Also, when it says she is Immune, she is Immune always with this weapon, not just when attack. Don't worry though, she will attack every turn so she won't become permanently Immune. Another unstated part of the weapon is that will treat your hero as if it cost 1 mana, so having an empty board won't be too bad for Thespia.
This is meant to augment Thespia's other hero power. Because hero AOE is so powerful, most of your early and mid game minions will die from it, and with Aquatic Manipulation, she can now steal them.
Tentative Boss Deck: 2x Wastewalker, 2x Hurry Production, 2x Myrmidon Taskmaster, 6x Life Arrow, 4x Aquatic Manipulation, 2x Faceless Manipulator, 2x Defender of Argus, 1x Lord Jaraxxus, 1x Majordomo Executus, 1x Mal'Ganis, 1x Sunfury Protector, 2x Water Elemental, 2x Crackle, 2x Feral Spirit
Reward Card: Tidal Burst
This is the first piece of Mage Naga synergy that you will get. Mages will probably have the most successful Naga decks (the other Mage card is another good Naga card), so that's important. Also, I noticed while writing this that there is no rarity; it should be a common.
Mekgineer Steamrigger
This is a Repair Gnome:
So unless you can transform or Silence all of the Gnomes, Mekgineer Steamrigger will heal substantially, and if they all survive, Steamrigger will be back at full health. Also, this ability triggers whenever Steamrigger goes below 10 health, so multiple waves of Gnomes may occur.
This card can both help and hinder you, acting as a really effective damage mitigator or making it harder for Steamrigger to kill the Repair Gnomes (remember, their healing triggers as a Deathrattle).
This functions similarly to the Shrinkbot; while it improves Steamrigger's board presence by a fair bit, it also might give the Gnomes Divine Shield, giving you a longer window of time to burst Steamrigger down with spells before he can heal. This also synergizes with Shrinkbot simply because it will make the Shrinkbot a 0/8 Taunt Divine Shield.
To clarify, the new race does not replace the old one; rather, the new race is added to the minion (so you could have a Demon-Naga or a Mech-Dragon, etc). Also, this CAN add Murloc, but Murlocs are not deserving of recognition.
Warlord Kalithresh
This is the trident:
The trident makes you immune at any point on your turn, so Kalithresh doesn't take damage from cards like Flame Imp. This means you will have to take down Kalithresh's health very quickly, because if any is at any point below full armor he will regenerate, get this weapon, and exploit his immunity (see decklist).
This is yet another reason why you will want to take down Kalithresh's health really quickly. After three power uses, he'll have a 2 mana deal 6 damage spell, at the minimum. Also, because it does say "deal 6 instead," this means it scale really well with Spell Damage.
To clarify, Kalithresh's shield don't stack, but he gets one at the end of each turn. This means the maximum value (without Armorsmith) he will get is to gain Divine Shield at the end of the next three turns.
This is more of a fun card than anything. I found the art, and I wanted to make some type of anti-Naxx and pro-Coilfang thing of some sort with this. I actually was really disappointed with Naxx, because so many of the bosses were so boring, and any of the cards were absolutely awful (Stoneskin Gargoyle, Wailing Soul, etc.). As for Blackrock, I though it was much better, both in terms or boss and card quality (except Majordomo, but he's *special*).
It's basically a Naga-ified Bomb Lobber. There's really nothing else to say about it.
Wing Rewards:
I like the concept of Spell Damage Weapons, and because they seem to fit this wing the most, both the class challenges have them. Rexxar will face Thespia, and Warrior will face Steamrigger.
That's for the third wing. Next wing will be Serpentshrine Caverns Part 1, with Hydross the Unstable, The Lurker Below (my favorite boss idea), and Leotheras the Blind.
Hello, I'm finally back. I had made the fourth wing quite a while ago, but hearthcards erased them because I hadn't locked them. After a long period of procrastination and being legitimately busy, I'm going to actually post Serpentshrine Part 1. I didn't get any replies for last wing, which either means the cards are good or nobody cared; either way, I don't have any changes to make (I think). Here's Wing 4:
Wing 4: Serpentshrine Caverns Part 1
Hydross the Unstable
Hydross the Unstable has two forms, a water form (which he starts in) and a poison form. Half of Hydross's deck is comprised of Water cards, which can only be drawn and played in Water form, and and the other half are Poison cards, which can only be drawn and played in Poison form. The guardians are just minions summoned from the hero power based on previous form:
Those guardians could definitely become a problem if you leave them alive. The poison and water cards are not that interesting:
That's it for the form specific cards.
Tentative Boss Decklist: 3 of each water or poison card.
Reward Card: Loa of the Waters
Needless to say, this is a great defensive tool for extreme control decks. Not only does this minion have high stats, it dodges BGH so it can theoretically stay alive for quite some time. However, this card is extremely easy to play around; your opponent can simply play no minions until Loa of the Waters dies.
The Lurker Below
The Lurker Below's hero ability is very straightforward, and so is most of his encounter. In fact, he has only one special card in his deck:
Yet again, not very interesting. However, that's about to change, because when The Lurker Below is killed, he does not lose. Rather, his hero portrait submerges into a pool of water, and for five turns, you have to survive an onslaught of different minions. If you don’t kill them all, either you will lose or, if the game is still continuing, TLB will revive with half health. If you kill them all other than Pond Scum, you win. Here are the post-death minions:
It's going to be pretty hard to kill all these, but if you don't kill them and survive, you can try again after killing the revived Lurker Below.
This is basically a minion reincarnation of Pull of the Maelstrom, a shaman epic spell I made that entered the finalists of the "Cards with Drawbacks" weekly design competition. Unlike the spell, however, this is a late game card, which is okay considering it acts as removal for other mid-to-late game minions.
Leotheras the Blind:
That hero power is quite a force to be reckoned with. However, considering Leotheras is part demon, his power has a major side effect, which is a minion he starts with.
This compensates for Leotheras's huge tempo advantage over your hero. Also, the AI will not take this card into consideration when making plays. For example, Leotheras might try to cast Siphon Soul on one of your minions, but instead might play a Sacrificial Pact, which might do nothing.
Whenever Leotheras takes 5 damage, he will switch forms with his Inner Demon. In terms of effects, this changes nothing; it just converts Leotheras into a 1/1 with "Immune. Your cards cost 2 less" and Inner Demon into the hero with "Passive Hero Power: You have a 50% chance to play the wrong card." Whenever the Inner Demon take 5 more damage, Leotheras reverts to his original state, and so on.
This is just another simple piece of Naga synergy, acting as a defensive tool to protect your other Nagas.
