The time has come. After a long and brutal slog the Argent Dawn and Ebon Blade knock at the Lich King's doorstep. There is nowhere for him to run from his crimes and nowhere to hide from the champions of justice gathering at his gates. But the most dangerous animal is the one backed into a corner. A vast army would serve only to bolster the Lich King's forces and, in a war of attrition, you can never prevail. It falls to you to pierce a line straight to the heart of the Scourge and end their menace once and for all. Past the defenses, and up the spire. From there you must disable the magical protections guarding the Frozen Throne, before finally meeting the Lich King himself in single combat atop Icecrown Glacier.
Once you select the Fall of the Lich King, you are greeted by the big man himself - literally, Tirion is tall - in charge of operations.
: Welcome champion. It is an honor to fight by your side on this day. Let it be known that today, the Lich King faced the might of -
: Ah yes, the 'wrath' of a random adventurer and their knight in shining armor. Terrifying. Fool paladin, you are no longer on holy ground. This... is MY domain. Soon you shall learn the full meaning of such.
: ... curse you, Arthas.
Wing One: The Lower Spire
: We will hold the lines here. Go forth champion! May the Light be with - !
: There is no light. No hope. None here, not for you.
: May the Light be with you.
Boss One: Lord Marrowgar
This colossal bone wraith guards the entrance to the depths of Icecrown Citadel.
: Come then hero, in all your power and glory.
Lord Marrowgar's hero power stings quite a bit, but it's unreliable. His deck consists of quite a few of the Icecrown cards as well as, surprise surprise, Naxxramas cards like Sludge Belcher and such, focusing on taunts. In addition, he has two copies of:
Furthermore, Lord Marrowgar has one unique spell that, when he activates, remains active for the rest of the match. His signature...
: Excellent work indeed. I am eager to put your skills into my employ, 'champion'.
Reward
Do you think they noticed that?
For defeating Lord Marrowgar, players earn 2 Deathbound Ward cards.
Heroic Lord Marrowgar Changes
While his hero power is as unpredictable as ever, it's got much better mana efficiency now. Infinite times better actually.
There will be no freeing your raid members from the Bone Spikes this time. Oh and that 7 mana bone storm that doesn't go away?
Boss Two: Lady Deathwhisper
Every cult needs a good - ahem - charismatic leader.
: Deathwhisper! Dispatch this fool.
More on what THAT hero power does later.
In addition to Shadow Bolts, Mind Control, Frostbolt and the likes, Lady Deathwhisper has a spell that, like Bone Storm, lasts forever.
So on turn 10, she will effectively have 10 armor at the start of her turn, and her cards cost armor instead.
Remember her Hero Power? It gives these minions +2/+2, plus a bonus effect. For the Adherents (Spell Damage), they go up to Spell Damage +2 and cannot be targeted by spells or hero abilities. For the Fanatics, they gain Windfury.
: Well done champion. There is a gunship up ahead waiting to bring you to your next desti -
: - nation. I do look forward to your arrival, mortal.
: ... I swear by the Light if he interrupts me one more time... !
Reward
Spider Cultist, Spider Cultist. Does whatever a Spider Cultist does...
For defeating Lady Deathwhisper, players earn 2 Deathspeaker High Priest cards.
Heroic Lady Deathwhisper Changes
In addition to being cheaper, her Hero Power now gives her cultists +4/+4 instead. The spell damage cultist has it buffed to Spell Damage +3 in addition to 'cannot be targeted by spells or hero abilities' and the other cultist gains Mega-Windfury instead of regular.
Oh, also, Mana Barrier is twice as good:
Boss Three: Gunship Battle
You board your gunship to fly up Icecrown Citadel but... what's that in the distance?!
: Wha... what are they doing? The Alliance and the Horde are supposed to be working together to defeat this -
: Hmm, hahahaha! Yes, mortals. Fight for survival, for your next shaking breath. It shall only feed me more minions to raise.
: *angry sputtering*
At the start the player isn't 'versus' anyone.
Inkeeper: "(Hero) versus... nobody. Huh."
Then, the hero's gunship flies in and replaces them. Druid, Mage, Priest, and Paladin are Alliance. Hunter, Rogue, Warlock, Warrior, and Shaman are Horde.
Then the enemy gunship flies in, with the same hero power. Its cards consist of various GvG cards to blow up your ship, as well as...
Four ice wizards:
Sergeants:
And little dudes.
Dialogue
Begin: *Nobody to dialogue with!*
Enemy Arrives: Muradin/Saurfang inside the Gunship: This is not your battle, Horde/Alliance! Turn around or we'll be forced to blow you out of the skies!
First Ice Wizard: We're taking heavy damage! Get a sorcerer/battle-mage out here to shut down their weapons!
Emote Response: Fire all guns! FIRE! FIRE! / Kor'kron, ANNIHILATE THEM!
Defeated: Captain, get us out of here!
: Truly, it warms my heart to see the Alliance and Horde join together to face a common foe.
Reward
She's thinking of going on a diet.
For defeating the Gunship Battle, players earn 2 Spire Frost Wyrm cards.
Heroic Gunship Battle Changes
The absolute, one and ONLY difference, is that while the enemy Gunship's hero power remains 10 damage, the player's hero power is a mere:
That's it. Nothing else changes. What did you expect? It's the Gunship Battle.
Boss Four: Deathbringer Saurfang
Slain at the Wrathgate, Saurfang the Younger has returned to cleave down his enemies!
: Behold, insect. My most powerful death knight. Deathbringer Saurfang. Enjoy.
Whenever something on Saurfang's board deals damage, the 0/20 counter fills up by 1. Once Saurfang reaches 20 Blood Power, his hero power changes to:
He'll almost always use this on your hero, changing his hero power back, depleting his Blood Power, and providing him with A) Constant face damage and B) Constant Blood Power to make the next Mark come even faster. Plus, in addition to his aggro deck he has:
: Press forward champion! We shall hold off the forces of -
: If you ever tire of your sanctimonious preaching, the offer for you to be my greatest champion remains open... for now.
: ... press the attack, just press the damn attack.
Reward
'It's ice to meet new minions!' - Scourge Promotional Slogan
For defeating Deathbringer Saurfang, players earn 2 Scourge Transporter cards.
Heroic Deathbringer Saurfang Changes
While Mark of the Fallen Champion is unchanged, Saurfang now needs only half the Blood Power to cast it compared to normal mode.
Furthermore, his pets have bulked up.
Wing Reward
Your cards will find no redemption here!
For clearing the Lower Spire, players earn one Deathbringer Saurfang.
Class Challenges
For the first Class Challenge, warlocks go head to head with Lady Deathwhisper to earn two copies of Shadowburn.
Oh yeah! Feel the burn!
After that, paladins face off against Deathbringer Saurfang to earn two:
All men are free to choose their own decks, no matter how terrible they may be.
That is the first wing of my Icecrown Citadel custom adventure. Like always, please do leave a reply regarding the boss fights, the dialogue, and the cards. It means a lot. I'm a bit peeved at how short Icecrown Citadel is - 12 bosses compared to Naxx's 15 or BRM's 17, or my Ulduar's 18 and my Karazhan's 16 - but I'll try to make something happen regardless.
