Millennia ago, the Naaru rescued the Draenei from the grip of Sargeras with the Tempest Keep, a fleet of interdimensional ships of great power. Now, Prince Kael'thas Sunstrider holds dominions over the halls. He has made a deal with the devil and betrayed him for demons, working tirelessly to further his goals in the name of his people, even as his goals imperil the Blood Elves. Kael'thas must be stopped before he goes too far, but it will not be easy. Your task is to shut down the ongoing research in the Mechanar and Botanica, then regain control over the Arcatraz, before storming the eye of Tempest Keep itself. But be warned: Kael'thas Sunstrider is not known as the Sun King for nothing.
When players select Taking Back Tempest Keep, they are immediately greeted by Kael'thas himself.
: What's this? An interloper?
: How droll. You can't stop me. You will not. I have come too far... and you will not interfere.
Wing One: The Mechanar
: Welcome to the Mechanar, interloper. It is here that we harvest the manacells of the Naaru for our own purposes.
: Now die.
Boss One: Mechano-Lord Capacitus
He's a giant robot, but don't tell him that!
: It takes great precision and power to harvest the tools of the Naaru. Observe.
Capacitus is constantly churning out Nether Flares to harass the player. What are they? They're this:
In addition to that and his late-game deck, Capacitus has a special spell of his own:
As well as a special effect you may remember from Naxxramas...
That's not all, though. Capacitus has two unique legendaries, both of them demons.
For defeating Nethermancer Sepethrea, players earn 2 Sunseeker Astromage cards.
Heroic Nethermancer Sepethrea Changes
Not only is her hero power cheaper, but it summons TWO Raging Flames. These can add up very, very fast, since she'll be spamming this from the beginning.
Boss Three: Pathaleon the Calculator
Pathaleon is the blood elf in charge of the Mechanar. Do what needs to be done.
: Pathaleon, transmit to the Eye all the data you have stored. Delay the interloper while I prepare a surprise for them.
Moar summoning! This time, he summons his signature Nether Wraiths.
: A tragic loss, but it will not be in vain. I still hold access to the rest of Tempest Keep.
Reward
He just wants a hug, but everything he touches dies!
For defeating Pathaleon the Calculator, players earn 2 Tempest-Forge Destroyer cards.
Heroic Pathaleon the Calculator Changes
Hey, remember that theme we have in the Mechanar? Well now it's TWICE as powerful! This actually wasn't intentional, but the bosses just sorta... developed this way in the Mechanar.
Wing Reward
He's not much fun once you press his buttons.
For clearing the Mechanar, players earn one Pathaleon the Calculator.
Class Challenges
First in the Mechanar, Shamans go up against Mechano-Lord Capacitus to secure two copies of:
The marketing team thought 'thunderstrike' was too forgettable.
After that, Paladins go up against Pathaleon the Calculator to get two of:
He was heartbroken when he learned what his prince was up to. Wouldn't come out of his room for days.
That concludes the first wing of my newest adventure. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the second wing of Tempest Keep.
Steward with a giant sword. Kael'thas has become a little militaristic.
For defeating Commander Sarannis, players earn 2 Bloodwarder Steward cards.
Heroic Commander Sarannis Changes
Sarannis, as is typical has more health than before. Her hero power doesn't hurt any more, but it costs nothing at all so you're going to have her constantly wailing on you.
Her minions also got beefed up:
Boss Two: High Botanist Freywinn
He didn't get the memo to evacuate. He's very busy.
: High Botanist, I said evacuate! Are you listening?!
Freywinn's hero power follows the same psuedo-random effect the Shaman hero power does, with its own four possible summons:
Of course, that's not all Freywinn's got. Anyone who ran Botanica will remember his little friends.
As well as a hefty amount of these non-beast Ironfur Grizzly cards, he also has druid spells, including:
: Enjoy cleaning out the experiments? In the meantime I've been preparing my defenses, interloper.
Reward
It just can't make up its mind!
For defeating Warp Splinter, players earn 2 Frayer cards.
Heroic Warp Splinter Changes
As a result of this upgraded hero power, flooding the board with 7 minions results in 24 damage split among your side.
Most of his abilities are unchanged, but Call of the Ancient...
Before, he summoned 3 Saplings for a maximum of 6 Health restored, or 20% of his health. Now he summons 6 for a maximum of 12 Heath restored, or a little over 25% of his increased health.
Laj, too, got stronger.
Wing Reward
He's the senile old grandpa of plants.
For clearing the Botanica, players earn one Warp Splinter.
Class Challenges
First, Warriors challenge Commander Sarannis for two special banners:
You fiend! Those colors don't go together at all!
After this, Druids challenge the Warp Splinter in exchange for 2:
Breathe in, breathe out. Go to your happy place.
That concludes the second wing of Tempest Keep. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the third wing of Tempest Keep.
I'm thinking of making a Hellfire Citadel, probably connecting it's lore to Mt. Hyjal and Murozond's infinite stuff for the first tier, much like what they did when messing the lore of the Blackrock Mountain. The raid itself doesn't have enough bosses :/ (13, 1 less from Naxx, not good enough) and it'd be cooler with 16 bosses, 4 of them from Mt Hyjal (one already being Archimonde). The issue is, it's the newest raid so theres pretty much no artwork for any of the bosses, and there are a lot of demon stuff going on so it kind of limits the non-boss cards.
BTW, nice work! Just forgot the topic while talking about my ideas lol! And some of the rewards doesn't have a rarity crystal, just wanted to point it out :P
I'm thinking of making a Hellfire Citadel, probably connecting it's lore to Mt. Hyjal and Murozond's infinite stuff for the first tier, much like what they did when messing the lore of the Blackrock Mountain. The raid itself doesn't have enough bosses :/ (13, 1 less from Naxx, not good enough) and it'd be cooler with 16 bosses, 4 of them from Mt Hyjal (one already being Archimonde). The issue is, it's the newest raid so theres pretty much no artwork for any of the bosses, and there are a lot of demon stuff going on so it kind of limits the non-boss cards.
What do you mean "Doesn't have enough bosses"?Doesn't Hellfire Citadel have enough bosses for 4 full wings?(It's not 5 but whoopty-do),i guess Mt. Hyjal is technically in the same place so it works :P
As for the art,doesn't really matter,alot of raid bosses don't have art in general,just use character models,the card picture in custom adventures is just a placeholder,if Blizz ever made the said raid an adventure,they'd draw their own art.
Yeah but 4 wings, I'm thinking of a regular adventure with 5 wings. Not smaller nor bigger.