Wing Rewards:
The Leotheras legendary is from completing the wings, and the other two cards are from class challenges, with Anduin fighting The Lurker Below and Jaina fighting Hydross.
That's it for the fourht wing. Next wing will be the last, with Fathom-Lord Karathess, Morogrim Tidewalker, and Lady Vashj. I might not post Lady Vashj with the other bosses though, as I'd want to make a really polished fight and build suspense.
Ooh, REALLY like Serpentshrine part 1, though if I remember correctly when Hydross switches, he summons adds depending on what he swapped into, not out of. So he becomes poison and he summons poison. Really like the idea of Poison and Water cards though. Lurker Below is interesting, though I'm confused; how does the game determine 'if you don't kill them all but the game is still continuing'? I'm confuzzled.
Leotheras, however, looks like a lot of fun! Permanent Mo'gor on the cards, poor guy.
Loa looks decent, and sounds like Anima Golem. Whirlpool Kraken, hmm I don't know. He looks fairly decent, you trade his Attack/Health value to get value in removal, but I don't know how the math would work out. Vash'jir guardian looks solid. Mind Warp is way expensive for such a minor, gimicky effect, though Tidehunter looks decent, so long as you meant 'Naga in your hand'.
Although,The Black Stalker legendary seems too OP.So,you play it and choose a minion and it can only be killed by that minion,but what if you remove the minion afterwards?Say,you play the Black Stalker,pick a Bloodfen Raptor(3/2) then holy Smite it.what happens then?
Does the Black Stalker become immortal?Seems OP to me :P
Also,the Leotheras legendary might be OP,but maybe not...not sure yet.Since,you can play him,then Smite him and at the end of your turn you get a 9/9 for 7 Mana...is that OP?I don't know...
So, I've gotten a few replies after posting Serpentshrine Caverns, so in this post I'm going to fix some OP cards and clarify a few things. There won't be any bosses in this post though.
Ooh, REALLY like Serpentshrine part 1, though if I remember correctly when Hydross switches, he summons adds depending on what he swapped into, not out of. So he becomes poison and he summons poison. Really like the idea of Poison and Water cards though. Lurker Below is interesting, though I'm confused; how does the game determine 'if you don't kill them all but the game is still continuing'? I'm confuzzled.
Leotheras, however, looks like a lot of fun! Permanent Mo'gor on the cards, poor guy.
Loa looks decent, and sounds like Anima Golem. Whirlpool Kraken, hmm I don't know. He looks fairly decent, you trade his Attack/Health value to get value in removal, but I don't know how the math would work out. Vash'jir guardian looks solid. Mind Warp is way expensive for such a minor, gimicky effect, though Tidehunter looks decent, so long as you meant 'Naga in your hand'.
Thanks! I didn't realize about Hydross's add patterns, thanks for the info. I suppose he'll work like that now. As for The Lurker Below, what I meant was that TLB would revive if you had not destroyed all of the minions that TLB summoned after death (other than Pond Scum), but had survived the onslaught.
Both Tidehunder and Mind Warp, in retrospect, weren't worded well. Your assumption about the Tidehunter was correct, but Mind Warp was meant to imply that you could swap minions between sides of the board, like a symmetrical Mind Control.
Although,The Black Stalker legendary seems too OP.So,you play it and choose a minion and it can only be killed by that minion,but what if you remove the minion afterwards?Say,you play the Black Stalker,pick a Bloodfen Raptor(3/2) then holy Smite it.what happens then?
Does the Black Stalker become immortal?Seems OP to me :P
Also,the Leotheras legendary might be OP,but maybe not...not sure yet.Since,you can play him,then Smite him and at the end of your turn you get a 9/9 for 7 Mana...is that OP?I don't know...
Glad you liked it! Also, how on earth did I not think of that for The Black Stalker? I agree that she's really OP. Here's a possible change:
This still might have some balance issues, but let me know what you think.
As for Leotheras, I don't think he is OP. In order for you to trigger his effect, he has to take 2 damage on your turn, otherwise your opponent can kill him easily or you will have dealt too much damage to him. However, effects that consistently deal 2 damage without excess are fairly rare, so triggering the combo is fairly unlikely unless you build a deck around Leotheras, which isn't worth it.
Anyway, I have most of the last wing done; all I need to finish is the Grand Finale fight, Lady Vashj. Because this is wrapping up, and making these adventures is really fun, I'm considering what my next adventure will be. I have two ideas, and I'd like to hear your feedback:
Throne of Thunder: I think Mists of Pandaria, in general, is very underrepresented in Hearthstone, so I think this adventure could help solve that problem. Although there are not many bosses in the raid, many are quite complex and could be represented by multiple fights (like the Council of Elders or Horridon). I have a basic wing setup already:
Jin'rokh the Breaker and Horridon (Extended or Multi-Encounter)
The Council of Elders (Multi-Encounter)
Tortos, Megaera, and Ji-Kun (Extended),
Durumu the Forgotten, Primordius, and Dark Animus
Iron Qon (Extended), Twin Consorts, and Lei Shen (Extended)
Misc. Collection of short Warlords of Draenor raids: This is a chance to expand the available material to make cards with, as the five raids would be completely unrelated. I felt a bit constrained with Coilfang's distinct flavor, so I would like an adventure with a much more varied characters. Also, WoD involves a lot of races which don't exist in Hearthstone, so implementing them could be fun. In this setting, each short raid would represent one wing, and I think I know which raids I would choose:
Bloodmaul Slag Mines (Slavemaster Crushto, Gog'duh and Magmolatus, Roltall, and Gug'rokk)
The Everbloom (Witherbark, Ancient Protectors, Xeri'tac, Archmage Sol, and Yalnu)
Auchindoun (Vigilant Kaathar, Soulbinder Nyami, Azzakel, and Teron'gor)
Skyreach (Ranjit, Araknath, Rukhran, and High Sage Viryx)
Shadowmoon Burial Grounds (Sadana Bloodfury, Nhallish, Bonemaw, and Ner'zhul)
Time for the fifth wing! I was considering not uploading Lady Vashj in this post to build a little suspense, but screw it, she's in here.