As with all your adventures, i love what you're doing. This is shaping up to be even better than karazhan.
Lets see... Deathbound Warden seems solid for its cost. High Priest is... weird, but I could see decks built around it. Spire frost wyrm, again, is solid for its cost - it and the warden would be killer in arena.
Scourge Transporter... interesting, but same problem as alarm-o-bot: no attack and can be killed easily. Yeah, you get a mininon at the end of the turn, but... I dunno. bit expensive for my tastes, personally. By the way, why not "at the end of your turn"? a tad less wordy than "at the start of your opponent's turn".
Legendary seems very strong, and yet relatively balanced for its cost, considering it has less health than yeti. Not bad. As for Shadowburn and Freedom, They seem like decent utility cards - Maybe put Shadow down to 2, but that's just my opinion.
I'd say you're improving with general design of player-used cards. Nice job.
@ Zkaletus Glad you like it! Happy to hear my player-used cards are improving, that's the tricky part for me since I don't actually play much Hearthstone. The reason for the wordy design on Scourge Transporter is because if it was 'at the end of your turn' then it summons it, then it thaws out at the start of your next turn when it'd be able to attack anyway. With it being at the opponent's turn it's a delay, which I figured would be a suitable price for getting potentially Molten Giants and King Krushes and Mal'ganises (Mal'gani?) at each turn.
: I have to get better minions... this will all be worth it when I get my hands on you, champion.
Reward
The stench makes him impossible to ignore.
For defeating Rotface, players earn 2 Decaying Colossus cards.
Heroic Rotface Changes
The slimes he summons are now twice as strong.
In addition, at the start of Rotface's turn 2, 4, 6, etc Professor Putricide shows up to cast Vile Gas on your stuff. You'll see Vile Gas described in the Festergut section.
I had also forgotten to mention this in Wing One, but when you attempt to play Alexstrasza on Heroic, the Lich King destroys her, saying:
This is the Vile Gas used by Professor Putricide in the Heroic Rotface encounter.
At the start, the entire board is covered in noxious orange gas. It doesn't do anything itself, but...
Festergut has quite a few Inhale Blight cards, which reduces the density of the orange fog until the explosion fills it back up. Also, like Rotface, he has a pet to go along with his defensive deck.
He has a PhD in Plagueology. Got it from Naxxramas before the... incident.
For defeating Festergut, players earn 2 Plague Scientist cards.
Heroic Festergut Changes
There isn't much that changes about Festergut himself, he's just a lot meaner. However, at the same rate as Heroic Rotface, sometimes Professor Putricide will intervene. In Festergut's case, it involves casting Malleable Goo. More on that spell later.
Boss Three: Professor Putricide
The mad scientist in charge of them all. The mad leading the mad.
: Excellent work, hero! Many of the Lich King's magical wards have already -
: Do you even comprehend your foolishness? You are willingly coming close... to me. To attempt to kill, of all people, me.
: *Tirion sighs* Just... head on to the next Wing. Good luck, hero.
Reward
He's thinking of opening up a restaurant in the Grizzly Hills.
For defeating Professor Putricide, players earn 2 Flesh Eating Insect cards.
Heroic Professor Putricide Changes
In case you forgot, here they are.
Not much else changes in the regular part, but when Professor Putricide hits 45 Health he transforms into:
With the hero power:
AUTOCAST
Wing Reward
Good news, everyone! I've come back to life as a card!
For clearing the Plagueworks, players earn one Professor Putricide.
Class Challenges
Shamans go up against Rotface to secure two copies of:
She likes to put on electricity shows at the Barrens Museum of Science.
Druids challenge Festergut for two:
Only slightly better than coffee in the morning.
And that is the end of my second wing in Icecrown and the... last decently sized wing. The others are just puny. At any rate, please do leave reply, means a lot!
All right, lets see, wing 2... Decaying Colossus is rather nice, though i can hear druid of the claw crying in the background. Plague sci, i really like. Really cool. Flesh eating insect... Don't get me wrong, it's strong, but do we really need a reverse BGH? Putricide, well, he could just plain be the new Dr Balance. Seer's interesting, i must admit, and Rejuvination, while weak, may have its uses. Overall, well done. At this rate, i wont have much to criticize!
: You stumble about in darkness. There is no light here. No mercy. Icecrown has claimed the souls of far better heroes than you.
: Don't listen to him, hero. That's my plan at any rate.
Boss One: The Blood Prince Council
It was all merely a setback.
: Come, mortal. See for yourself the futility of fighting one who controls death itself.
Prince Valanar also starts with 2 other minions. His hero has a large red glow on it, which reaches red tendrils to the other two Princes.
At the end of each of the Princes' turns, they cycle the Prince currently the hero out, put him on the right, and put the leftmost Prince in the hero's spot, conserving health. If Valanar is brought down to 25 health, then Taldaram switches in, Taldaram will start with 25/30 health. The encounter ends when one of the Princes dies.
They also all have their own unique hero powers.
Which summons:
And Keleseth:
And that, on top of their mid-game range deck they play.
Dialogue
Whichever Prince is currently the hero will be the one who speaks.
Begin: Valanar: Naxxanar was merely a setback!
First time a Prince switches in: Valanar: With the power of the orb, Valanar will have his vengeance!
Taldaram: Tremble before Taldaram, for the power of the orb flows through me!
For defeating the Blood Prince Council, players earn 2 Darkfallen Archmage cards.
Heroic The Blood Prince Council Changes
Pretty much all of their stuff has gotten nastier:
In addition, the Blood Princes gain one extra spell that they get to cast...
Boss Two: Blood Queen Lana'thel
The queen of the Darkfallen, Lana'thel perfectly embodies their nature.
: Blood Queen, as a reward for your service... you may feast.
AUTOCAST
Essence of the Blood Queen gives that minion +3/+3, and they heal for the damage they deal. In addition, they gain Deathrattle: Apply Essence of the Blood Queen to adjacent minions.
Once Lana'thel uses her Vampiric Bite, her hero power changes to:
AUTOCAST
However if at any point Essence of the Blood Queen ceases to exist, her hero power switches back to Vampiric Bite.
She has a fair amount of taunts to protect her, plus a lot of some VERY punishing spells.
Her abilities and deck all remain the same, HOWEVER Essence of the Blood Queen is now only +2/+1, instead of +3/+3.
Wing Reward
She really, REALLY hates Worgen.
For clearing the Crimson Hall, players earn one Blood Queen Lana'thel.
Class Challenges
Rogues challenge none other than the Blood Princes for 2 Darkfallen Tactician cards.
You can('t) trust him not to stab you in the back.
Meanwhile, Hunters set their sights on Blood Queen Lana'thel for 2:
He's come to Icecrown all the way from Sholazar just for this opportunity.
And that concludes wing three, a little over halfway through Icecrown CItadel's wings and... three quarters of the way through its bosses. Have I mentioned that I'm upset about the lack of bosses? I'm upset about it.
Bit of a short wing 3, innit? But then, that's just the raid.