As for Mt. Hyjal, I personally don't like the raid itself because there was no reason or lore behind the raid. You just go back in time for some battle that we already won before. So for Mt. Hyjal, I'd say it'd require a bit of tweaking. So you're on Dreanor, a different, alternate timeline, and you're raiding Hellfire with Yrel, Durotan, Khadgar and others. And then stuff happens and you alone got trapped in a different timeline by Murozond (Nozdormu's evil future version), you have to defeat some bosses, Archimonde and then Murozond.
First wing is over, you go back to Draenor alternate timeline from Murozond's alternate timeline (such alternate, much timeline) and then here we are in the Hellfire Citadel, everything else is connected to the real raid.
Only thing that holds me back from starting to do this is that double alternate timeline-ception thing will be infinitely confusing and unrelated to the real Hellfire Citadel raid.
13 bosses is actually a good amount but it gets out-bossed by Naxxramas :/ Anyway, that makes much more sense than a completely fan-made non-canon "getting trapped in an alternate timeline while fighting in an another alternate timeline" thing. Guess I'll just not make a Mt. Hyjal wing :P Thank you for helping out!
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Your friends will abandon you...Your heart will explode...
Only, after a short dialogue between him and Mellichar, Millhouse jumps onto your side with no battlecry downside.
The third Naaru Cell he breaks open has:
The fourth Naaru Cell contains a dragon:
The fifth and final Naaru Cell, when broken, reveals the mastermind behind the Arcatraz's collapse:
After a short dialogue, Skyriss will blast Mellichar's immunity away and instantly one-shot his 30 Health. Then he will rise up, spin into a hero like Jaraxxus, and take his place.
They buff his hero power because... well, what if you have Deathwing? Skyriss has to cover his bases.
Dialogue
Begin: I knew the prince would be angry, but I had to let them out! The Great One speaks to me, you see...
Emote Response: I... I have not been myself...
First Naaru Cell Broken: The Naaru kept some of the most dangerous beings in existence in these cells. Let me introduce you to another...
Second Naaru Cell Broken: What's this? A lowly gnome? I will do better, o' Great One.
Millhouse: Lowly? I don't care who you are friend, nobody refers to the mighty Millhouse Manastorm as lowly! *Millhouse joins the player*
Third Naaru Cell Broken: Anarchy! Bedlam! Oh you are so wise.
Fourth Naaru Cell Broken: One final cell remains. Yes o' Great One, right away!
Harbinger Skyriss Released: Welcome o' Great One. I am your humble servant.
Skyriss Dialogue
Freed: It is a small matter to control the minds of the weak. I bear witness to powers untouched by time and unmoved by fate! *Skyriss removes Mellichar's immunity and kills him, taking his place*
: So, one of the prisoners mind controlled Mellichar. A pity.
: Now come, interloper. I am ready.
Reward
He can talk and eat at the same time! Fear him.
For defeating Harbinger Skyriss, players earn 2 Unchained Doombringer cards.
Heroic Warden Mellichar Changes
Warden Mellichar himself is unchanged. He's still immune, and he'll still free a prisoner once each turn before Skyriss obliterates him.
The minions he frees, however...
The first one, instead of an imp, is:
The second one is still Millhouse, and Millhouse will still help you.
The third one, instead of the flamewalker, is:
The fourth one, instead of a black drakonid, is:
And lastly, when he frees Skyriss:
Skyriss's hero power is upgraded to:
Skyriss's deck and Illusions remain unchanged.
Wing Reward
He's got a massive leg cramp after being locked up. In all eight of his legs. Ouch.
For clearing the Arcatraz, players earn one Harbinger Skyriss.
Class Challenges
Warlocks challenge Dalliah the Doomsayer for 2 copies of:
If your soul has the consistency of glass, go see a church.
Following that, Priests challenge Harbinger Skyriss for 2 of the card:
Hurts like you wouldn't believe.
That concludes the third wing of Tempest Keep, little over halfway done with this one. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the fourth wing of Tempest Keep.
: I should have known better than to trust the Legion's schematics.
Reward
He's on parole after raiding a jewelry store.
For defeating Void Reaver, players earn 2 Crystalcore Sentinel cards.
Heroic Void Reaver Changes
Void Reaver's hero power is now MUCH meaner. First it silences up to 3 minions, then the original target is killed after the Silence.
To make matters worse, Pounding is now much more effective:
Boss Two: High Astromancer Solarian
She studies stars for work. Living the dream.
: High Astromancer, show me what you've learned.
The minion affected by Wrath technically dies, but no deathrattles will trigger or anything of the like. Avenge doesn't notice it, the minion simply... ceases to exist.
Solarian's deck consists of a high amount of Arcane Missiles and Arcane Intellects to get more missiles. But mixed in are her priest minions:
In addition, once Solarian reaches 15 Health she transforms from her normal self into:
: So... this is how it well be. Very well, interloper. I will end your intrusion myself. Come face me.
Reward
She doesn't quite have her degree yet, but she's close!
For defeating High Astromancer Solarian, players earn 2 Apprentice Star Scryer cards.
Heroic High Astromancer Solarian Changes
Wrath of the Astromancer remains as painful as before, however this time it's free, so she can keep clearing your minions whenever she feels like it.
Her minions are tougher as well:
Furthermore, she will transform at 25 Health instead of 15:
Though her new hero power is still:
Boss Three: Al'ar the Phoenix God
Kael'thas's pet. He has his own birdbath and everything.
: Now face - wait where are you going? Why are you headed to Al'ar's chamber?
Al'ar has, surprise surprise, a great many fire spells. Fireball, Flamestrike, and Pyroblast, in addition to a fairly balanced curve of Tempest minions. Oh, and birds, he's got birds:
Once you destroy Al'ar, his portrait explodes, leaving a crater. But then fire begins to glow through cracks in the crater, and with a massive explosion Al'ar returns with full Health, also dealing 1 damage to all enemies.
Round 2:
Al'ar's deck is unchanged, but in his reincarnated form his hero power becomes:
Al'ar will rise from his portrait and spin into a giant meteor in a flashy animation. He'll crash into a minion for 5 damage, then reincarnate - without healing - to deal 1 damage to all enemies before flying back to his portrait.
Defeat Al'ar a second time to put him down for good.
She hopes Kael'thas will give her a phoenix of her own one day.
For defeating Al'ar, players earn 2 Tempest Falconer cards.
Heroic Al'ar the Phoenix God Changes
Flame Quills is now quite hurtful, and to put Al'ar down you'll need to go through a total of 90 Health!
The embers falling from Al'ar are twice as strong, though they DO still hurt Al'ar!
And when you enter round 2:
On the surface this doesn't change much, BUT Al'ar's Reincarnations now deal 2 damage to all enemies instead of 1, and in addition to the 5 damage Meteor does directly, it also summons an Ember for Al'ar.
Wing Reward
Birdwatchers beware.
For clearing the Eye, players earn one Al'ar.