Fathom-Lord Karathress (and the Naga Guards)
Karathress's hero ability and weapon are very simple, and he has no special cards. However, he starts with three minions on the field. Here is the first one:
When Sharkkis's effect triggers, Karathress becomes a 2/10 minion and the turn restarts, with Sharkkis as the hero. Karathress will always go second; that way, you can reduce Sharkkis's health before he takes his extra turn. Sharkkis's ability works the same way:
However, there are still two other minions on the board. They work the same way, so when the AI is done, it will have taken four turns. Fortunately, any damage the other heroes take will carry over to their minion form so they are easier to kill on your turn. Of course, when a Fathom-Guard is killed, the AI will only take 3 turns, then two turns, then one turn. Here are the other heroes:
Their hero powers equip those weapons, just like with Karathress and Sharkkis.
Tentative Boss Decklist: 2x Wastewalker, 4x Hurry Production, 3x Tidal Colossus, 1x Warlord Kalithresh, 3x Circle of Healing, 2x Injured Blademaster, 1x Vitality Totem, 2x Lightning Storm, 2x Crackle, 3x Shade of Naxxramas, 1x Hogger, 2x Vash'jir Guardian, 2x Tidal Temptress, 2x Nether Ray
Reward Card: Myrmidon Anchor
Finally something that isn't Naga synergy (coming up with tribal synergy is really boring, I'm not doing it for ToT). This is a fairly uninterested late-game weapon for Rogue, fitting into the adventure's end-of-turn theme.
Morogrim Tidewalker
Initially, this hero power might seem OP, even for a boss's hero power. Considering the amount of late-game heavy-hitting card Morogrim could play before you could react. However, Morogrim's draws are somewhat scripted: He has a higher chance of drawing cards of cost lower than your available mana crystals than higher costing cards. In addition, he has some cards of his own:
These are all meant to be important cards that help bring down Morogrim's health to a manageable level. Otherwise, his health would go down so slowly that the onslaught of his powerful cards would kill you first.
Tentative Boss Decklist: 1x Majordomo Executus (always the last card in his deck, but he will always play it), 1x Tree of Life, 2x Watery Grave, 2x Lost Giant, 3x Release the Pack!, 1x Old Murk-Eye, 3x Effigy, 2x Ball of Spiders, 2x Zombie Chow, 2x Bluegill, 1x Kel'thuzad, 1x Nefarian, 1x Quagmirran, 2x Tidal Colossus, 1x The Black Stalker, 1x Emperor Thaurissan, 2x Piloted Shredder, 1x Piloted Sky Golem, 1x Sneed's Old Shredder
Reward Card: Tidal Colossus
He's finally here! The card that was in Boss Decklists since Wing 1, sitting there without an explanation. Here he is. See why Rokmar had some of these in his deck? More importantly, this is meant to encourage more reckless attacking and board control in Druids.
Lady Vashj
Here she is, in all of her glory. Her starting hero ability, however, is really not that exciting. She also does not start with any minions on the board. In fact, at first look she only has one notable card/characteristic which is this:
This provides Vashj with powerful board control, both acting as AoE and locking down your board. Her deck is heavily spell focused, and most of her minion come the second phase of the fight.
As soon as you get Vashj below 30 health, she ends your turn, much like Kel'Thuzad. However, she now is Immune, and can't be brought below 30 health (even if you dealt enough damage to put her below 30). In addition, she gains 50 attack, not in the form of a weapon. At the same time your turn ends, this spell appears in your hand:
While Complete Empowerment is in your hand, Vashj will not attack. This card can be played at any time, but it's wise to decrease her attack (which is permanent) to something manageable first. In this form, Vashj has a new hero ability, and instead of drawing cards she summons random minions at the start of her turn. Killing the minions reduces Vashj's attack by a value depending on the minion. This is her new hero ability:
And here is the first minion:
To clarify, this minion doesn't necessarily summon first, it's just the one I thought of first. This minion embodies the nature of Vashj's second phase; you must survive against the onslaught of minions and kill them quickly; otherwise you will be at a severe disadvantage. Here's the next minion:
It's Ragnaros! With lore-inaccurate art! The next minion is considerably less helpful in weakening Vashj:
Oops, I forgot add the Naga tag to this. Anyway, although it may help you lot in removing Vashj's health, it might also do nothing, so this one is up to RNGsus (so it will never work). Here's the final available minion:
Not much to be said for this one. In terms of how these minions can randomly spawn, a maximum of 3 minions can spawn each turn, but at least one minion will always appear. Coilfang Elite and Enchanted Elemental are more common, and Coilfang Strider and Tainted Elemental are rarer.
Once you cast Complete Empowerment, the only difference between Phase 3 and Phase 1 will be the residual attack and a small change to Vashj's hero power. Whenever she deals maximun damage with Quick Shoot, this minion will summon:
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Tentative Boss Decklist: Fairly standard spell-heavy mage, with two copies of Entangle. Boy, I am getting lazy with this.
Reward Card: Tidal Temptress
This is a very strong card for Priest Naga decks, which probably could exist because of this card. Now, on to Vashj herself and the Class Challenge cards:
And that concludes Coilfang Reservoir: A Hearthstone Adventure. Of course, you get Lady Vashj from beating Lady Vashj, and in the class challenges Thrall fights Morogrim and Uther fights Karathress and the Fathom-Guards. I already have about half of the first wing of Throne of Thunder complete, so I'll be posting that soon.
Very lovely, I like it a lot! Little confused about the Toxic Sporebat: what do you mean 'your hero is affected by this'? Lady Vashj's legendary looks like it can cause SO much pain, but the drawback can be worth it - or even break you with BGH.
Also, on the Tidal Temptress, I think you forgot to include that it's 'Battlecry'.
Coilfang Reservoir is my attempt at a single-player hearthstone adventure, in the style of Blackrock Mountain. There will be five wings:
Note: Serpentshrine Caverns is not separated in WoW, but I didn't want to have a 6 boss wing.
I'll add each wing whenever I have time; don't expect any consistent schedule. However, I'll add The Slave Pens in with this opening post.
New Mechanics/Themes: With this adventure, the main theme will be Nagas, a new tribal set of minions. Of course, any Naga-themed minions already in the game would get this title, such as Naga Myrmidon from the Illidan tutorial boss or Darkscale Healer, but this adventure will add the tribal tag and synergies between the Nagas. Unlike most synergies between tribal minions, only some Nagas will gain benefits from other Nagas and buff each other; the remaining Nagas will instead have negative abilities,such as random damage or debuffs, that cannot target Nagas. Also, there is the less prominent theme of end-of-turn or “time bomb” effects (like Doomsayer).
So now let’s get to the cards:
Non-Specific Boss Cards:
These are cards that most of the bosses will have, like Deathcharger in Naxx or Flameheart in Blackrock.
Wastewalker is simply meant to be a really good 1-drop that introduces the end-of-turn/countdown theme.