Anyways, lets see... Darkmage seems solid, though it's no loatheb - then again, it's not a legendary, either. Darkfallen noble is somewhat terrifying, yet admittedly balanced. A bit slow, though, but that's just the nature of the card. Blood Queen... a very interesting drawback card. All we need now is a 5-drop drawback legendary, and we'll have a tempo nightmare. (Milhouse 2, Mukla 3, Blood queen 4, ??? 5, Beast 6)
Tactician... Okay, i suppose. Kind of bad considering the mana cost and what it takes for the combo, but I could see uses, especially with the coin. Nesingwary scout's not too good, in all honesty - it largely depends on what minions your opponent plays. Without a low-attack/health minion to taunt, it could seriously screw you over.
: Here you die, weakling. You shall succumb to the chill of the grave.
Boss One: Valithria Dreamwalker
The Scourge is trying to make a good dragon evil!
: An intruder has breached the inner sanctum! Hasten the destruction of the green dragon!
: Leave only bone and sinew for the reanimation!
Multiple instances of Suppression do not stack.
Players start the game with Valithria Dreamwalker on their board and, much like in WoW, they have to heal her for her to unleash a new brand of hell on the board. The Scourge Forces are constantly immune, so you have no choice.
Valithria starts at 50 health. I know what you're thinking, but if you use Tree of Life or similar effects, the Lich King cancels the effect and says:
: I don't think so...
And due to her insane mana cost, returning her to deck and playing her isn't an option either.
Valithria and Suppression aren't the only gimmicks. In addition to their reward card, the Scourge Forces have:
As well as:
Dialogue
Begin: Hero, lend me your aid! You must heal my wounds!
: Have you any notion of how long it took to capture that wyrm?
Reward
Far preferable to Prideful Abomination, or even Lustful Abomination.
For freeing Valithria Dreamwalker, players earn 2 Gluttonous Abomination cards.
Heroic Valithria Dreamwalker Changes
Suppression now will constantly be cast, so you'll need to soak it up with a small heal before actually healing Valithria.
Valithria has the same amount of health, but she now starts at 30 health as opposed to 50. Plus, the special minions are quite tougher.
Boss Two: Sindragosa
The penultimate boss of an adventure is a frost wyrm. Where have we seen this before...
: Insignificant gnat, now see what happens when you -
: PRESS ON HERO! FOR JUSTICE, FOR TRUTH, FOR THE LIGHT! FOR AZEROTH!
: ... I am going to enjoy killing you, Fordring.
AUTOCAST
Sindragosa, not surprisingly, plays dragon cards, including Spire Frost Wyrm, and both frost and arcane spells, even Unstable Portal. But she has special tricks, not surprisingly.
On top of constant Frost Aura damage. But, when Sindragosa reaches 15 Health, you don't have to worry about Frost Aura any longer...
AUTOCAST
So now, your stuff is going to take more damage the longer it's been on the field. It's not just Mystic Buffet it amplifies, too. Arcane Explosion, Ice Lance...
: So, the Light's vaunted justice has finally arrived. Shall I lay down Frostmourne and throw myself at your mercy, Fordring?
: We'll grant you a swift death, Arthas. More than can be said for the thousands you've tortured and slain.
Boss One: The Lich King
Good luck.
: You will learn of that, first hand. When my work is complete you will beg for mercy. And I will deny you.
Raise Dead has one of three possibilities. More on those in a moment.
Going into the battle with the Lich King, players cannot use a deck with Tirion Fordring in it. Furthermore, abilities that could get them Tirion, like Unstable Portal or Sneed's, will invisibly be forbidden from summoning him. However, the player starts with Tirion on the board... but before anything can happen the Lich King hits him with what looks like an Ice Lance.
As a result, Tirion is permanently frozen, his Attack reduced to 1, and is actually knocked off the side of the board and lands in the background.
The Lich King, obviously, starts with his signature weapon equipped.
One thing to note is that the Lich King's spells are centered on Frostmourne. If he casts Frostbolt, the ice swirls on Frostmourne before being launched, not on his hero. The Coin makes Frostmourne glow, etc.
The three options for Raise Dead, now are:
One) Three arcs of purple lightning shoot from Frostmourne into the board and summon three:
Two) From off the board, two Val'kyr leap into the battlefield.
Three) Souls flow out of Frostmourne and out of the board, but three of them arc down into the board to summon three:
In addition to those, the Lich King has a deck filled with all sorts of frost and shadow spells, plus:
And of course, who could forget the worst fire to ever stand in:
Also it is important to note, if you play Kel'thuzad, or any of the other Icecrown legendaries, the Lich King will actually steal them from you.
Once you manage to bring the Lich King down to 40 Health, he'll change his hero power.
AUTOCAST
As well as summon - forcibly clearing space in his board if he has to - three Raging Spirits.
As long as the Raging Spirits are up, you'll also be treated to the visual effect of ice and snow snaking along the board.
Once the Raging Spirits are down, the Lich King's hero power changes back to Raise Dead, and you continue.
He will not be able to fall below 20 Health. If you bring him to 21 Health, then smack him with Deathwing, he'll go to 20. And once at 20 Health, on his turn he gains the card:
Legendary spell, yep. Its animation of a blue explosion washing out from Frostmourne takes a while, so you have time to read its text. This begins the Lich King Roleplay. At its conclusion, you will have:
Your hero back with full health.
An empty deck, but you don't draw, so no fatigue.
A 1-Attack Tirion Fordring.
The Lich King will have Frostmourne broken, his own board, deck - he won't fatigue either - and hand cleared by souls streaming from where Frostmourne was.
One Terenas Menethil
Constant Vengeful Spirits that renew their supply at the start of your turn.
The Lich King's hero power changes to:
But it doesn't do much good, since you constantly get more Vengeful Spirits.
Finish off the Lich King at your leisure.
Dialogue
Begin: Your anguished cries will be testament to my unbridled power.
Druid Response: You must do nothing but die.
Hunter Response: Do you wonder, who is hunting who?
Alleria Response: The Windrunners are ever a thorn.
Mage Response: There will be no escape this time, Jaina.
Medivh Response: The rules of games are made to be broken.
Paladin Response: Uther, you could never challenge me before. You seek to try now?
Priest Response: The Light will abandon you, just as it did to me.
Rogue Response: You are not the one with an army. Watch your back, insect.
Shaman Response: Doom hammer indeed.
Warlock Response: We'll see about that.
Warrior Response: Let me consider those options carefully.
Muradin Response: I should have finished the job years ago.
Player's First Turn: Tirion: So be it. Champion, ATTACK!
The Lich King: *knocks Tirion aside* I'll keep you alive to witness to end, Fordring.
First Val'kyr summoned: Val'kyr, your master calls!
First Harvest: Frostmourne hungers!
The Lich King switches to Remorseless Winter: I will freeze you from within until all that remains is an icy husk!
Stealing an undead Legendary: No, no no. You serve ME.
Emote Response - Thanks: You've nothing to be thankful for.
Emote Response - Well Played: Is there anything else I could do?
Emote Response - Greetings: Oh yes, greetings indeed. I've been looking forward to this.
Emote Response - Sorry: I do not need your pity.
Emote Response - Oops: You are mortal, living. Feeble.