Class Challenges
First of all, Rogues challenge High Astromancer Solarian for two copies of the spell:
Here, take this package. It's... a present!
After that, Hunters try and shoot down Al'ar for 2:
Don't tell them, but dragonhawk blood makes for a strong drink.
That concludes the fourth wing of Tempest Keep, only one more to go! Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the fifth and final wing of Tempest Keep.
: You come into my home. You slay my servants. You destroy all my hard work. You callously murder an innocent animal.
Boss One: The Forces of Kael'thas
Before he'll fight you, Kael'thas intends to soften you up!
: You're going to pay. Here, and now.
This hero power doesn't actually DO anything, and Kael'thas himself is completely immune. He neither draws nor plays any cards. Instead, the player has to destroy the forces of Kael'thas in order to fight him. Kael'thas starts with 4 minions on the board, all of them Immune.
Luckily for you, none of these minions can attack so long as they're immune. On Kael'thas's first turn, after a short bit of dialogue, Thaladred the Darkener will become vulnerable and begin attacking.
After Thaladred dies, Lord Sanguinar loses his immunity and attacks.
And once he's down, it's Capernian's turn:
'Attacks count as spells' means she benefits from Spell Damage - not that there is any - and she isn't damaged by trading. Though she CAN still attack things with 'Can not be targeted by spells or hero powers'. And once Capernian's dead, the last of Kael'thas's advisors becomes vulnerable and attacks.
Once Telonicus has been killed, Kael'thas will appear to cast an arcane spell. This will clear his board, and fill it with 7 new minions:
The player has to destroy every last one of these weapons. Once they succeed at that, Kael'thas will appear to cast Resurrect. Then, all four of the advisors from earlier come back to life, without immune. Even if you'd killed them by transforming them and then killing them, all four advisors return as they originally were, but this time, together at the same time.
Once all four advisors are defeated a second time, Kael'thas WON'T lose immunity or shatter, but the player is victorious regardless.
Kael'thas resurrects all four advisors: Perhaps I underestimated you. It would be unfair to make you fight against all four advisors at once but... you've already shown no capacity for decency, I'm just returning the favor.
Defeated: Alas, sometimes one must take matters...
Reward
His hand's really more peach colored than crimson.
For defeating the Forces of Kael'thas, players earn 2 Crimson Hand Battle Mage cards.
Heroic Forces of Kael'thas Changes
Kael'thas himself, obviously, doesn't change. The encounter stays as scripted as it was before, however this time all of the minions you face are quite a bit nastier.
First, the advisors all have +1/+1.
After the Advisors are taken out one at a time, Kael'thas still summons the weapons. This time though, they have +2 Health.
And after that, the advisors return together with the same +1/+1 buff.
Boss Two: Kael'thas Sunstrider
+ 25 Armor
He's called the Sun King for a reason...
: ... into one's own hands.
This hero power HURTS! 'As though attacking' means that Kael'thas will pick the target for each of the 3 Pyroblasts, however he has to select as though they were attacks. So, he can't target Stealth, he can target 'Can't be targeted by spells or hero powers' and he MUST target Taunt. You generally don't want to see him start using this often though, for obvious reasons.
In addition to that, Kael'thas has a unique secret, a sort of mash-up between Ice Barrier and Ice Block.
The fight continues as normal, however once Kael'thas's armor is broken for the first time, he blasts the End Turn button with a fireball, ending your turn. Then, after a bit of dialogue, he goes berserk. The Tempest Keep battleground is flattened, and all the interactive parts are shattered beyond use. Kael'thas's hero power changes from Pyroblasts to:
Whenever Kael'thas uses Gravity Lapse, every character besides Kael'thas will float up into the air. After a bit of meandering around, Kael'thas blasts an enemy minion with a shadowy laser, destroying it and adjacent minions. Characters then land, however minions are mixed up in their positions on each board. Which sucks for things like Flametongue Totem.
Finish off Kael'thas Sunstrider, and Wing Five will be cleared.
Dialogue
Begin: Balamore shanal!
Druid: Then you've come to the wrong place!
Mage: So Jaina, how'd that other prince work out for you?
Medivh: I've no words for you, monster.
Hunter: You'll hunt no more birds, I'll make sure of that.
Aleria: ... do you even know who you're talking to?
Paladin: The Light is nothing compared to the Sun.
For ending the mad schemes of Kael'thas Sunstrider and handing Tempest Keep back into Naaru control, players earn 2 Phoenix cards.
Heroic Kael'thas Sunstrider Changes
+ 35 Armor
I decided that Kael's hero power was nasty enough that it didn't need a buff; 30 damage on turn 10 and each turn afterwards? Yikes.
However, his Phoenix is now... a lot better for its cost. Instead of a 3/5 for 4 that respawns unless you deal an additional 3 damage:
... it's now a 5/5 for 4.
Furthermore:
Like with Al'ar heroic, Gravity Lapse doesn't visibly change, however while everything is floating, Kael'thas will blast a minion, destroying it and adjacent minions... and then do it again, before letting what remains fall to the ground.
Wing Reward
He's the Prince of the Blood Elves. Or he would be, if it wasn't for that meddling Lor'themar!
For clearing the Tempest Bridge, players earn one Kael'thas Sunstrider.
Class Challenges
There is only one challenge here, pitting mages up against the Forces of Kael'thas for 2:
Blink and you'll miss it. I'll show myself out now.
Wrapping Up Tempest Keep
You've done it. Whatever intentions Kael'thas had when he conquered Tempest Keep, they'd quickly devolved into something toxic and wicked. You've put an end to his madness, and for that the world is all the safer. And the angelic Naaru have their ship back, so that's also a plus. Collect your Netherstorm Cardback if you cleared heroic, in addition to the Tempest Keep cardback.
This was fun. As always, everyone please do leave a comment, whether on the bosses, the dialogue, or the cards. See you guys next time!
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Millennia ago, the Naaru rescued the Draenei from the grip of Sargeras with the Tempest Keep, a fleet of interdimensional ships of great power. Now, Prince Kael'thas Sunstrider holds dominions over the halls. He has made a deal with the devil and betrayed him for demons, working tirelessly to further his goals in the name of his people, even as his goals imperil the Blood Elves. Kael'thas must be stopped before he goes too far, but it will not be easy. Your task is to shut down the ongoing research in the Mechanar and Botanica, then regain control over the Arcatraz, before storming the eye of Tempest Keep itself. But be warned: Kael'thas Sunstrider is not known as the Sun King for nothing.
When players select Taking Back Tempest Keep, they are immediately greeted by Kael'thas himself.
: What's this? An interloper?
: How droll. You can't stop me. You will not. I have come too far... and you will not interfere.
Wing One: The Mechanar
: Welcome to the Mechanar, interloper. It is here that we harvest the manacells of the Naaru for our own purposes.