This card is meant to fit Coilfang's lore more than anything, as the bosses are harming their underlings to reap their selfish benefits.
Myrmidon Taskmaster is meant to also introduce the countdown theme, along with providing the bosses with a solid and unique Naga.
Now on the interesting stuff: the bosses.
The Slave Pens (Wing 1)
Mennu the Betrayer
Here he is, a fairly standard broken draenei shaman who bought his freedom from the Coilfang Nagas through selling most of his old village (correct me if I'm wrong, I've never played WoW but I've done research on the wiki). The Tainted Totems are like the shaman totems, but they hinder your progress by getting them. Here are the totems:
So you should probably play decks with lots of cheap buffs so you can trade these off. The Tainted Nova Totem has attack because its downside is probably too significant for it to have to be buffed. Mennu has some other tricks as well though:
This is another benefit Mennu will get from giving you those totems; the reduced mana you will have next turn might be a huge problem.
You are definitely going to want to trade this guy off; his downside is awful. However, even if you do manage to get some value trades with this, you will be punished with the overload.
To clarify, this destroys ALL minions Mennu gave you, not just his boss-specific cards. This will destroy, for instance, Finkle Einhorn.
Tentative Boss Decklist: 3x Betrayed Broken , 3x Lightning Torrent, 3x Corrupted Shamanism, 1x King Mukla, 1x The Beast, 2x Vanish, 2x Wastewalker, 1x Hurry Production, 2x Sea Giant, 2x Marsh Walker (from next wing), 2x Sludge Belcher, 1x Ancestor's Call, 1x Malygos, 2x Bog Beast (also from next wing), 2x Mindgames, 1x Kel'Thuzad, 1x Loatheb
Reward Card: Broken Laborer
Even though you just killed Mennu, you can benefit from the wrongdoings you probably killed him for committing. You will receive two of the Broken Draenei workers he betrayed, which "willingly" give you money. Also, this card falls into the category of countdown/end-of-turn cards this expansion is partially centered on, so this is the flavor of countdown effects you will see later as well.
Rokmar the Crackler
Now you get to fight a massive, half-crazed, lobstrok! That sounds fun. With this frenzy ability, he will attack your face unless you have a taunt. Also, Sadistic Frenzy won't work unless he has a minion to target; otherwise he won't get the attack benefit.
Now this is why Rokmar won't lose huge amounts of tempo with his hero ability through killing his own minions. Now he can play this card on your Sludge Belchers, trade into the deathrattle-generated slime with a little minion, and attack you yet again. He also runs many copies of this is his deck, so it is probably best to play Freeze Mage instead of a bunch of taunts.
This is another way to clear larger threats, especially taunts. One thing to note is that if Sadistic Frenzy has already been used, Chaos Rend cannot be used; the hero ability usage history does not reset.
To clarify, if Rokmar targets this with Sadistic Frenzy, the crusher won't take damage but Rokmar will still get the attack. That's why this is an extremely potent card, as Rokmar's attack now has no downside.
Tentative Boss Deck: 8x Entangling moss, 4x Master's Scrutiny, 4x Lobstrok Crusher, 3x Tidal Colossus (from Serpentshrine Part 2), 2x Wailing Soul, 2x Ancient Watcher, 3x Steamwheedle Sniper (this DOES affect Sadistic Frenzy), 1x Loatheb, 1x Hurry Production, 2x Wastewalker
Reward Card: Bogstrok Taskmaster
Grim Patron Warrior has just met its new best friend.
Quagmirran
Quagmirran is the final boss of the Slave Pens, and he, like Rokmar, was tortured into becoming a slave and now is somewhat insane, mindlessly protecting anyone threatening to harm his Naga masters (again, correct me if I am wrong).
The fight starts with the Slavemaster on the field, which slowly builds up Quagmirran's attack from his first hero ability. However, if you kill the Slavemaster, Quagmirran's hero ability will change to Acid Geyser, which silences a minion and at the end of each turn whittles its health down by 1. However, Quagmirran's attack will stay activated. This is why you should kill the Slavemaster as quickly as possible, so Quagmirran's attack does not grow too high.
Unlike Rokmar, Quagmirran does not only attack your face; rather, he will play Envenom and remove your minions with the resulting attack buff. Also, Acid Geyser will now deal 2 damage every turn to the minion, regardless of when it was targeted by Acid Geyser.
Sporeburst just offers some simple synergy with Acid Geyser, as the silence will now provide healing.
Tentative Boss Decklist: 4x Sporeburst, 4x Envenom, 3x Tidal Colossus (from Serpentshrine Part 2), 2x Drakonid Crusher, 2x Heroic Strike, 3x Gorehowl, 2x Hurry Production, 2x Wild Growth, 2x Molten Giant, 1x Alexstrasza, 1x Grommash Hellscream, 2x Myrmidon Taskmaster, 2x Fungal Giant (from next wing)
Reward Card: Crackler of the Pens
Yay! Your first piece of Naga synergy. This card exemplifies what I said in the intro about Naga synergy: In some cases, the benefit to running lots of Nagas is not tribal buffs, but exemption to negative effects from other Nagas.
Wing Reward Cards:
The Quagmirran legendary is from completing the wings, and the other two cards are from fairly uninteresting class challenges, with Jaina fighting Rokmar (Ahunite Frostlord changed from a 5/3), and Malfurion fighting Mennu.
Well, that's it for the first wing. Let me know if you have feedback, and I'll eventually post the next wing (not sure when, but I have the first boss done already).
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Very interesting idea, and represent the dungeon very well for a wing. I would avoid using screenshot if I were you though, they're kind of awkward to look at. Warcraft TCG artwork usually provide quality enough works that represent almost every character, it's just sometime harder to find quality scanned ones that are usable for cards.
TBH though, these bosses are too easy.
Yeah... I thought they might be too easy. However, about the TCG artwork, I could find very little art of the Broken guys which weren't clearly Nobundo or Akama.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
They aren't usually titled what they are, and in a lot of Warcraft Neutral cards, in this case Draenei/Broken, there might be another broken with the same appearance in the TCG set. Screenshot aren't unusable, but only when they have good enough lighting.
It depends on the cards @Thalrick. Making my custom adventure, I had to resort to a lot of WoW Screenshots because there is extremely little art for the place I did (Ahn'Qiraj, see spoiler). Personally, I think designing custom cards is more impressive than whether you can find good TCG art.