Emote Response - Threaten: Said the lamb to the lion.
The Lich King has Lethal: Hope... wanes!
The Lich King Wins: The end has come!
Fury of Frostmourne: Face now, your tragic end!
The Lich King Roleplay: No questions remain unanswered, no doubts linger! You are Azeroth's greatest champion.
You overcame every challenge I laid before you. My mightiest servants have fallen before your relentless onslaught.
Your unbridled fury. Is it truly righteousness that drives you? I wonder.
You trained them well, Fordring. You delivered the greatest fighting deck this world has ever known...
... right into my hands. Exactly as I intended. You shall be rewarded for your unwitting sacrifice.
*Necrotic lightning channels from Frostmourne into the player's crater*
Watch now as I raise them from the dead, to become a master of the Scourge!
They will shroud this world in chaos and destruction. Azeroth's fall will come at their hands.
... and you will be the first to die. *The Lich King laughs* I delight in the irony.
*A brief pause*
*off the board, Tirion begins to glow* Tirion: Light, grant me one final blessing. Give me the strength to shatter these bonds!
*Holy Nova explodes from Tirion, unfreezing him. He rises and attacks Frostmourne, landing on the player's board*
*Frostmourne cracks and shatters, leaving a crater as though it were a player dying* The Lich King: Impossible...
*Souls flood out from Frostmourne, clearing the Lich King's board, his hand, his deck, and his mana crystals. They flow under his hero portrait and rattle it around. They continue to flow constantly*
Tirion: No more, Arthas! No more lives will be consumed by your hatred!
*One soul strikes the player's board and becomes Terenas. More join, becoming Vengeful Spirits* Terenas: Free, at last! It is over, my son. This is the moment of reckoning!
*Terenas appears to cast Resurrect* Terenas: Rise up, champion of the Light! *The player's crater mends and their hero returns with full health*
Emote Response while Helpless: Impossible...
The Lich King falls below 20 Health the first time: Now I stand, the lion before the lambs, and they do not fear.
The Lich King falls below 12 Health the first time: They cannot fear.
The Lich King falls below 4 Health the first time: Tirion: The Lich King! Must! FALL!
Defeated: *pained grunts, followed by a long gasp*
Reward
Not to be confused with puny, Level 8 zombies in Tirisfal Glades.
For ending the Scourge menace, and striking down the Lich King upon the very land he calls his own, players earn 2 Shambling Horror cards.
Heroic The Lich King Changes
The Val'kyr that Raise Dead summons are slightly meaner:
Defile is now harder not to stand in:
In addition, Harvest Soul got a bit of a buff. It costs more, though.
And lastly, when the Lich King activates Remorseless Winter - at 50 Health instead of 40 - and summons Raging Spirits, he summons four instead of three.
He still uses Fury of Frostmourne at 20 Health.
Wing Reward
I have skulls ON MY KNEECAPS! THIS IS NOT OKAY!
For clearing the Frozen Throne, players earn one Lich King.
Class Challenges
There is only one class challenge here, which is for Warriors to go toe to toe with the Lich King in exchange for ONE copy of:
Shadowmourne is a weapon with runes, made by an undead for their champion, which steals the souls of its victims and hey this sounds familiar...
I was really torn on giving a Legendary Weapon only to Warriors, but I was in a tough spot. You pretty much have to include Shadowmourne in Icecrown, but I obviously couldn't make it a weapon for every class. A warlock, or a mage with Shadowmourne, can you imagine? There is no Death Knight class, otherwise they'd get Shadowmourne, and for lore/thematic reasons I didn't want to give it to Paladins, so Warrior is all that was left. They've already got a ton of axes, what's one more?
Wrapping up Icecrown Citadel
You've done what many deemed impossible. You marched upon Icecrown Citadel and challenged the Lich King to a duel on his own territory, and prevailed. The only price is a sacrifice that nobody shall ever know happe -
: Excellent work, champion! I am honored to have fought by your side.
: Your pivotal role in breaching and undermining the Lich King's defenses shall be spoken of in legend for decades to come.
: But there are still so many brave men and women who gave their lives for you to have such a chance, many whose sacrifices will be lost to history.
: So to commemorate them, I am building a giant statue of Lightforged Gold square in the middle of one of the most populated cities, enchanted so that any who touch it may learn of what happened upon the peak of Icecrown Citadel after the Fall of the Lich King.
... God damn it, Tirion.
That concludes my Icecrown Citadel adventure. Of course, I will be making more, since I fucking love making these things, and I hope you all love reading them. I also love replies ;-). As for what the next will be, well, you'll find out in due time.
Truly a final battle worthy of epic song and praise. Undoubtedly one of the most epic card game final bosses i've ever seen - perhaps even more so than your Algalon and Yogg-Saron fights.
Of course, Lich King and Shadowmourne are phenomenal cards - overpowered, even, but fuck it, it's the lich king. Shambling seems a touch weak, but it's still quite nasty.
Also, can i make a suggestion for the next adventure, unless you already have one planned? Seige of Orgrimmar. You can't use the warrior class in the entire adventure, and at the final battle you face Garrosh himself, who runs a classic control deck until he hits 30 health, where he evolves into his Sha-Corrupted form. Just a suggestion.
@Zkaletus Hmm, Siege of Orgrimmar, no warrior, that is an interesting idea. At 14 bosses it's a little on the short end, but not terribly short, though I'll have to do some rearranging considering that the raid has 4 wings - Vale, Gates, Underhold, and Downfall - instead of 5 but I'm sure I could make something work. Though I do already have an idea for another adventure, but just give it a little time to get ready.
The time has come. After a long and brutal slog the Argent Dawn and Ebon Blade knock at the Lich King's doorstep. There is nowhere for him to run from his crimes and nowhere to hide from the champions of justice gathering at his gates. But the most dangerous animal is the one backed into a corner. A vast army would serve only to bolster the Lich King's forces and, in a war of attrition, you can never prevail. It falls to you to pierce a line straight to the heart of the Scourge and end their menace once and for all. Past the defenses, and up the spire. From there you must disable the magical protections guarding the Frozen Throne, before finally meeting the Lich King himself in single combat atop Icecrown Glacier.
Once you select the Fall of the Lich King, you are greeted by the big man himself - literally, Tirion is tall - in charge of operations.
Wing One: The Lower Spire
Boss One: Lord Marrowgar
This colossal bone wraith guards the entrance to the depths of Icecrown Citadel.
Lord Marrowgar's hero power stings quite a bit, but it's unreliable. His deck consists of quite a few of the Icecrown cards as well as, surprise surprise, Naxxramas cards like Sludge Belcher and such, focusing on taunts. In addition, he has two copies of:
Furthermore, Lord Marrowgar has one unique spell that, when he activates, remains active for the rest of the match. His signature...
Dialogue
Begin: This is the beginning, AND the end!
First time Marrowgar uses his Hero Power: Languish in damnation!
Bone Storm used: BOOOOOOOONNNNEEEEEE STOOOOORRRRRRMMMM!
Emote Response: More bones for the offering!
Defeated: I see... only darkness!
Reward
Do you think they noticed that?
For defeating Lord Marrowgar, players earn 2 Deathbound Ward cards.