: Now die.
Boss One: Mechano-Lord Capacitus
He's a giant robot, but don't tell him that!
: It takes great precision and power to harvest the tools of the Naaru. Observe.
Capacitus is constantly churning out Nether Flares to harass the player. What are they? They're this:
In addition to that and his late-game deck, Capacitus has a special spell of his own:
As well as a special effect you may remember from Naxxramas...
That's not all, though. Capacitus has two unique legendaries, both of them demons.
Dialogue
Begin: You should split while you can.
First time he plays Reflective Shield: Go ahead, gimme your best shot! I can take it!
First time Reflective Shield triggers: Think you can hurt me? Huh? Think I'm afraid a' you?
Emote Response: Damn I'm good!
Defeated: Bully!
: How did you - ? Hmm... interesting.
Reward
YOU! SHALL NOT! HEAL!
For defeating Mechano-Lord Capacitus, players earn 2 Bloodwarder Centurion cards.
Heroic Mechano-Lord Capacitus Changes
The Nether Flares themselves don't grow stronger - reminder below - but now... there's TWO of them!
If at any point in Heroic Tempest Keep you attempt to play Alexstrasza, Kael'thas steps in saying:
: What sort of Prince doesn't aid his people against the Dragonqueen herself?
Then not only does he destroy Alexstrasza, he Flamestrikes your entire board. Do not play Alexstrasza.
Boss Two: Nethermancer Sepethrea
Pathaleon the Calculator chose her to be his apprentice because she's good at summoning.
: Nethermancer, destroy this interloper. I have a bad feeling about this.
A theme of the Mechanar is 'summoning stuff'. So Nethermancer Sepethrea... well, she summons stuff. This stuff to be precise:
Stay on top of the Raging Flames, or their pulses will add up quickly.
Combines with her spells such as Dragon's Breath and other mage spells, Sepethrea can use:
Dialogue
Begin: Don't value your life very much, do you?
First time she casts Dragon's Breath: Anar'endal dracon!
First time she summons a Raging Flame: I am not alone...
Emote Response: Think you can take the heat?
Defeated: Anu... bala belore... alon.
: No, no no no, this can't be happening.
Reward
It's like a Divine Shield, but made of FIRE!
For defeating Nethermancer Sepethrea, players earn 2 Sunseeker Astromage cards.
Heroic Nethermancer Sepethrea Changes
Not only is her hero power cheaper, but it summons TWO Raging Flames. These can add up very, very fast, since she'll be spamming this from the beginning.
Boss Three: Pathaleon the Calculator
Pathaleon is the blood elf in charge of the Mechanar. Do what needs to be done.
: Pathaleon, transmit to the Eye all the data you have stored. Delay the interloper while I prepare a surprise for them.
Moar summoning! This time, he summons his signature Nether Wraiths.
In addition to his control deck, Pathaleon has Arcane Explosions and even two Mind Controls.
Dialogue
Begin: We are on a strict timetable!
First time he uses his Hero Power: Time to supplement my workforce...
First time he casts Mind Control: I'm looking for a team player.
First time he reaches 15 or less Health: A minor inconvenience.
Emote Response: I've been waiting for you.
Defeated: The project will... continue.
: A tragic loss, but it will not be in vain. I still hold access to the rest of Tempest Keep.
Reward
He just wants a hug, but everything he touches dies!
For defeating Pathaleon the Calculator, players earn 2 Tempest-Forge Destroyer cards.
Heroic Pathaleon the Calculator Changes
Hey, remember that theme we have in the Mechanar? Well now it's TWICE as powerful! This actually wasn't intentional, but the bosses just sorta... developed this way in the Mechanar.
Wing Reward
He's not much fun once you press his buttons.
For clearing the Mechanar, players earn one Pathaleon the Calculator.
Class Challenges
First in the Mechanar, Shamans go up against Mechano-Lord Capacitus to secure two copies of:
The marketing team thought 'thunderstrike' was too forgettable.
After that, Paladins go up against Pathaleon the Calculator to get two of:
He was heartbroken when he learned what his prince was up to. Wouldn't come out of his room for days.
That concludes the first wing of my newest adventure. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the second wing of Tempest Keep.
Pretty nice so far, can't wait to see Kael'thas' fight and Gravity Lapse!
Bloodwater Centurion is a powercrept Stormwind Knight.
Astromage seems a bit underpowered to me. Make it a 4-mana 3/4 or 4/3, and it will be okay.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
This is really good! Can;t wait to see more
Always Hunters. Always Huffers.
@TheKaldorei1 Oh, I have big plans for Kael'thas
@Hackergrad FFFFFUUUUU - ! I forgot about Stormwind Knight!
@Ides_Hatred Thank you!
Wing Two: The Botanica
: The Naaru, in their travels came across many specimens they tried to preserve. A noble goal.
: Now they serve the greater goal of finding a way to cure our reliance on magic.
Boss One: Commander Sarannis
Sarannis is the first line of defense against anyone trying to reclaim the Botanica.
: Commander Sarannis, begin full evacuation of the Botanica. That is an order.
Commander Sarannis's hero power is going to hurt, badly, but if you do it right she can also hurt herself badly with it.
Of course, on top of other Warrior spells and cards, she has two special minions that can make things complicated.
She's like a Mistress of Pain but better.
Also:
Picture a Yeti. Now divide its 4 attack into 2 2-attacks.
Dialogue
Begin: Step forward.
First time she plays a special minion: Guards, rally! Cut these invaders down!
Emote Response: Oh, stop your whimpering.
Sarannis Wins: Mission accomplished.
Defeated: I have not yet... begun to...
: You've accomplished little, intruder.
Reward
Steward with a giant sword. Kael'thas has become a little militaristic.
For defeating Commander Sarannis, players earn 2 Bloodwarder Steward cards.
Heroic Commander Sarannis Changes
Sarannis, as is typical has more health than before. Her hero power doesn't hurt any more, but it costs nothing at all so you're going to have her constantly wailing on you.
Her minions also got beefed up:
Boss Two: High Botanist Freywinn
He didn't get the memo to evacuate. He's very busy.
: High Botanist, I said evacuate! Are you listening?!
Freywinn's hero power follows the same psuedo-random effect the Shaman hero power does, with its own four possible summons:
Of course, that's not all Freywinn's got. Anyone who ran Botanica will remember his little friends.
As well as a hefty amount of these non-beast Ironfur Grizzly cards, he also has druid spells, including:
Dialogue
Begin: What are you doing? These specimens are very delicate!
First time Freywinn uses his Hero Power: Nature bends to my will...
First time Freywinn casts Tranquility: Endorel aluminor!
Emote Response: You will feed the worms!
Defeated: The specimens must be preserved...