On this set, I really like the idea and mechanics on some of these bosses. I think a few of the cards are way to good (Ahunite Frostlord, for one) and while I like the idea of the countdown EoT effects, I think Quagmirrian's is A) really powerful and B) to similar to Warrior effects to be neutral.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
I actually found a lot of the artwork you have mentioned on MMO guide site and I found a Ahune Frostlord card artwork somewhere to use for my own expansion.
So, I've actually had quite a bit more time to work on this than I had thought earlier, so here's Wing 2. But first, I decided to change the mage card from the last wing, Ahunite Frostlord:
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Do you guys think it is more balanced, and do you think the art is better? I know the new art is still of annoyingly low resolution, but I thought the lighting was way better. Anyway, here is the next installment:
The Underbog (Wing 2)
Hungarfen
Hungarfen is a huge Fungal Giant who has been devoted for millennia to protecting the legendary plant known as the Underspore. Although the reasons for his attachment to the Underspore are unknown, a lot of other Fungal Giants have joined him in his duties. The fight starts with the Underspore minion on the field (unintentionally, every boss starts with a minion on the board in this wing):
So you are going to what to make a Shade of Naxxramas deck, because incrementally having to deal with the Fungal Giants will be a pain otherwise. One thing to note is that Sporeblossom HAS to heal the Underspore; if the Underspore is at full health, Hungarfen won't draw a card.
This is one of the risks of using Sporeblossom too much. Although this seems like a horrible problem for Hungarfen to have this (even if he doesn't have 9 mana yet, in that case he will receive Overload equal to the excess cost), this card synergizes with Fungal Giant, the obtainable reward card for this fight. You'll see how in a bit.
These are why you can't just sit and wait until you can kill the Underspore in one turn, because you will inevitably have to deal with some Fungal Giants, which make the Underspore Immune. By the way, using Mind Control on the Underspore won't exploit this card, because Hungarfen will still be Immune until the Underspore is dead, so your army of Giants won't actually do anything.
Tentative Boss Deck: 1x Inner Fire, 5x Underbog Mushrooms, 4x Tree of Life, 4x Divine Spirit, 4x Bog Beast (from this wing's class challenge), 6x Invasive Mushroom, 6x Fungal Giant (the reward for this boss, not the Underspore's minions)
Reward Card: Fungal Giant
I'm not sure on the balance for this guy, but point is to reward you for spend a lot of mana by dumping your hand the previous turn and then playing Fungal Giant the next turn. This is especially useful if your big board from last turn gets wiped, allowing you to restart your momentum with an 8/8 where you normally would have run out of steam.
Ghaz'an
Ghaz'an is probably going to be the simplest boss in all of the adventure. He has only one specific card, which is on the board at the start of the fight. The whole point of the boss, in fact, is Ghaz'an's usage of an extreme beast deck, centered around buffing himself with Houndmasters, Bestial Wrath, etc. These buffs effect Ghaz'an, giving him extra max health, permanent attack, and even Taunt in the same sense as a minion.
Here is Ghaz'an's starting minion, and all it does is remove Ghaz'an's buffs every 5 turns so his attack does not get out of hand.
Tentative Boss Deck: 3x Bestial Wrath, 3x Houndmaster, 3x Timber Wolf, 2x Savannah Highmane, 1x Gahz'rilla, 2x Unleash the Hounds,1x Starving Buzzard, 2x Tidal Colossus (from Serpentshrine Part 2), 1x The Beast, 3x Call Pet, 3x Scavenging Hyena, 2x Tundra Rhino, 1x King of Beasts, 2x Webspinner, 1x King Krush
Reward Card: Fluorescent Sporebat
To clarify, the health is only restored if the damage is necessary for the kill, so it would not work if you used Kill Command on a Sludge Belcher, but it would work if you killed a Zombie Chow with Arcane Shot.
Swamplord Musel'ek
Here we have another Broken Draenei who has become emotionally corrupted through his problems at Coilfang. Unlike Mennu, Musel'ek has become a hunter, and he starts with two minions on the field. The first is the Underbog Lord:
This the main way to resolve the problem that you must have at least two minions on the board at all times. However, having too many Spores is also a problem, as Claw (the other minion that Musel'ek starts with) benefits from you having lots of minions. Here he is:
So you can't have too many minions either, or Claw will become a powerhouse. Plus, the Underbog Lord will give you Spores every turn, which make Claw Immune. Although you can sack the Spores into Claw, Musel'ek has plenty of taunts. However, provided that you can trade off all your spores, Claw can be killed. The next card is another good reason to do so:
Yeah. This won't be fun is you have over 2 minions, even though with just two minions the damage output is equivalent to that of V-O7-TR-0N.
Tentative Boss Deck: 2x Wastewalker, 2x Claw's Fury, 3x Shieldbearer, 2x Bog Beast, 2x Explosive Shot, 2x Multi-Shot, 2x Arcane Shot, 4x Freezing Trap, 3x Snipe, 3x Misdirection, 1x Hogger, 2x Fluorescent Sporebat, 2x Assassinate
Reward Card: Murkblood Vagrant
There isn't much to say other than Paladins really need this, as they have so many secrets and, in my experience, only 1 of them (Avenge) ever sees play.
The Black Stalker
The Black Stalker's hero power, despite seeming less game-changing than the other hero powers this wing, is actually very important in the fight, as The Black Stalker uses direct damage extremely frequently, especially in the form of simple, fireball-esque spells. She also starts with a minion on the field.
This minion also promotes The Black Stalker's use of damage spells, which will get extremely out of hand if this lives (16 damage fireball on turn ten). The increasing health also makes this minion harder to kill, to your best bet is to use Hex, Polymorph, Deadly Shot, etc.. Luckily, The Black Stalker will trade using this minion, which could significantly reduce its health.
Here is the big problem of the fight. You start with this spell in your hand, and any sources of damage not affected by this spell cannot kill The Black Stalker. In order words, the buffed minion targeted by Psychic Empowerment is the only source of damage that can kill her. This means that you have to survive until turn ten against The Black Stalker's onslaught, and on that turn you must have a minion out, because the cost of Psychic Empowerment means you can't play any OTK charge minions on the turn that you win.
This is fairly straightforward damage/removal benefiting hugely from Alpha Marsh Walker.
I know this card is also very nondescript, but it scale ridiculously well with Spell Damage, with the potential to clear your board and damage you as well.
Tentative Boss Deck: 4x Static Charge, 4x Mana Bubble, 3x Marsh Walker (reward for this fight), 3x Flourescent Sporebat, 2x Snipe, 2x Fireball, 2x Moonfire, 2x Ice Barrier, 2x Ethereal Arcanist, 1x Ancestor's Call, 1x Malygos, 2x Ahunite Frostlord, 2x Eviscerate
Reward Card: Marsh Walker
A simple Spell Damage minion that fits in nicely with the countdown theme of the expansion.