Heroic Lord Marrowgar Changes
While his hero power is as unpredictable as ever, it's got much better mana efficiency now. Infinite times better actually.
There will be no freeing your raid members from the Bone Spikes this time. Oh and that 7 mana bone storm that doesn't go away?
Boss Two: Lady Deathwhisper
Every cult needs a good - ahem - charismatic leader.
More on what THAT hero power does later.
In addition to Shadow Bolts, Mind Control, Frostbolt and the likes, Lady Deathwhisper has a spell that, like Bone Storm, lasts forever.
So on turn 10, she will effectively have 10 armor at the start of her turn, and her cards cost armor instead.
Remember her Hero Power? It gives these minions +2/+2, plus a bonus effect. For the Adherents (Spell Damage), they go up to Spell Damage +2 and cannot be targeted by spells or hero abilities. For the Fanatics, they gain Windfury.
Dialogue
Begin: What is this disturbance?!
First time she uses her Hero Power: Take this blessing and show these intruders a taste of the master's power!
First time she uses Mind Control: You are weak, powerless to resist my will!
Emote Response: Do you yet grasp the futility of your actions?!
Defeated: All part of the master's plan! Your end is... inevitable!
Reward
Spider Cultist, Spider Cultist. Does whatever a Spider Cultist does...
For defeating Lady Deathwhisper, players earn 2 Deathspeaker High Priest cards.
Heroic Lady Deathwhisper Changes
In addition to being cheaper, her Hero Power now gives her cultists +4/+4 instead. The spell damage cultist has it buffed to Spell Damage +3 in addition to 'cannot be targeted by spells or hero abilities' and the other cultist gains Mega-Windfury instead of regular.
Oh, also, Mana Barrier is twice as good:
Boss Three: Gunship Battle
You board your gunship to fly up Icecrown Citadel but... what's that in the distance?!
At the start the player isn't 'versus' anyone.
Inkeeper: "(Hero) versus... nobody. Huh."
Then, the hero's gunship flies in and replaces them. Druid, Mage, Priest, and Paladin are Alliance. Hunter, Rogue, Warlock, Warrior, and Shaman are Horde.
Then the enemy gunship flies in, with the same hero power. Its cards consist of various GvG cards to blow up your ship, as well as...
Four ice wizards:
Sergeants:
And little dudes.
Dialogue
Begin: *Nobody to dialogue with!*
Enemy Arrives: Muradin/Saurfang inside the Gunship: This is not your battle, Horde/Alliance! Turn around or we'll be forced to blow you out of the skies!
First Ice Wizard: We're taking heavy damage! Get a sorcerer/battle-mage out here to shut down their weapons!
Emote Response: Fire all guns! FIRE! FIRE! / Kor'kron, ANNIHILATE THEM!
Defeated: Captain, get us out of here!
Reward
She's thinking of going on a diet.
For defeating the Gunship Battle, players earn 2 Spire Frost Wyrm cards.
Heroic Gunship Battle Changes
The absolute, one and ONLY difference, is that while the enemy Gunship's hero power remains 10 damage, the player's hero power is a mere:
That's it. Nothing else changes. What did you expect? It's the Gunship Battle.
Boss Four: Deathbringer Saurfang
Slain at the Wrathgate, Saurfang the Younger has returned to cleave down his enemies!
Whenever something on Saurfang's board deals damage, the 0/20 counter fills up by 1. Once Saurfang reaches 20 Blood Power, his hero power changes to:
He'll almost always use this on your hero, changing his hero power back, depleting his Blood Power, and providing him with A) Constant face damage and B) Constant Blood Power to make the next Mark come even faster. Plus, in addition to his aggro deck he has:
As well as a lot of his pets.
Dialogue
Begin: BY THE MIGHT OF THE LICH KING!
First Mark of the Fallen Champion: The ground runs red with your blood!
Saurfang plays his first Blood Beast: Feast, my minions!
Emote Response: I have become... DEATH!
Defeated: I... am... released.
Reward
'It's ice to meet new minions!' - Scourge Promotional Slogan
For defeating Deathbringer Saurfang, players earn 2 Scourge Transporter cards.
Heroic Deathbringer Saurfang Changes
While Mark of the Fallen Champion is unchanged, Saurfang now needs only half the Blood Power to cast it compared to normal mode.
Furthermore, his pets have bulked up.
Wing Reward
Your cards will find no redemption here!
For clearing the Lower Spire, players earn one Deathbringer Saurfang.
Class Challenges
For the first Class Challenge, warlocks go head to head with Lady Deathwhisper to earn two copies of Shadowburn.
Oh yeah! Feel the burn!
After that, paladins face off against Deathbringer Saurfang to earn two:
All men are free to choose their own decks, no matter how terrible they may be.
That is the first wing of my Icecrown Citadel custom adventure. Like always, please do leave a reply regarding the boss fights, the dialogue, and the cards. It means a lot. I'm a bit peeved at how short Icecrown Citadel is - 12 bosses compared to Naxx's 15 or BRM's 17, or my Ulduar's 18 and my Karazhan's 16 - but I'll try to make something happen regardless.
Neat!
Lots of interesting cards in here, I like where it's going.
As with all your adventures, i love what you're doing. This is shaping up to be even better than karazhan.
Lets see... Deathbound Warden seems solid for its cost. High Priest is... weird, but I could see decks built around it. Spire frost wyrm, again, is solid for its cost - it and the warden would be killer in arena.
Scourge Transporter... interesting, but same problem as alarm-o-bot: no attack and can be killed easily. Yeah, you get a mininon at the end of the turn, but... I dunno. bit expensive for my tastes, personally. By the way, why not "at the end of your turn"? a tad less wordy than "at the start of your opponent's turn".
Legendary seems very strong, and yet relatively balanced for its cost, considering it has less health than yeti. Not bad. As for Shadowburn and Freedom, They seem like decent utility cards - Maybe put Shadow down to 2, but that's just my opinion.
I'd say you're improving with general design of player-used cards. Nice job.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
@WarothDraath and UltraNoodle Thanks!
@ Zkaletus Glad you like it! Happy to hear my player-used cards are improving, that's the tricky part for me since I don't actually play much Hearthstone. The reason for the wordy design on Scourge Transporter is because if it was 'at the end of your turn' then it summons it, then it thaws out at the start of your next turn when it'd be able to attack anyway. With it being at the opponent's turn it's a delay, which I figured would be a suitable price for getting potentially Molten Giants and King Krushes and Mal'ganises (Mal'gani?) at each turn.
Wing Two: The Plagueworks
Boss One: Rotface
The mad alchemist Putricide has been very busy.
Which summons:
If there are 2 Little Oozes on the same side, both are destroyed to summon a Big Ooze.
If there are Little Oozes on its side, this basically just eats them right away, just as it did in the Rotface boss fight.
In addition to the oozes and lots of Echoing Ooze, Sludge Belchers and the like, Rotface has the spell:
Also, he has one special Legendary.
Who summons:
Dialogue
Begin: WEEEE! Hahaha!
First time Rotface uses his Hero Power: Icky sticky!
Second time Rotface kills a Minion: I brokes-ded it.