: So shortsighted. Very well. I've nothing of value left in the Botanica, have fun wasting your time on it, adventurer.
Reward
You won't feel a thing...
For defeating High Botanist Freywinn, players earn 2 Sunseeker Genesplicer cards.
Heroic High Botanist Freywinn Changes
His hero power is now four times as powerful! The Saplings again:
His Tranquility remains unchanged, but his Treants are much stronger:
Boss Three: Thorngrin the Tender
What was Kael'thas doing allied with a satyr?
: Ah yes, Thorngrin. I almost forgot about him. He's of no more use to me.
This hero power hurts QUITE a bit. It's like a cheaper Assassinate on demand, that heals his hero.
Beyond that Thorngrin plays a fairly normal demonlock, with a lot of Hellfires and his reward card, but he also has:
Dialogue
Begin: What aggravation is this?
First time he casts Hellfire: Scream while you burn!
First time he uses his Hero Power: You seek a prize, eh? How about death?
Emote Response: I hate to say I told you so...
Defeated: You won't... get far.
: With any luck the escaped specimens will do my job for me.
Reward
Satyrs used to be night elves. Look at Malfurion, can you see the resemblance?
For defeating Thorngrin the Tender, players earn 2 Nethervine Trickster cards.
Heroic Thorngrin the Tender Changes
Like Commander Sarannis, Thorngrin's hero power gets no more powerful but it becomes infinitely cheaper.
Beyond this, the only change beyond a slightly improved AI is that his Rockbiter-esque Enrage is now... quite a bit better.
Boss Four: Warp Splinter
This Ancient of the Arcane was trapped in the Botanica, and can't tell friend from foe.
: Warp Splinter was a promising lead, but in the end it was a dead end. Do whatever you wish with it.
This will always deal at least 1 damage, due to your hero's presence.
Warp Splinter wields arcane and nature spells. Arcane Explosion, Wrath, Force of Nature, Unstable Portal, etc.
Also, this:
Which summons:
Plus, Warp Splinter has one special legendary tucked away in his deck:
Dialogue
Begin: Who disturbs this sanctuary?!
First time he uses Call of the Ancient: Children, come to me!
Playing Laj: Maybe this is not - No, we fight!
Emote Response: You must die! But wait: this does not - No, no you must die!
Defeated: So confused. Do not... belong here.
: Enjoy cleaning out the experiments? In the meantime I've been preparing my defenses, interloper.
Reward
It just can't make up its mind!
For defeating Warp Splinter, players earn 2 Frayer cards.
Heroic Warp Splinter Changes
As a result of this upgraded hero power, flooding the board with 7 minions results in 24 damage split among your side.
Most of his abilities are unchanged, but Call of the Ancient...
Before, he summoned 3 Saplings for a maximum of 6 Health restored, or 20% of his health. Now he summons 6 for a maximum of 12 Heath restored, or a little over 25% of his increased health.
Laj, too, got stronger.
Wing Reward
He's the senile old grandpa of plants.
For clearing the Botanica, players earn one Warp Splinter.
Class Challenges
First, Warriors challenge Commander Sarannis for two special banners:
You fiend! Those colors don't go together at all!
After this, Druids challenge the Warp Splinter in exchange for 2:
Breathe in, breathe out. Go to your happy place.
That concludes the second wing of Tempest Keep. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the third wing of Tempest Keep.
Woooooooooow!Cool!I love Tempest Keep!(I was gonna do it after finishing Ulduar,but i'll do Siege of Orgrimmar instead :P)
I'm thinking of making a Hellfire Citadel, probably connecting it's lore to Mt. Hyjal and Murozond's infinite stuff for the first tier, much like what they did when messing the lore of the Blackrock Mountain. The raid itself doesn't have enough bosses :/ (13, 1 less from Naxx, not good enough) and it'd be cooler with 16 bosses, 4 of them from Mt Hyjal (one already being Archimonde). The issue is, it's the newest raid so theres pretty much no artwork for any of the bosses, and there are a lot of demon stuff going on so it kind of limits the non-boss cards.
BTW, nice work! Just forgot the topic while talking about my ideas lol! And some of the rewards doesn't have a rarity crystal, just wanted to point it out :P
Your friends will abandon you...Your heart will explode...
-C'Thun
What do you mean "Doesn't have enough bosses"?Doesn't Hellfire Citadel have enough bosses for 4 full wings?(It's not 5 but whoopty-do),i guess Mt. Hyjal is technically in the same place so it works :P
As for the art,doesn't really matter,alot of raid bosses don't have art in general,just use character models,the card picture in custom adventures is just a placeholder,if Blizz ever made the said raid an adventure,they'd draw their own art.
This is absolutely amazing! Blizzard should look into this :D
Always Hunters. Always Huffers.
@Zenmasta
@StormKeyBlader You can do purely Hellfire Citadel. Wing One: Hellbreach, with Hellfire Assault, Iron Reaver, Kormrok.
Wing Two: Halls of Blood with Kilrogg, Hellfire High Council and Gorefiend.
Wing Three: Bastion of Shadows with Shadow-Lord Iskar, Socrethar, Tyrant Velhari.
Wing Four: Destructor's Rise, with Fel Lord Zakuun, Xhul'horac, and Mannoroth.
And Wing Five: The Black Gate, with Archimonde.
Also, the missing rarity crystals on genesplicer and trickster, thanks!
Loving this adventure and the reward cards. Blizzard should hire you
I was sure that there were enough bosses in the raid for an adventure the last time i checked,and i was right! Woot!
@Zenmasta There you go,no need for Mt. Hyjal.
Yeah but 4 wings, I'm thinking of a regular adventure with 5 wings. Not smaller nor bigger.
As for Mt. Hyjal, I personally don't like the raid itself because there was no reason or lore behind the raid. You just go back in time for some battle that we already won before. So for Mt. Hyjal, I'd say it'd require a bit of tweaking. So you're on Dreanor, a different, alternate timeline, and you're raiding Hellfire with Yrel, Durotan, Khadgar and others. And then stuff happens and you alone got trapped in a different timeline by Murozond (Nozdormu's evil future version), you have to defeat some bosses, Archimonde and then Murozond.
First wing is over, you go back to Draenor alternate timeline from Murozond's alternate timeline (such alternate, much timeline) and then here we are in the Hellfire Citadel, everything else is connected to the real raid.
Only thing that holds me back from starting to do this is that double alternate timeline-ception thing will be infinitely confusing and unrelated to the real Hellfire Citadel raid.
Your friends will abandon you...Your heart will explode...
-C'Thun
13 bosses is actually a good amount but it gets out-bossed by Naxxramas :/ Anyway, that makes much more sense than a completely fan-made non-canon "getting trapped in an alternate timeline while fighting in an another alternate timeline" thing. Guess I'll just not make a Mt. Hyjal wing :P Thank you for helping out!