Wing Reward Cards:
The Black Stalker legendary is from completing the wings, and the other two cards are from class challenges, with Gul'dan fighting Hungarfen and Valeera fighting Musel'ek.
That's it for the second wing. Same as before, let me know if you have feedback, and eventually the I'll post the Steamvaults, with Hydromancer Thespia, Mekgineer Steamrigger, and Warlord Kalithresh.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Since Wing 2 didn't get any replies, I don't have anything to change before Wing 3. So here are the Steamvaults:
Wing 3: The Steamvaults
Hydromancer Thespia
Thespia starts with the Coilfang Water Elemental on the board. Her hero powers interact both the Water Elemental. Also, to make the fight interesting, Hex and Polymorph can't be used (they will be auto-countered like Doomsayer in the Four Horsemen Fight).
These two powers alternate; after Thespia uses Call of the Tides, which she always starts with, her power will become Lightning Cloud. It will then stay Lightning Cloud until she uses it. Fortunately for you, Lightning Cloud is an auto-cast hero ability, so although she might wipe your board she can't reliably deal 10 damage to you every turn. Plus, because she only has 10 health, she won't be able to immediately attack again. However, she has a trick heal herself back up.
This will provide some solid healing for Thespia. Also, when it says she is Immune, she is Immune always with this weapon, not just when attack. Don't worry though, she will attack every turn so she won't become permanently Immune. Another unstated part of the weapon is that will treat your hero as if it cost 1 mana, so having an empty board won't be too bad for Thespia.
This is meant to augment Thespia's other hero power. Because hero AOE is so powerful, most of your early and mid game minions will die from it, and with Aquatic Manipulation, she can now steal them.
Tentative Boss Deck: 2x Wastewalker, 2x Hurry Production, 2x Myrmidon Taskmaster, 6x Life Arrow, 4x Aquatic Manipulation, 2x Faceless Manipulator, 2x Defender of Argus, 1x Lord Jaraxxus, 1x Majordomo Executus, 1x Mal'Ganis, 1x Sunfury Protector, 2x Water Elemental, 2x Crackle, 2x Feral Spirit
Reward Card: Tidal Burst
This is the first piece of Mage Naga synergy that you will get. Mages will probably have the most successful Naga decks (the other Mage card is another good Naga card), so that's important. Also, I noticed while writing this that there is no rarity; it should be a common.
Mekgineer Steamrigger
This is a Repair Gnome:
So unless you can transform or Silence all of the Gnomes, Mekgineer Steamrigger will heal substantially, and if they all survive, Steamrigger will be back at full health. Also, this ability triggers whenever Steamrigger goes below 10 health, so multiple waves of Gnomes may occur.
This card can both help and hinder you, acting as a really effective damage mitigator or making it harder for Steamrigger to kill the Repair Gnomes (remember, their healing triggers as a Deathrattle).
This functions similarly to the Shrinkbot; while it improves Steamrigger's board presence by a fair bit, it also might give the Gnomes Divine Shield, giving you a longer window of time to burst Steamrigger down with spells before he can heal. This also synergizes with Shrinkbot simply because it will make the Shrinkbot a 0/8 Taunt Divine Shield.
Tentative Boss Deck: 2x Wastewalker, 2x Myrmidon Taskmaster, 3x Shrinkbot, 3x Gnomish Battlemaiden, 2x Argent Squire, 2x Echoing Ooze, 2x Blood Knight, 2x Grim Patron, 2x Bouncing Blade, 2x Shielded Minibot, 2x Equality, 2x Avenge, 2x Nether Ray, 2x Wild Mushroom
Reward Card: Soul Conversion
To clarify, the new race does not replace the old one; rather, the new race is added to the minion (so you could have a Demon-Naga or a Mech-Dragon, etc). Also, this CAN add Murloc, but Murlocs are not deserving of recognition.
Warlord Kalithresh
This is the trident:
The trident makes you immune at any point on your turn, so Kalithresh doesn't take damage from cards like Flame Imp. This means you will have to take down Kalithresh's health very quickly, because if any is at any point below full armor he will regenerate, get this weapon, and exploit his immunity (see decklist).
This is yet another reason why you will want to take down Kalithresh's health really quickly. After three power uses, he'll have a 2 mana deal 6 damage spell, at the minimum. Also, because it does say "deal 6 instead," this means it scale really well with Spell Damage.
To clarify, Kalithresh's shield don't stack, but he gets one at the end of each turn. This means the maximum value (without Armorsmith) he will get is to gain Divine Shield at the end of the next three turns.
This is more of a fun card than anything. I found the art, and I wanted to make some type of anti-Naxx and pro-Coilfang thing of some sort with this. I actually was really disappointed with Naxx, because so many of the bosses were so boring, and any of the cards were absolutely awful (Stoneskin Gargoyle, Wailing Soul, etc.). As for Blackrock, I though it was much better, both in terms or boss and card quality (except Majordomo, but he's *special*).
Tentative Boss Deck: 2x Flame Imp, 2x Pit Lord, 3x Upgrade, 1x Captain Greenskin, 2x Heroic Strike, 2x Myrmidon Taskmaster, 2x Hurry Production, 2x Frothing Berserker, 2x Armorsmith, 2x Acolyte of Pain, 2x Slam, 2x Execute, 1x Naga Superiority, 2x Battle Frenzy, 3x Rite of the Warrior
Reward Card: Coilfang Brute
It's basically a Naga-ified Bomb Lobber. There's really nothing else to say about it.
Wing Rewards:
I like the concept of Spell Damage Weapons, and because they seem to fit this wing the most, both the class challenges have them. Rexxar will face Thespia, and Warrior will face Steamrigger.
That's for the third wing. Next wing will be Serpentshrine Caverns Part 1, with Hydross the Unstable, The Lurker Below (my favorite boss idea), and Leotheras the Blind.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Hello, I'm finally back. I had made the fourth wing quite a while ago, but hearthcards erased them because I hadn't locked them. After a long period of procrastination and being legitimately busy, I'm going to actually post Serpentshrine Part 1. I didn't get any replies for last wing, which either means the cards are good or nobody cared; either way, I don't have any changes to make (I think). Here's Wing 4:
Wing 4: Serpentshrine Caverns Part 1
Hydross the Unstable
Hydross the Unstable has two forms, a water form (which he starts in) and a poison form. Half of Hydross's deck is comprised of Water cards, which can only be drawn and played in Water form, and and the other half are Poison cards, which can only be drawn and played in Poison form. The guardians are just minions summoned from the hero power based on previous form:
Those guardians could definitely become a problem if you leave them alive. The poison and water cards are not that interesting:
That's it for the form specific cards.
Tentative Boss Decklist: 3 of each water or poison card.
Reward Card: Loa of the Waters
Needless to say, this is a great defensive tool for extreme control decks. Not only does this minion have high stats, it dodges BGH so it can theoretically stay alive for quite some time. However, this card is extremely easy to play around; your opponent can simply play no minions until Loa of the Waters dies.
The Lurker Below
The Lurker Below's hero ability is very straightforward, and so is most of his encounter. In fact, he has only one special card in his deck:
Yet again, not very interesting. However, that's about to change, because when The Lurker Below is killed, he does not lose. Rather, his hero portrait submerges into a pool of water, and for five turns, you have to survive an onslaught of different minions. If you don’t kill them all, either you will lose or, if the game is still continuing, TLB will revive with half health. If you kill them all other than Pond Scum, you win. Here are the post-death minions:
It's going to be pretty hard to kill all these, but if you don't kill them and survive, you can try again after killing the revived Lurker Below.
Tentative Boss Decklist: 2x Hurry Production, 2x Wastewalker, 1x Myrmidon Taskmaster, 2x Tree of Life, 2x Healing Touch, 3x Frostbolt, 3x Frost Nova, 2x Ice Lance, 1x Ice Block, 2x Ice Barrier, 2x Whirlpool Kraken, 2x Hellfire, 1x Shadowflame, 2x Wild Growth, 1x Twisting Nether, 2x Lightbomb
Reward Card: Whirlpool Kraken
This is basically a minion reincarnation of Pull of the Maelstrom, a shaman epic spell I made that entered the finalists of the "Cards with Drawbacks" weekly design competition. Unlike the spell, however, this is a late game card, which is okay considering it acts as removal for other mid-to-late game minions.
Leotheras the Blind:
That hero power is quite a force to be reckoned with. However, considering Leotheras is part demon, his power has a major side effect, which is a minion he starts with.
This compensates for Leotheras's huge tempo advantage over your hero. Also, the AI will not take this card into consideration when making plays. For example, Leotheras might try to cast Siphon Soul on one of your minions, but instead might play a Sacrificial Pact, which might do nothing.
Whenever Leotheras takes 5 damage, he will switch forms with his Inner Demon. In terms of effects, this changes nothing; it just converts Leotheras into a 1/1 with "Immune. Your cards cost 2 less" and Inner Demon into the hero with "Passive Hero Power: You have a 50% chance to play the wrong card." Whenever the Inner Demon take 5 more damage, Leotheras reverts to his original state, and so on.
Tentative Boss Decklist: 3x Demonfire, 3x Demonheart, 1x Lord Jaraxxus, 1x Mal'Ganis, 2x Mortal Coil, 3x Darkbomb, 2x Shadowflame, 1x Hellfire, 2x Wastewalker, 1x Void Terror, 2x Siphon Soul, 1x Sacrificial Pact, 2x Mistress of Pain, 1x Illidan Stormrage, 2x Twisting Nether, 2x Flame Imp, 1x Voidwalker
Reward Card: Vash'jir Guardian
This is just another simple piece of Naga synergy, acting as a defensive tool to protect your other Nagas.
Wing Rewards:
The Leotheras legendary is from completing the wings, and the other two cards are from class challenges, with Anduin fighting The Lurker Below and Jaina fighting Hydross.
That's it for the fourht wing. Next wing will be the last, with Fathom-Lord Karathess, Morogrim Tidewalker, and Lady Vashj. I might not post Lady Vashj with the other bosses though, as I'd want to make a really polished fight and build suspense.
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Ooh, REALLY like Serpentshrine part 1, though if I remember correctly when Hydross switches, he summons adds depending on what he swapped into, not out of. So he becomes poison and he summons poison. Really like the idea of Poison and Water cards though. Lurker Below is interesting, though I'm confused; how does the game determine 'if you don't kill them all but the game is still continuing'? I'm confuzzled.
Leotheras, however, looks like a lot of fun! Permanent Mo'gor on the cards, poor guy.
Loa looks decent, and sounds like Anima Golem. Whirlpool Kraken, hmm I don't know. He looks fairly decent, you trade his Attack/Health value to get value in removal, but I don't know how the math would work out. Vash'jir guardian looks solid. Mind Warp is way expensive for such a minor, gimicky effect, though Tidehunter looks decent, so long as you meant 'Naga in your hand'.
I like
This is really cool,i like it.
Although,The Black Stalker legendary seems too OP.So,you play it and choose a minion and it can only be killed by that minion,but what if you remove the minion afterwards?Say,you play the Black Stalker,pick a Bloodfen Raptor(3/2) then holy Smite it.what happens then?
Does the Black Stalker become immortal?Seems OP to me :P
Also,the Leotheras legendary might be OP,but maybe not...not sure yet.Since,you can play him,then Smite him and at the end of your turn you get a 9/9 for 7 Mana...is that OP?I don't know...
So, I've gotten a few replies after posting Serpentshrine Caverns, so in this post I'm going to fix some OP cards and clarify a few things. There won't be any bosses in this post though.
Thanks! I didn't realize about Hydross's add patterns, thanks for the info. I suppose he'll work like that now. As for The Lurker Below, what I meant was that TLB would revive if you had not destroyed all of the minions that TLB summoned after death (other than Pond Scum), but had survived the onslaught.
Both Tidehunder and Mind Warp, in retrospect, weren't worded well. Your assumption about the Tidehunter was correct, but Mind Warp was meant to imply that you could swap minions between sides of the board, like a symmetrical Mind Control.
Glad you liked it! Also, how on earth did I not think of that for The Black Stalker? I agree that she's really OP. Here's a possible change:
This still might have some balance issues, but let me know what you think.
As for Leotheras, I don't think he is OP. In order for you to trigger his effect, he has to take 2 damage on your turn, otherwise your opponent can kill him easily or you will have dealt too much damage to him. However, effects that consistently deal 2 damage without excess are fairly rare, so triggering the combo is fairly unlikely unless you build a deck around Leotheras, which isn't worth it.
Anyway, I have most of the last wing done; all I need to finish is the Grand Finale fight, Lady Vashj. Because this is wrapping up, and making these adventures is really fun, I'm considering what my next adventure will be. I have two ideas, and I'd like to hear your feedback:
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Myrmidon Taskmaster doesn't really have a drawback for his stats, basically making him a 4 drop 5/5 the turn he enters play.
Instead I would make him a 3 drop (maybe) that reads:
"At the end of your turn deal 1 damage to adjacent minions. Gain +1/+1 for each minion damaged this way."
This way he's still viable without instantly dominating the 4 drop.
I vote Throne of Thunder. Wonder how you'd put in Ra-den.
I don't actually know any of those dungeons xD(I'm not a WoW player),but Throne of Thunder sounds cool!
Just a teaser for Throne of Thunder (I'm definitely doing that adventure):
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Time for the fifth wing! I was considering not uploading Lady Vashj in this post to build a little suspense, but screw it, she's in here.
Fathom-Lord Karathress (and the Naga Guards)
Karathress's hero ability and weapon are very simple, and he has no special cards. However, he starts with three minions on the field. Here is the first one:
When Sharkkis's effect triggers, Karathress becomes a 2/10 minion and the turn restarts, with Sharkkis as the hero. Karathress will always go second; that way, you can reduce Sharkkis's health before he takes his extra turn. Sharkkis's ability works the same way:
However, there are still two other minions on the board. They work the same way, so when the AI is done, it will have taken four turns. Fortunately, any damage the other heroes take will carry over to their minion form so they are easier to kill on your turn. Of course, when a Fathom-Guard is killed, the AI will only take 3 turns, then two turns, then one turn. Here are the other heroes:
Their hero powers equip those weapons, just like with Karathress and Sharkkis.
Tentative Boss Decklist: 2x Wastewalker, 4x Hurry Production, 3x Tidal Colossus, 1x Warlord Kalithresh, 3x Circle of Healing, 2x Injured Blademaster, 1x Vitality Totem, 2x Lightning Storm, 2x Crackle, 3x Shade of Naxxramas, 1x Hogger, 2x Vash'jir Guardian, 2x Tidal Temptress, 2x Nether Ray
Reward Card: Myrmidon Anchor
Finally something that isn't Naga synergy (coming up with tribal synergy is really boring, I'm not doing it for ToT). This is a fairly uninterested late-game weapon for Rogue, fitting into the adventure's end-of-turn theme.
Morogrim Tidewalker
Initially, this hero power might seem OP, even for a boss's hero power. Considering the amount of late-game heavy-hitting card Morogrim could play before you could react. However, Morogrim's draws are somewhat scripted: He has a higher chance of drawing cards of cost lower than your available mana crystals than higher costing cards. In addition, he has some cards of his own:
These are all meant to be important cards that help bring down Morogrim's health to a manageable level. Otherwise, his health would go down so slowly that the onslaught of his powerful cards would kill you first.
Tentative Boss Decklist: 1x Majordomo Executus (always the last card in his deck, but he will always play it), 1x Tree of Life, 2x Watery Grave, 2x Lost Giant, 3x Release the Pack!, 1x Old Murk-Eye, 3x Effigy, 2x Ball of Spiders, 2x Zombie Chow, 2x Bluegill, 1x Kel'thuzad, 1x Nefarian, 1x Quagmirran, 2x Tidal Colossus, 1x The Black Stalker, 1x Emperor Thaurissan, 2x Piloted Shredder, 1x Piloted Sky Golem, 1x Sneed's Old Shredder
Reward Card: Tidal Colossus
He's finally here! The card that was in Boss Decklists since Wing 1, sitting there without an explanation. Here he is. See why Rokmar had some of these in his deck? More importantly, this is meant to encourage more reckless attacking and board control in Druids.
Lady Vashj
Here she is, in all of her glory. Her starting hero ability, however, is really not that exciting. She also does not start with any minions on the board. In fact, at first look she only has one notable card/characteristic which is this:
This provides Vashj with powerful board control, both acting as AoE and locking down your board. Her deck is heavily spell focused, and most of her minion come the second phase of the fight.
As soon as you get Vashj below 30 health, she ends your turn, much like Kel'Thuzad. However, she now is Immune, and can't be brought below 30 health (even if you dealt enough damage to put her below 30). In addition, she gains 50 attack, not in the form of a weapon. At the same time your turn ends, this spell appears in your hand:
While Complete Empowerment is in your hand, Vashj will not attack. This card can be played at any time, but it's wise to decrease her attack (which is permanent) to something manageable first. In this form, Vashj has a new hero ability, and instead of drawing cards she summons random minions at the start of her turn. Killing the minions reduces Vashj's attack by a value depending on the minion. This is her new hero ability:
And here is the first minion:
To clarify, this minion doesn't necessarily summon first, it's just the one I thought of first. This minion embodies the nature of Vashj's second phase; you must survive against the onslaught of minions and kill them quickly; otherwise you will be at a severe disadvantage. Here's the next minion:
It's Ragnaros! With lore-inaccurate art! The next minion is considerably less helpful in weakening Vashj:
Oops, I forgot add the Naga tag to this. Anyway, although it may help you lot in removing Vashj's health, it might also do nothing, so this one is up to RNGsus (so it will never work). Here's the final available minion:
Not much to be said for this one. In terms of how these minions can randomly spawn, a maximum of 3 minions can spawn each turn, but at least one minion will always appear. Coilfang Elite and Enchanted Elemental are more common, and Coilfang Strider and Tainted Elemental are rarer.
Once you cast Complete Empowerment, the only difference between Phase 3 and Phase 1 will be the residual attack and a small change to Vashj's hero power. Whenever she deals maximun damage with Quick Shoot, this minion will summon:
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Tentative Boss Decklist: Fairly standard spell-heavy mage, with two copies of Entangle. Boy, I am getting lazy with this.
Reward Card: Tidal Temptress
This is a very strong card for Priest Naga decks, which probably could exist because of this card. Now, on to Vashj herself and the Class Challenge cards:
And that concludes Coilfang Reservoir: A Hearthstone Adventure. Of course, you get Lady Vashj from beating Lady Vashj, and in the class challenges Thrall fights Morogrim and Uther fights Karathress and the Fathom-Guards. I already have about half of the first wing of Throne of Thunder complete, so I'll be posting that soon.
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Very lovely, I like it a lot! Little confused about the Toxic Sporebat: what do you mean 'your hero is affected by this'? Lady Vashj's legendary looks like it can cause SO much pain, but the drawback can be worth it - or even break you with BGH.
Also, on the Tidal Temptress, I think you forgot to include that it's 'Battlecry'.
Sorry about that, the Toxic Sporebat's text meant that the Spell Damage affected Quick Shoot.
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