Precious is killed: What? Precious? Noooooooo!
Emote Response: Daddy make toys out of you!
Defeated: Bad news daddy.
Reward
The stench makes him impossible to ignore.
For defeating Rotface, players earn 2 Decaying Colossus cards.
Heroic Rotface Changes
The slimes he summons are now twice as strong.
In addition, at the start of Rotface's turn 2, 4, 6, etc Professor Putricide shows up to cast Vile Gas on your stuff. You'll see Vile Gas described in the Festergut section.
I had also forgotten to mention this in Wing One, but when you attempt to play Alexstrasza on Heroic, the Lich King destroys her, saying:
Boss Two: Festergut
He likes to play around in Blight puddles.
This is the Vile Gas used by Professor Putricide in the Heroic Rotface encounter.
At the start, the entire board is covered in noxious orange gas. It doesn't do anything itself, but...
Festergut has quite a few Inhale Blight cards, which reduces the density of the orange fog until the explosion fills it back up. Also, like Rotface, he has a pet to go along with his defensive deck.
Dialogue
Begin: Fun time!
Festergut uses his Hero Power the first time: *Farts*
First time Inhale Blight triggers the Explosion: I not feel so good... *Vomits*
Stinky Dies: NOOOO! You kill Stinky! You pay!
Emote Response: Fun time over!
Defeated: Da... Daddy...
Reward
He has a PhD in Plagueology. Got it from Naxxramas before the... incident.
For defeating Festergut, players earn 2 Plague Scientist cards.
Heroic Festergut Changes
There isn't much that changes about Festergut himself, he's just a lot meaner. However, at the same rate as Heroic Rotface, sometimes Professor Putricide will intervene. In Festergut's case, it involves casting Malleable Goo. More on that spell later.
Boss Three: Professor Putricide
The mad scientist in charge of them all. The mad leading the mad.
The Ooze is:
And the Gas Cloud is:
In addition, he has a special spell, the same one used in Heroic Festergut:
In addition, the player starts with an extra minion on their board to help make things a bit easier.
This goes on normally, until Professor Putricide reaches 30 Health. Then he kills the Mutated Abomination and transforms into:
He won't actually heal up to 60, though. That'd be a bit silly.
His hero power then swaps to:
Finish him off quick before Mutated Plague kills all your stuff.
Dialogue
Begin: Good news everyone! I think I've perfected a plague that will destroy all life on Azeroth!
First time Putricide uses his Hero Power: That was unexpected!
Emote Response: Hmm, interesting.
Professor Putricide Transforms: Great news everyone! nrrRRRAAAARGH!
Defeated: Bad news, everyone! I don't think I'm going to make it!
Reward
He's thinking of opening up a restaurant in the Grizzly Hills.
For defeating Professor Putricide, players earn 2 Flesh Eating Insect cards.
Heroic Professor Putricide Changes
In case you forgot, here they are.
Not much else changes in the regular part, but when Professor Putricide hits 45 Health he transforms into:
With the hero power:
Wing Reward
Good news, everyone! I've come back to life as a card!
For clearing the Plagueworks, players earn one Professor Putricide.
Class Challenges
Shamans go up against Rotface to secure two copies of:
She likes to put on electricity shows at the Barrens Museum of Science.
Druids challenge Festergut for two:
Only slightly better than coffee in the morning.
And that is the end of my second wing in Icecrown and the... last decently sized wing. The others are just puny. At any rate, please do leave reply, means a lot!
All right, lets see, wing 2... Decaying Colossus is rather nice, though i can hear druid of the claw crying in the background. Plague sci, i really like. Really cool. Flesh eating insect... Don't get me wrong, it's strong, but do we really need a reverse BGH? Putricide, well, he could just plain be the new Dr Balance. Seer's interesting, i must admit, and Rejuvination, while weak, may have its uses. Overall, well done. At this rate, i wont have much to criticize!
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Wing Three: The Crimson Hall
Boss One: The Blood Prince Council
It was all merely a setback.
Prince Valanar also starts with 2 other minions. His hero has a large red glow on it, which reaches red tendrils to the other two Princes.
At the end of each of the Princes' turns, they cycle the Prince currently the hero out, put him on the right, and put the leftmost Prince in the hero's spot, conserving health. If Valanar is brought down to 25 health, then Taldaram switches in, Taldaram will start with 25/30 health. The encounter ends when one of the Princes dies.
They also all have their own unique hero powers.
Which summons:
And Keleseth:
And that, on top of their mid-game range deck they play.
Dialogue
Whichever Prince is currently the hero will be the one who speaks.
Begin: Valanar: Naxxanar was merely a setback!
First time a Prince switches in: Valanar: With the power of the orb, Valanar will have his vengeance!
Taldaram: Tremble before Taldaram, for the power of the orb flows through me!
Keleseth: Such wondrous power! The Darkfallen Orb has made me INVINCIBLE!
The Princes Win: Valanar: Dinner... is served.
Taldaram: Beg for mercy!
Keleseth: Were you ever a threat?
Emote Response:: Valanar: Do you see NOW the power of the Darkfallen?
Taldaram: Delight in the pain!
Keleseth: Blood will flow!
Defeated: Valanar: ...why...?
Taldaram: *Taldaram gurgles and dies*
Keleseth: My queen... they come!
Reward
She actually can't see that well at night.
For defeating the Blood Prince Council, players earn 2 Darkfallen Archmage cards.
Heroic The Blood Prince Council Changes
Pretty much all of their stuff has gotten nastier:
In addition, the Blood Princes gain one extra spell that they get to cast...
Boss Two: Blood Queen Lana'thel
The queen of the Darkfallen, Lana'thel perfectly embodies their nature.
Essence of the Blood Queen gives that minion +3/+3, and they heal for the damage they deal. In addition, they gain Deathrattle: Apply Essence of the Blood Queen to adjacent minions.
Once Lana'thel uses her Vampiric Bite, her hero power changes to:
However if at any point Essence of the Blood Queen ceases to exist, her hero power switches back to Vampiric Bite.
She has a fair amount of taunts to protect her, plus a lot of some VERY punishing spells.
Dialogue
Begin: You have made an... unwise... decision.
First Vampiric Bite: Just a taste...
First time Blood Mirror is cast: Can you handle this?
First Shroud of Sorrow: Here it comes. Hmmhahaha.
Emote Response: Suffer!
Blood Queen Lana'thel has Lethal: Really? Is that all you've got?
Defeated: But... we were all getting along... so well.
Reward
Weekends at ten he hosts parties. All the blood is type O so get there early.
For defeating Blood Queen Lana'thel, players earn 2 Darkfallen Noble cards.
Heroic Blood Queen Lana'thel Changes
Her abilities and deck all remain the same, HOWEVER Essence of the Blood Queen is now only +2/+1, instead of +3/+3.
Wing Reward
She really, REALLY hates Worgen.
For clearing the Crimson Hall, players earn one Blood Queen Lana'thel.
Class Challenges
Rogues challenge none other than the Blood Princes for 2 Darkfallen Tactician cards.
You can('t) trust him not to stab you in the back.