Your friends will abandon you...Your heart will explode...
-C'Thun
Wing Three: The Arcatraz
: The Arcatraz is where the Naaru kept their prisoners. We've had some... issues with them.
: Feel free to burn the place to the ground. I know I've been planning to.
Boss One: Zereketh the Unbound
One of the Void Wraiths, Zereketh found a way to slither out of confinement. But how?
: Void creatures? Have fun, interloper. I'll be plotting your demise in the meantime.
Which summons a:
Zereketh's deck is drowning in Voidwalkers, Voidcallers, Shadow Bolts, and Mortal Coils. In addition to those however, he's got board clear:
Dialogue
Begin: Life energy... to consume.
First time Zereketh casts Shadow Nova: The shadow... will engulf you.
Emote Response: Darkness... consumes all.
First time he kills a minion: No... more... life.
Second time he kills a minion: This vessel is empty.
Defeated: The Void... beckons.
: Place that turret there, redirect one percent power to it... oh no, don't mind me. Continue invading.
Reward
Do you see what he did there?
For defeating Zereketh the Unbound, players earn 2 Death Watcher cards.
Heroic Zereketh the Unbound Changes
The hero power itself doesn't change, but the void zones it summons:
Plus, his Board Clear is cheaper:
Boss Two: Wrath-Scryer Soccathrates
Soccathrates is one of the Legion's most powerful Wrathguards.
: Did you call on me?
: Why would I call on you?
: To do your heavy lifting, most likely.
: When I need someone to prance around like an overstuffed peacock, I'll call on you.
: Then I'll commit myself to ignoring you.
: What do you know about commitment, sheet-sah?
: You're the one who should be - wait, we have company.
AUTOCAST
As a result of this hero power, your stuff isn't going to last very long. On the plus side, neither will his taunts.
It's like an arcane missiles that only hits face, then another arcane missiles that only hits minions.
Dialogue
Begin: At last, a target for my frustrations!
: Don't worry about me; kill that worthless dullard instead!
First time he uses his hero power: On guard!
First time he uses Felfire: Defend yourself, for all the good it will do!
Emote Response: Yes, that was quite satisfying.
Defeated: Knew this was... the only way out.
: Congratulations. I've wanted to do that for years.
Reward
He doesn't actually eat souls. He drinks them. Big difference.
For defeating Wrath-Scryer Soccathrates, players earn 2 Eredar Soul-Eater cards.
Heroic Wrath-Scryer Soccathrates Changes
AUTOCAST
Now, in addition to clearing the board, it also does face damage.
The one other change is that his special spell is more painful:
Boss Three: Dalliah the Doomsayer
Spending so much time next to Soccathrates did little to improve her disposition.
: I've grown used to cleaning up his messes.
Yep, she heals! And that's not the only way she heals, too. She'll make you heal her.
With this, combined with her aggressive hoard of smaller demons and Whirlwind, can draw out the fight quite a while if you aren't careful.
Dialogue
Begin: It is unwise to anger me!
First time she uses her Hero Power: Ahh... that is much better.
Emote Response: You chose the wrong opponent.
First time she casts Whirlwind: I'll cut you to pieces!
First time she uses Gift of the Doomsayer: Completely ineffective. Just like someone else I know.
Defeated: Now I'm really angry...
Reward
She's very, very angry. All the time.
For defeating Dalliah the Doomsayer, players earn 2 Spiteful Temptress cards.
Heroic Dalliah the Doomsayer Changes
Dalliah's hero power now restores quite a bit of health.
The only other change for Heroic is that, in addition to more Whirlwinds in her deck, her special spell becomes:
Your minions will now restore TWICE as much. Even going right for her face is bad for you.
Boss Four: Warden Mellichar
Mellichar was the one Kael'thas entrusted with Arcatraz.
: I am curious how this jailbreak occurred...
Warden Mellichar starts off Immune, and with five Naaru Cells on his board.
Each turn, he will shatter one. He won't do anything else, he won't play cards.
The first Naaru Cell he breaks open releases a:
Whether or not you've killed it, on his second turn Mellichar will break the next cell open...
PREPARE TO FACE THE MIGHTY Millhouse Manastorm!
Only, after a short dialogue between him and Mellichar, Millhouse jumps onto your side with no battlecry downside.
The third Naaru Cell he breaks open has:
The fourth Naaru Cell contains a dragon:
The fifth and final Naaru Cell, when broken, reveals the mastermind behind the Arcatraz's collapse:
After a short dialogue, Skyriss will blast Mellichar's immunity away and instantly one-shot his 30 Health. Then he will rise up, spin into a hero like Jaraxxus, and take his place.
Mellichar's deck is filled with shadowy spells, such as Corruption, Mind Control, Cabal Shadow Priest, so on.
Also:
They buff his hero power because... well, what if you have Deathwing? Skyriss has to cover his bases.
Dialogue
Begin: I knew the prince would be angry, but I had to let them out! The Great One speaks to me, you see...
Emote Response: I... I have not been myself...
First Naaru Cell Broken: The Naaru kept some of the most dangerous beings in existence in these cells. Let me introduce you to another...
Second Naaru Cell Broken: What's this? A lowly gnome? I will do better, o' Great One.
Millhouse: Lowly? I don't care who you are friend, nobody refers to the mighty Millhouse Manastorm as lowly! *Millhouse joins the player*
Third Naaru Cell Broken: Anarchy! Bedlam! Oh you are so wise.
Fourth Naaru Cell Broken: One final cell remains. Yes o' Great One, right away!
Harbinger Skyriss Released: Welcome o' Great One. I am your humble servant.
Skyriss Dialogue
Freed: It is a small matter to control the minds of the weak. I bear witness to powers untouched by time and unmoved by fate! *Skyriss removes Mellichar's immunity and kills him, taking his place*
Begin: Bear witness to the agent of your demise!
First time Skyriss casts Mind Control: You will do my bidding, weakling.
First time he plays a clone: We span the universe, as countless as the stars!
Emote Response: The chaos I have sown here is but a taste...
Defeated: I am merely one of... infinite multitudes...
: So, one of the prisoners mind controlled Mellichar. A pity.
: Now come, interloper. I am ready.
Reward
He can talk and eat at the same time! Fear him.
For defeating Harbinger Skyriss, players earn 2 Unchained Doombringer cards.
Heroic Warden Mellichar Changes
Warden Mellichar himself is unchanged. He's still immune, and he'll still free a prisoner once each turn before Skyriss obliterates him.
The minions he frees, however...
The first one, instead of an imp, is:
The second one is still Millhouse, and Millhouse will still help you.
The third one, instead of the flamewalker, is:
The fourth one, instead of a black drakonid, is:
And lastly, when he frees Skyriss:
Skyriss's hero power is upgraded to:
Skyriss's deck and Illusions remain unchanged.
Wing Reward
He's got a massive leg cramp after being locked up. In all eight of his legs. Ouch.
For clearing the Arcatraz, players earn one Harbinger Skyriss.
Class Challenges
Warlocks challenge Dalliah the Doomsayer for 2 copies of:
If your soul has the consistency of glass, go see a church.
Following that, Priests challenge Harbinger Skyriss for 2 of the card:
Hurts like you wouldn't believe.
That concludes the third wing of Tempest Keep, little over halfway done with this one. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the fourth wing of Tempest Keep.
I don't see what the Death Watcher did there.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Wing Four: The Eye
: Come, interloper! I am ready.
Boss One: Void Reaver
He's trying his best.
: The Legion's Fel Reavers are good, but I felt they could use a little more... kick.
Loot Reaver - I mean, Void Reaver, constantly bombards the player with his Arcane Orbs. The damage is dealt first, so it's not quite an Earth Shock.
Void Reaver constantly puts out Tempest mechs, including his own reward card. And for AOE, he has...
Dialogue
Begin: Alert! You are marked for extermination.
First time Void Reaver's hero power kills: Invasive lifeform no longer functional.
Void Reaver Wins: Extermination... successful.
First time Void Reaver casts Pounding: Calculating force parameters.
Emote Response: Alternative measure commencing.
Defeated: Systems shutting d-o-w-n...
: I should have known better than to trust the Legion's schematics.
Reward
He's on parole after raiding a jewelry store.
For defeating Void Reaver, players earn 2 Crystalcore Sentinel cards.
Heroic Void Reaver Changes
Void Reaver's hero power is now MUCH meaner. First it silences up to 3 minions, then the original target is killed after the Silence.
To make matters worse, Pounding is now much more effective:
Boss Two: High Astromancer Solarian
She studies stars for work. Living the dream.
: High Astromancer, show me what you've learned.
The minion affected by Wrath technically dies, but no deathrattles will trigger or anything of the like. Avenge doesn't notice it, the minion simply... ceases to exist.
Solarian's deck consists of a high amount of Arcane Missiles and Arcane Intellects to get more missiles. But mixed in are her priest minions:
In addition, once Solarian reaches 15 Health she transforms from her normal self into:
No, she won't heal back to 30.
Once she changes, her Hero Power also changes to:
Dialogue
Begin: Tal anu'men no sindorei!
First time she plays a Solarium Priest: Ha ha! You are hopelessly outmatched!
Emote Response: For the Sunwell!
Transforming: I become ONE... with the VOID!
Defeated: The warmth of the sun... awaits.
: So... this is how it well be. Very well, interloper. I will end your intrusion myself. Come face me.
Reward
She doesn't quite have her degree yet, but she's close!
For defeating High Astromancer Solarian, players earn 2 Apprentice Star Scryer cards.
Heroic High Astromancer Solarian Changes
Wrath of the Astromancer remains as painful as before, however this time it's free, so she can keep clearing your minions whenever she feels like it.
Her minions are tougher as well:
Furthermore, she will transform at 25 Health instead of 15:
Though her new hero power is still:
Boss Three: Al'ar the Phoenix God
Kael'thas's pet. He has his own birdbath and everything.
: Now face - wait where are you going? Why are you headed to Al'ar's chamber?
Al'ar has, surprise surprise, a great many fire spells. Fireball, Flamestrike, and Pyroblast, in addition to a fairly balanced curve of Tempest minions. Oh, and birds, he's got birds:
Once you destroy Al'ar, his portrait explodes, leaving a crater. But then fire begins to glow through cracks in the crater, and with a massive explosion Al'ar returns with full Health, also dealing 1 damage to all enemies.
Round 2:
Al'ar's deck is unchanged, but in his reincarnated form his hero power becomes:
Al'ar will rise from his portrait and spin into a giant meteor in a flashy animation. He'll crash into a minion for 5 damage, then reincarnate - without healing - to deal 1 damage to all enemies before flying back to his portrait.
Defeat Al'ar a second time to put him down for good.
Dialogue
Begin: *Caw*
: What do you think you're doing?! Leave Al'ar out of this!
Emote Response: *Snort*
Al'ar's First Death: *Dying Caw*
: Alright, you've proven your point, enough already!
Defeated: *Dying Caw*
: Al'ar! ... alright. Alright. Now, it's personal.
Reward
She hopes Kael'thas will give her a phoenix of her own one day.
For defeating Al'ar, players earn 2 Tempest Falconer cards.
Heroic Al'ar the Phoenix God Changes
Flame Quills is now quite hurtful, and to put Al'ar down you'll need to go through a total of 90 Health!
The embers falling from Al'ar are twice as strong, though they DO still hurt Al'ar!
And when you enter round 2:
On the surface this doesn't change much, BUT Al'ar's Reincarnations now deal 2 damage to all enemies instead of 1, and in addition to the 5 damage Meteor does directly, it also summons an Ember for Al'ar.
Wing Reward
Birdwatchers beware.
For clearing the Eye, players earn one Al'ar.
Class Challenges
First of all, Rogues challenge High Astromancer Solarian for two copies of the spell:
Here, take this package. It's... a present!
After that, Hunters try and shoot down Al'ar for 2:
Don't tell them, but dragonhawk blood makes for a strong drink.
That concludes the fourth wing of Tempest Keep, only one more to go! Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the fifth and final wing of Tempest Keep.
Wing Five: The Tempest Bridge
: You come into my home. You slay my servants. You destroy all my hard work. You callously murder an innocent animal.
Boss One: The Forces of Kael'thas
Before he'll fight you, Kael'thas intends to soften you up!
: You're going to pay. Here, and now.
This hero power doesn't actually DO anything, and Kael'thas himself is completely immune. He neither draws nor plays any cards. Instead, the player has to destroy the forces of Kael'thas in order to fight him. Kael'thas starts with 4 minions on the board, all of them Immune.
Luckily for you, none of these minions can attack so long as they're immune. On Kael'thas's first turn, after a short bit of dialogue, Thaladred the Darkener will become vulnerable and begin attacking.
After Thaladred dies, Lord Sanguinar loses his immunity and attacks.
And once he's down, it's Capernian's turn:
'Attacks count as spells' means she benefits from Spell Damage - not that there is any - and she isn't damaged by trading. Though she CAN still attack things with 'Can not be targeted by spells or hero powers'. And once Capernian's dead, the last of Kael'thas's advisors becomes vulnerable and attacks.
Once Telonicus has been killed, Kael'thas will appear to cast an arcane spell. This will clear his board, and fill it with 7 new minions:
The player has to destroy every last one of these weapons. Once they succeed at that, Kael'thas will appear to cast Resurrect. Then, all four of the advisors from earlier come back to life, without immune. Even if you'd killed them by transforming them and then killing them, all four advisors return as they originally were, but this time, together at the same time.
Once all four advisors are defeated a second time, Kael'thas WON'T lose immunity or shatter, but the player is victorious regardless.
Dialogue
Begin: I've been looking forward to this.
Thaladred becomes active: Let us see how your nerves hold up against the Darkener, Thaladred.
Thaladred: Prepare yourself!
Sanguinar becomes active: You have perservered against some of my best advisors, but none can withstand the might of the Blood Hammer. Behold, Lord Sanguinar.
Sanguinar: Blood for blood!
Capernian becomes active: Capernian will see to it that your stay here is a short one.
Capernian: The sin'dorei reign supreme!
Telonicus becomes active: Well done. You have proven worthy to test your skills against my master engineer, Telonicus.
Telonicus: Anar'alah belore!
Kael'thas summons the Weapons: As you see, I have many weapons in my arsenal.
Kael'thas resurrects all four advisors: Perhaps I underestimated you. It would be unfair to make you fight against all four advisors at once but... you've already shown no capacity for decency, I'm just returning the favor.
Thaladred dies permanently: Thaladred: Forgive me my prince, I have failed.
Sanguinar dies permanently: Sanguinar: No, I will not...
Capernian dies permanently: Capernian: This is not! Over...
Telonicus dies permanently: Telonicus: More perils await...
Emote Response: You will not prevail.
Defeated: Alas, sometimes one must take matters...
Reward
His hand's really more peach colored than crimson.
For defeating the Forces of Kael'thas, players earn 2 Crimson Hand Battle Mage cards.
Heroic Forces of Kael'thas Changes
Kael'thas himself, obviously, doesn't change. The encounter stays as scripted as it was before, however this time all of the minions you face are quite a bit nastier.
First, the advisors all have +1/+1.
After the Advisors are taken out one at a time, Kael'thas still summons the weapons. This time though, they have +2 Health.
And after that, the advisors return together with the same +1/+1 buff.
Boss Two: Kael'thas Sunstrider
+ 25 Armor
He's called the Sun King for a reason...
: ... into one's own hands.
This hero power HURTS! 'As though attacking' means that Kael'thas will pick the target for each of the 3 Pyroblasts, however he has to select as though they were attacks. So, he can't target Stealth, he can target 'Can't be targeted by spells or hero powers' and he MUST target Taunt. You generally don't want to see him start using this often though, for obvious reasons.
Kael'thas's deck consists of a lot of fire spells. Dragon's Breath, Fireball, Flamestrike. No Pyroblast though, again for obvious reasons. He has Arcane Intellect for card draw, Mind Control, and a few cards from Tempest Keep. Most prominent though, are his Phoenixes.
Which summons:
In addition to that, Kael'thas has a unique secret, a sort of mash-up between Ice Barrier and Ice Block.
The fight continues as normal, however once Kael'thas's armor is broken for the first time, he blasts the End Turn button with a fireball, ending your turn. Then, after a bit of dialogue, he goes berserk. The Tempest Keep battleground is flattened, and all the interactive parts are shattered beyond use. Kael'thas's hero power changes from Pyroblasts to:
Whenever Kael'thas uses Gravity Lapse, every character besides Kael'thas will float up into the air. After a bit of meandering around, Kael'thas blasts an enemy minion with a shadowy laser, destroying it and adjacent minions. Characters then land, however minions are mixed up in their positions on each board. Which sucks for things like Flametongue Totem.
Finish off Kael'thas Sunstrider, and Wing Five will be cleared.
Dialogue
Begin: Balamore shanal!
Druid: Then you've come to the wrong place!
Mage: So Jaina, how'd that other prince work out for you?
Medivh: I've no words for you, monster.
Hunter: You'll hunt no more birds, I'll make sure of that.
Aleria: ... do you even know who you're talking to?
Paladin: The Light is nothing compared to the Sun.
Priest: We'll see about that, interloper.
Rogue: Oh don't worry. I've got magic powers. What've you got, sticks?
Shaman: Hmmph. Orcs.
Warlock: Oh Gul'dan, I have so many things to show you...
Warrior: Oh, but they're both such tempting offers!
Magni: For what?!
First time he casts Flamestrike: Anar'anel belore!
First time he casts Mind Control: Obey me.
First time he plays a Phoenix: By the power of the Sun!
Emote Response - Thanks: You're welcome? Hmmph.
Emote Response - Greetings: The pleasure's all yours.
Emote Response - Well Played: I am Kael'thas! Is it any surprise?
Emote Response - Sorry: Cry me a river.
Emote Reponse - Oops: I find it hard to find sympathy for you.
Emote Response - Threaten: No one can stop me now!
Kael'thas changes hero power: I have not come this far to be stopped! The future I have planned will NOT be jeopardized! Now you will taste TRUE power!
First time he uses Gravity Lapse: Let us see how you fare when your world is turned upside down...
Second time he uses Gravity Lapse: Having trouble staying grounded?
Kael'thas wins: You gambled... and lost.
This was child's play.
Defeated: Merely... a setback!
Reward
His favorite snack is, ironically, fried chicken.
For ending the mad schemes of Kael'thas Sunstrider and handing Tempest Keep back into Naaru control, players earn 2 Phoenix cards.
Heroic Kael'thas Sunstrider Changes
+ 35 Armor
I decided that Kael's hero power was nasty enough that it didn't need a buff; 30 damage on turn 10 and each turn afterwards? Yikes.
However, his Phoenix is now... a lot better for its cost. Instead of a 3/5 for 4 that respawns unless you deal an additional 3 damage:
... it's now a 5/5 for 4.
Furthermore:
Like with Al'ar heroic, Gravity Lapse doesn't visibly change, however while everything is floating, Kael'thas will blast a minion, destroying it and adjacent minions... and then do it again, before letting what remains fall to the ground.
Wing Reward
He's the Prince of the Blood Elves. Or he would be, if it wasn't for that meddling Lor'themar!
For clearing the Tempest Bridge, players earn one Kael'thas Sunstrider.
Class Challenges
There is only one challenge here, pitting mages up against the Forces of Kael'thas for 2:
Blink and you'll miss it. I'll show myself out now.
Wrapping Up Tempest Keep
You've done it. Whatever intentions Kael'thas had when he conquered Tempest Keep, they'd quickly devolved into something toxic and wicked. You've put an end to his madness, and for that the world is all the safer. And the angelic Naaru have their ship back, so that's also a plus. Collect your Netherstorm Cardback if you cleared heroic, in addition to the Tempest Keep cardback.
This was fun. As always, everyone please do leave a comment, whether on the bosses, the dialogue, or the cards. See you guys next time!