Meanwhile, Hunters set their sights on Blood Queen Lana'thel for 2:
He's come to Icecrown all the way from Sholazar just for this opportunity.
And that concludes wing three, a little over halfway through Icecrown CItadel's wings and... three quarters of the way through its bosses. Have I mentioned that I'm upset about the lack of bosses? I'm upset about it.
Looks awesome!
only those with Straw in their heads fear the Spark of Truth
Bit of a short wing 3, innit? But then, that's just the raid.
Anyways, lets see... Darkmage seems solid, though it's no loatheb - then again, it's not a legendary, either. Darkfallen noble is somewhat terrifying, yet admittedly balanced. A bit slow, though, but that's just the nature of the card. Blood Queen... a very interesting drawback card. All we need now is a 5-drop drawback legendary, and we'll have a tempo nightmare. (Milhouse 2, Mukla 3, Blood queen 4, ??? 5, Beast 6)
Tactician... Okay, i suppose. Kind of bad considering the mana cost and what it takes for the combo, but I could see uses, especially with the coin. Nesingwary scout's not too good, in all honesty - it largely depends on what minions your opponent plays. Without a low-attack/health minion to taunt, it could seriously screw you over.
Overall, not bad, but not great either.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Wing Four: The Frostwing Halls
Boss One: Valithria Dreamwalker
The Scourge is trying to make a good dragon evil!
Multiple instances of Suppression do not stack.
Players start the game with Valithria Dreamwalker on their board and, much like in WoW, they have to heal her for her to unleash a new brand of hell on the board. The Scourge Forces are constantly immune, so you have no choice.
Valithria starts at 50 health. I know what you're thinking, but if you use Tree of Life or similar effects, the Lich King cancels the effect and says:
And due to her insane mana cost, returning her to deck and playing her isn't an option either.
Valithria and Suppression aren't the only gimmicks. In addition to their reward card, the Scourge Forces have:
As well as:
Dialogue
Begin: Hero, lend me your aid! You must heal my wounds!
First time she reaches 25 Health: I will not last much longer!
First time she reaches 75 Health: My strength is returning! Press on, hero!
Emote Response: Help me...
Valithria is Fully Healed: I am renewed! Ysera grant me the favor to lay these foul creatures to rest!
Reward
Far preferable to Prideful Abomination, or even Lustful Abomination.
For freeing Valithria Dreamwalker, players earn 2 Gluttonous Abomination cards.
Heroic Valithria Dreamwalker Changes
Suppression now will constantly be cast, so you'll need to soak it up with a small heal before actually healing Valithria.
Valithria has the same amount of health, but she now starts at 30 health as opposed to 50. Plus, the special minions are quite tougher.
Boss Two: Sindragosa
The penultimate boss of an adventure is a frost wyrm. Where have we seen this before...
Sindragosa, not surprisingly, plays dragon cards, including Spire Frost Wyrm, and both frost and arcane spells, even Unstable Portal. But she has special tricks, not surprisingly.
So... watch those Pyroblasts and Mind Controls.
Also, whenever she gets the chance she'll play:
Which you need to counter:
On top of constant Frost Aura damage. But, when Sindragosa reaches 15 Health, you don't have to worry about Frost Aura any longer...
So now, your stuff is going to take more damage the longer it's been on the field. It's not just Mystic Buffet it amplifies, too. Arcane Explosion, Ice Lance...
Dialogue
Begin: You are a fool to come to this place!
First Frost Aura: Can you feel the cold hand of death, UPON YOUR HEART?!
First Unstable Magic Triggers: Suffer, mortals! As your pathetic magic BETRAAYS YOU!
Emote Response: None shall survive!
Hero power changes to Mystic Buffet: Now, feel my master's limitless power and despair!
Defeated: Free... at last...
Reward
They know the real meaning of the phrase 'biting cold'.
For defeating Sindragosa, players earn 2 Frostwarden Handler cards.
Heroic Sindragosa Changes
Frost Aura is now a guaranteed freeze on anything strong enough.
Unstable Magic? It's now a LOT worse.
Ice Tomb remains unchanged, but Frost Bomb...
You're going to need to put out some sacrifice for it.
Furthermore, instead of 15 HP, Sindragosa switches to Mystic Buffet at 22 Health.
Wing Reward
FEEL MY MASTER'S LIMITLESS POWER, AND THIS PEAR!
For clearing the Frostwing Halls, players earn one Sindragosa.
Class Challenges
Priests will challenge the scourge forces holding Valithria captive, in return for 2:
The hiiills are alliiiive with the sound of muuuusic!
Mages have to challenge none other than Sindragosa for two copies of:
He'll wake up sixty years in the future, to all sorts of new technological advances.
Alright, that is the second to last wing completed. Like always, please do leave a reply. See you next time.
Wing Five: The Frozen Throne
Boss One: The Lich King
Good luck.
Raise Dead has one of three possibilities. More on those in a moment.
Going into the battle with the Lich King, players cannot use a deck with Tirion Fordring in it. Furthermore, abilities that could get them Tirion, like Unstable Portal or Sneed's, will invisibly be forbidden from summoning him. However, the player starts with Tirion on the board... but before anything can happen the Lich King hits him with what looks like an Ice Lance.
As a result, Tirion is permanently frozen, his Attack reduced to 1, and is actually knocked off the side of the board and lands in the background.
The Lich King, obviously, starts with his signature weapon equipped.
You can't Acidic Swamp Ooze it, you can't Bloodsail Corsair it, you can't replace it with Blingtron 3000. You're stuck with Frostmourne.
One thing to note is that the Lich King's spells are centered on Frostmourne. If he casts Frostbolt, the ice swirls on Frostmourne before being launched, not on his hero. The Coin makes Frostmourne glow, etc.
The three options for Raise Dead, now are:
One) Three arcs of purple lightning shoot from Frostmourne into the board and summon three:
Two) From off the board, two Val'kyr leap into the battlefield.
Three) Souls flow out of Frostmourne and out of the board, but three of them arc down into the board to summon three:
In addition to those, the Lich King has a deck filled with all sorts of frost and shadow spells, plus:
And of course, who could forget the worst fire to ever stand in:
Do not stand in the Defile.
Also it is important to note, if you play Kel'thuzad, or any of the other Icecrown legendaries, the Lich King will actually steal them from you.
Once you manage to bring the Lich King down to 40 Health, he'll change his hero power.
As well as summon - forcibly clearing space in his board if he has to - three Raging Spirits.
As long as the Raging Spirits are up, you'll also be treated to the visual effect of ice and snow snaking along the board.
Once the Raging Spirits are down, the Lich King's hero power changes back to Raise Dead, and you continue.
He will not be able to fall below 20 Health. If you bring him to 21 Health, then smack him with Deathwing, he'll go to 20. And once at 20 Health, on his turn he gains the card:
Legendary spell, yep. Its animation of a blue explosion washing out from Frostmourne takes a while, so you have time to read its text. This begins the Lich King Roleplay. At its conclusion, you will have:
Your hero back with full health.
An empty deck, but you don't draw, so no fatigue.
A 1-Attack Tirion Fordring.
The Lich King will have Frostmourne broken, his own board, deck - he won't fatigue either - and hand cleared by souls streaming from where Frostmourne was.
One Terenas Menethil
Constant Vengeful Spirits that renew their supply at the start of your turn.
The Lich King's hero power changes to:
But it doesn't do much good, since you constantly get more Vengeful Spirits.
Finish off the Lich King at your leisure.
Dialogue
Begin: Your anguished cries will be testament to my unbridled power.
Druid Response: You must do nothing but die.
Hunter Response: Do you wonder, who is hunting who?
Alleria Response: The Windrunners are ever a thorn.
Mage Response: There will be no escape this time, Jaina.
Medivh Response: The rules of games are made to be broken.
Paladin Response: Uther, you could never challenge me before. You seek to try now?
Priest Response: The Light will abandon you, just as it did to me.
Rogue Response: You are not the one with an army. Watch your back, insect.
Shaman Response: Doom hammer indeed.
Warlock Response: We'll see about that.
Warrior Response: Let me consider those options carefully.
Muradin Response: I should have finished the job years ago.
Player's First Turn: Tirion: So be it. Champion, ATTACK!
The Lich King: *knocks Tirion aside* I'll keep you alive to witness to end, Fordring.
First Val'kyr summoned: Val'kyr, your master calls!
First Harvest: Frostmourne hungers!
The Lich King switches to Remorseless Winter: I will freeze you from within until all that remains is an icy husk!
Stealing an undead Legendary: No, no no. You serve ME.
Emote Response - Thanks: You've nothing to be thankful for.
Emote Response - Well Played: Is there anything else I could do?
Emote Response - Greetings: Oh yes, greetings indeed. I've been looking forward to this.
Emote Response - Sorry: I do not need your pity.
Emote Response - Oops: You are mortal, living. Feeble.
Emote Response - Threaten: Said the lamb to the lion.
The Lich King has Lethal: Hope... wanes!
The Lich King Wins: The end has come!
Fury of Frostmourne: Face now, your tragic end!
The Lich King Roleplay: No questions remain unanswered, no doubts linger! You are Azeroth's greatest champion.
You overcame every challenge I laid before you. My mightiest servants have fallen before your relentless onslaught.
Your unbridled fury. Is it truly righteousness that drives you? I wonder.
You trained them well, Fordring. You delivered the greatest fighting deck this world has ever known...
... right into my hands. Exactly as I intended. You shall be rewarded for your unwitting sacrifice.
*Necrotic lightning channels from Frostmourne into the player's crater*
Watch now as I raise them from the dead, to become a master of the Scourge!
They will shroud this world in chaos and destruction. Azeroth's fall will come at their hands.
... and you will be the first to die. *The Lich King laughs* I delight in the irony.
*A brief pause*
*off the board, Tirion begins to glow* Tirion: Light, grant me one final blessing. Give me the strength to shatter these bonds!
*Holy Nova explodes from Tirion, unfreezing him. He rises and attacks Frostmourne, landing on the player's board*
*Frostmourne cracks and shatters, leaving a crater as though it were a player dying* The Lich King: Impossible...
*Souls flood out from Frostmourne, clearing the Lich King's board, his hand, his deck, and his mana crystals. They flow under his hero portrait and rattle it around. They continue to flow constantly*
Tirion: No more, Arthas! No more lives will be consumed by your hatred!
*One soul strikes the player's board and becomes Terenas. More join, becoming Vengeful Spirits* Terenas: Free, at last! It is over, my son. This is the moment of reckoning!
*Terenas appears to cast Resurrect* Terenas: Rise up, champion of the Light! *The player's crater mends and their hero returns with full health*
Emote Response while Helpless: Impossible...
The Lich King falls below 20 Health the first time: Now I stand, the lion before the lambs, and they do not fear.
The Lich King falls below 12 Health the first time: They cannot fear.
The Lich King falls below 4 Health the first time: Tirion: The Lich King! Must! FALL!
Defeated: *pained grunts, followed by a long gasp*
Reward
Not to be confused with puny, Level 8 zombies in Tirisfal Glades.
For ending the Scourge menace, and striking down the Lich King upon the very land he calls his own, players earn 2 Shambling Horror cards.
Heroic The Lich King Changes
The Val'kyr that Raise Dead summons are slightly meaner:
Defile is now harder not to stand in:
In addition, Harvest Soul got a bit of a buff. It costs more, though.
And lastly, when the Lich King activates Remorseless Winter - at 50 Health instead of 40 - and summons Raging Spirits, he summons four instead of three.
He still uses Fury of Frostmourne at 20 Health.
Wing Reward
I have skulls ON MY KNEECAPS! THIS IS NOT OKAY!
For clearing the Frozen Throne, players earn one Lich King.
Class Challenges
There is only one class challenge here, which is for Warriors to go toe to toe with the Lich King in exchange for ONE copy of:
Shadowmourne is a weapon with runes, made by an undead for their champion, which steals the souls of its victims and hey this sounds familiar...
I was really torn on giving a Legendary Weapon only to Warriors, but I was in a tough spot. You pretty much have to include Shadowmourne in Icecrown, but I obviously couldn't make it a weapon for every class. A warlock, or a mage with Shadowmourne, can you imagine? There is no Death Knight class, otherwise they'd get Shadowmourne, and for lore/thematic reasons I didn't want to give it to Paladins, so Warrior is all that was left. They've already got a ton of axes, what's one more?
Wrapping up Icecrown Citadel
You've done what many deemed impossible. You marched upon Icecrown Citadel and challenged the Lich King to a duel on his own territory, and prevailed. The only price is a sacrifice that nobody shall ever know happe -
... God damn it, Tirion.
That concludes my Icecrown Citadel adventure. Of course, I will be making more, since I fucking love making these things, and I hope you all love reading them. I also love replies ;-). As for what the next will be, well, you'll find out in due time.
Damn, the Lich King himself seems like a cool encounter. Not to mention the card (and possibly the boss) is OP.
Truly a final battle worthy of epic song and praise. Undoubtedly one of the most epic card game final bosses i've ever seen - perhaps even more so than your Algalon and Yogg-Saron fights.
Of course, Lich King and Shadowmourne are phenomenal cards - overpowered, even, but fuck it, it's the lich king. Shambling seems a touch weak, but it's still quite nasty.
Also, can i make a suggestion for the next adventure, unless you already have one planned? Seige of Orgrimmar. You can't use the warrior class in the entire adventure, and at the final battle you face Garrosh himself, who runs a classic control deck until he hits 30 health, where he evolves into his Sha-Corrupted form. Just a suggestion.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
@Hackergrad Thanks!
@Zkaletus Hmm, Siege of Orgrimmar, no warrior, that is an interesting idea. At 14 bosses it's a little on the short end, but not terribly short, though I'll have to do some rearranging considering that the raid has 4 wings - Vale, Gates, Underhold, and Downfall - instead of 5 but I'm sure I could make something work. Though I do already have an idea for another adventure, but just give it a little time to get ready.
Hey, it seems like you come out with these things a wing a day - that's incredible. Take all the time you need man.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
I think it would be fun if you did a Tempest Keep adventure. I think you could make an awesome Kael'thas fight.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure