Ambassador Hellmaw looks very difficult. His hero power is basically a Deadly Shot for 1 less mana... with a Flare and an Acidic Swamp Ooze's battlecry thrown in as well. And it also removes Armor, so warrior is pretty much useless.
The Cabal Ritualists make it a lot more balanced. They're difficult to remove, and certainly encourage spells rather than minions, but they won't damage your hero themselves. Trouble is, not only does Hellmaw have plenty of minions without the Ritualists' drawback, but Digestion is also a pretty vicious counter to spells. I'm not really sure if there's a good way to deal with this fight...
Ambassador Hellmaw looks very difficult. His hero power is basically a Deadly Shot for 1 less mana... with a Flare and an Acidic Swamp Ooze's battlecry thrown in as well. And it also removes Armor, so warrior is pretty much useless.
The Cabal Ritualists make it a lot more balanced. They're difficult to remove, and certainly encourage spells rather than minions, but they won't damage your hero themselves. Trouble is, not only does Hellmaw have plenty of minions without the Ritualists' drawback, but Digestion is also a pretty vicious counter to spells. I'm not really sure if there's a good way to deal with this fight...
I'm attempting to make the hero power pretty crazy, to encourage play ofSaboteur and other hero power interaction cards. If you leave the Ritualists alive, you can essentially delay his hero power until turn 10 for the most part.
This is a good fight for a Stealth Rogue or a Stealth minion based deck really, although I see why you'd be concerned about the hero power.
The problem is that you can't use minions without untying his hands. Play minions and suddenly his Hero Power only costs 2. It might be best if the Cabal Ritualists don't have Taunt.
The problem is that you can't use minions without untying his hands. Play minions and suddenly his Hero Power only costs 2. It might be best if the Cabal Ritualists don't have Taunt.
Right. Noted! Now I've changed the Cabal Ritualist to overcost his minions - and they don't have Taunt. In heroic mode, he has the same amount of health, but he has the original version of the Cabal Ritualist.
Also I changed Auchindoun Vindicator to be a more balanced 4 mana 3/3 DS with the effect - I've reworded it so it also takes effect when you use Mysterious Challenger;
NEXT BOSS! Blackheart the Inciter, with art that tries to stay faithful to his WoW appearance, and a hero power to match. Heroic Mode is already added, and he has several boss cards that make the fight unique. His deck focuses Mind Control mechanics;
Ogre Instigator: The way to get around Ogres. This also makes Misdirection misfire - the secret will show the targeting reticle move to another random target, then the Ogre Instigator will say "Ah-ah! You attack who you point at!" and the reticle will go back to the original target.
Aww yeah, Blackheart! That guy was so much fun. All the times I, a destro lock, blew up our poor healer... ah the memories. The cards he gives are pretty neat too. Purger looks niche but handy, and the ogre's effect is one I hadn't even considered viable. Though something I should note is the dialogue. Spread it out a bit, when you start something new start a new line. So instead of:
Intro: "All creation must be unmade!" - Greeting: "All flesh must burn!" - Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!" - Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
It would be:
Intro: "All creation must be unmade!"
- Greeting: "All flesh must burn!"
- Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!"
- Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
Aww yeah, Blackheart! That guy was so much fun. All the times I, a destro lock, blew up our poor healer... ah the memories. The cards he gives are pretty neat too. Purger looks niche but handy, and the ogre's effect is one I hadn't even considered viable. Though something I should note is the dialogue. Spread it out a bit, when you start something new start a new line. So instead of:
Intro: "All creation must be unmade!" - Greeting: "All flesh must burn!" - Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!" - Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
It would be:
Intro: "All creation must be unmade!"
- Greeting: "All flesh must burn!"
- Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!"
- Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
Just to make it more readable.
Ah! Noted. I've fixed that. Also I noticed a bug in the Auchenai Soulpriest fight, as she has Healing Wave but no minions - I added 1x Arcane Giant so she has a chance at pulling off the 14-damage combo.
So this looks pretty fun, if a bit difficult to beat, but there's one thing I have to take note of. Anzu needs a nerf, both the card and the boss, because of dread raven. Dread raven is a beast with the deathrattle of summoning itself. Combined with tundra rhino, (which is in anzu's deck), you have a gatling gun, which was the primary worry of blizzard when creating dreadsteed. In other words, unless you have charge, direct damage or weapons, if your opponent has a raven and a tundra rhino, there is nothing you can do. Your minions will be killed as soon as you play them. Dreadsteed (and dread raven) with charge are infinite damage except against the face, and they can't be easily removed. This is beyond OP. also, anzu (the boss) has 1-cost dread ravens. 1 for a 1-2 dreadsteed with windfury, when dreadsteed costs 4! You thought this card was balanced, but you were very, very wrong.
I'm coming back to this. There are only two fights left, but I can't leave this incomplete. Expect the Grandmaster Vorpil fight within the next two days.
Third Boss: Grandmaster Vorpil,of the Shadow Council (normal mode)
You go ahead Gul'dan! I'll just check this tomb out for a minute. Nothing could go wrong, other than me becoming trapped inside for centuries and you not coming to help me...
Boss Cards: (basic rarity, not common or collectible)
Vorpil is a tough fight. With 40 health and self-sustain, he punishes spell-based decks with Empowering Shadows and Draw Shadows, while pumping out Voidwalkers to delay aggro. Much later in the game, Vorpil will use Rain of Fire and Shadow Nova to hit face or to remove big threats. Vorpil starts with 4 mana crystals. He may play Void Traveler or another one of his cards.
Vorpil pumps out Voidwalkers and buffs his demons whenever he can. He uses his Void Travelers to heal up whenever he needs to, and Empowering Shadows is his way of getting his health back. This could be classified as a "Battle for Survival" that could easily last into fatigue.
Emotes:
Intro: "Soon, the destroyer of worlds will return to make good on his promise. Soon the destruction of all that is will begin!"
Greeting: "I'll make an offering of your blood." / "Good! A worthy sacrifice!" / "You'll be a fine example for the others."
Summoning a Void Traveler: "Come to my aid! Heed your master now."
Casting Draw Shadows: "The darkness in your soul draws you ever closer..."
Wow: "Barely impressive."
Threat: "Your death is for the greater cause."
Destroying a hero: "I serve with pride!"
Death: "I give my life... gladly..."
Upon defeating Grandmaster Vorpil...
Boss Fight Reward:
For beating Grandmaster Vorpil, you get:
2x Echo of Ner'zhul, 2x Protector of Auchindoun
Heroic Mode Changes:
In Heroic Mode, Vorpil has the ability to constantly gain Health from his Voidwalkers by casting his Hero Power to gain infinite Sacrificial Pacts. In addition, at the bottom of his deck he has 2x Pyroblast and 2x Abyssal Enforcer for a total of 34 cards.
I'm trying to hype up the final boss, Murmur, so post some comments!
Vorpil looks tough indeed! From what I'm understanding he has fifty burn in his deck, between Shadow Nova and Rain of Fire. Fatigue may be the only way to win.
One left, the big bad Murmur himself! Eagerly awaiting it.
Vorpil looks tough indeed! From what I'm understanding he has fifty burn in his deck, between Shadow Nova and Rain of Fire. Fatigue may be the only way to win.
One left, the big bad Murmur himself! Eagerly awaiting it.
He's actually got 74 burn, because of Shadow Bolt Volley and the potential to hit face three times for 12 damage. I'd say a Reno deck would do well here, but also card generation and maybe even Jade Druid (w/ a Wild mode Tree of Life as an additional sustain).
I'm having some stumbles with Murmur— specifically the art for the boss and the related cards I want to make. Have to do some art from scratch to make anything remotely okay-looking, so that's going to be a while for those cards to come, and since they come with the boss fight, I have to make them first before I release it. I'm glad to see you're still around, especially after two years!
In the meantime, here's all the cards I've released for this adventure so far. I plan to have three 'Rare' cards (maybe one epic instead of one of the rares) for each class and one common, and a bunch more neutrals. So far this adventure is on par with Naxx for number of cards, but I'm going to go ahead and exceed Karazhan for number of cards this time around. All in all expect about 18 more class cards and 10-15 more neutrals.
Druid:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
Neutral:
Removed/Changed Cards:
EDIT: I know what you're going to say about Arcane Giant and Arcane Giant. I made that card in 2015, before there was a great influx of spells. I also gave it a 'Giant' tag for some weird reason. I guess I thought it should be its own tribe to promote giant decks?
In light of One Night in Kharazan, I've replaced Arcane Giant with Mana Giant as a fight reward.
Change:
-->
The new card will take into account all Mana Crystals that were unspent at the end of each of your turns. For instance, if you play a 6-Cost card on turn 7 and then end your turn, you will have 1 leftover Mana Crystal, which will decrease the cost of this by 1. The goal is to play off-curve enough to make this free, in turn allowing you to come back from any lost tempo.
This will replace 'Arcane Giant' in most of the posts, but the legacy version will be included in the above post, in a spoiler.
Ambassador Hellmaw looks very difficult. His hero power is basically a Deadly Shot for 1 less mana... with a Flare and an Acidic Swamp Ooze's battlecry thrown in as well. And it also removes Armor, so warrior is pretty much useless.
The Cabal Ritualists make it a lot more balanced. They're difficult to remove, and certainly encourage spells rather than minions, but they won't damage your hero themselves. Trouble is, not only does Hellmaw have plenty of minions without the Ritualists' drawback, but Digestion is also a pretty vicious counter to spells. I'm not really sure if there's a good way to deal with this fight...
Working on my Icecrown Citadel custom adventure! Advice is always appreciated :)
WIP Classes: Demon Hunter, Death Knight
Check out my Workbench to see some of my cards!
I'm attempting to make the hero power pretty crazy, to encourage play ofSaboteur and other hero power interaction cards. If you leave the Ritualists alive, you can essentially delay his hero power until turn 10 for the most part.
This is a good fight for a Stealth Rogue or a Stealth minion based deck really, although I see why you'd be concerned about the hero power.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
The problem is that you can't use minions without untying his hands. Play minions and suddenly his Hero Power only costs 2. It might be best if the Cabal Ritualists don't have Taunt.
Working on my Icecrown Citadel custom adventure! Advice is always appreciated :)
WIP Classes: Demon Hunter, Death Knight
Check out my Workbench to see some of my cards!
Right. Noted! Now I've changed the Cabal Ritualist to overcost his minions - and they don't have Taunt. In heroic mode, he has the same amount of health, but he has the original version of the Cabal Ritualist.
Also I changed Auchindoun Vindicator to be a more balanced 4 mana 3/3 DS with the effect - I've reworded it so it also takes effect when you use Mysterious Challenger;
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
That looks a lot better :)
Working on my Icecrown Citadel custom adventure! Advice is always appreciated :)
WIP Classes: Demon Hunter, Death Knight
Check out my Workbench to see some of my cards!
NEXT BOSS! Blackheart the Inciter, with art that tries to stay faithful to his WoW appearance, and a hero power to match. Heroic Mode is already added, and he has several boss cards that make the fight unique. His deck focuses Mind Control mechanics;
Deck: 2x No Hide From Council!, 2x Cabal Brutality, 1x Brawl, 1x Mindgames, 2x Mind Control, 2x Cabal Shadow Priest, 2x Divine Spirit, 2x Confuse, 2x Rampage, 2x Shadow Madness, 1x Mogor the Ogre, 1x Tomb Wraith, 2x Ogre Instigator, 2x Ogre Brute, 2x Crush, 2x Inner Rage, 2x Sea Reaver
You get two card rewards for this fight, both with somewhat unique effects;
Fateful Purger: The hard counter for Piloted Shredder and Sludge Belcher. Extreme tech card!
Ogre Instigator: The way to get around Ogres. This also makes Misdirection misfire - the secret will show the targeting reticle move to another random target, then the Ogre Instigator will say "Ah-ah! You attack who you point at!" and the reticle will go back to the original target.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Aww yeah, Blackheart! That guy was so much fun. All the times I, a destro lock, blew up our poor healer... ah the memories. The cards he gives are pretty neat too. Purger looks niche but handy, and the ogre's effect is one I hadn't even considered viable. Though something I should note is the dialogue. Spread it out a bit, when you start something new start a new line. So instead of:
Intro: "All creation must be unmade!" - Greeting: "All flesh must burn!" - Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!" - Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
It would be:
Intro: "All creation must be unmade!"
- Greeting: "All flesh must burn!"
- Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!"
- Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
Just to make it more readable.
Ah! Noted. I've fixed that. Also I noticed a bug in the Auchenai Soulpriest fight, as she has Healing Wave but no minions - I added 1x Arcane Giant so she has a chance at pulling off the 14-damage combo.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Player made adventures/expansions and cards sound so much more fun than what Blizzard puts out.
You do not truly know someone, until you fight them.....
So this looks pretty fun, if a bit difficult to beat, but there's one thing I have to take note of. Anzu needs a nerf, both the card and the boss, because of dread raven. Dread raven is a beast with the deathrattle of summoning itself. Combined with tundra rhino, (which is in anzu's deck), you have a gatling gun, which was the primary worry of blizzard when creating dreadsteed. In other words, unless you have charge, direct damage or weapons, if your opponent has a raven and a tundra rhino, there is nothing you can do. Your minions will be killed as soon as you play them. Dreadsteed (and dread raven) with charge are infinite damage except against the face, and they can't be easily removed. This is beyond OP. also, anzu (the boss) has 1-cost dread ravens. 1 for a 1-2 dreadsteed with windfury, when dreadsteed costs 4! You thought this card was balanced, but you were very, very wrong.
So much stuff. Its amazing that you took the time an thought to go through all this. I applaud you sir on a great adventure set.
I'm coming back to this. There are only two fights left, but I can't leave this incomplete. Expect the Grandmaster Vorpil fight within the next two days.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I lied. Expect it within 8 days. Here it is.
Third Boss: Grandmaster Vorpil, of the Shadow Council (normal mode)
You go ahead Gul'dan! I'll just check this tomb out for a minute. Nothing could go wrong, other than me becoming trapped inside for centuries and you not coming to help me...
Boss Cards: (basic rarity, not common or collectible)
Shadow Bolt Volley
Minions on Vorpil's Board:
1x Void Rift, (summons Voidwalker)
Fight Details:
Vorpil is a tough fight. With 40 health and self-sustain, he punishes spell-based decks with Empowering Shadows and Draw Shadows, while pumping out Voidwalkers to delay aggro. Much later in the game, Vorpil will use Rain of Fire and Shadow Nova to hit face or to remove big threats. Vorpil starts with 4 mana crystals. He may play Void Traveler or another one of his cards.
Deck: 2x Ravenous Pterrordax, 2x Rain of Fire, 2x Draw Shadows, 2x Shadow Nova, 2x Void Traveler, 2x Empowering Shadows, 2x Shadow Bolt Volley, 1x Hellfire, 2x Crystalweaver, 1x Darkshire Councilman, 2x Chittering Tunneler, 1x Demonfire, 2x Demonfuse, 1x Demonheart, 1x Kabal Trafficker, 1x Anima Golem, 1x Mark of the Lotus, 1x Smuggler's Run, 1x Bolster, 1x Mal'Ganis.
Vorpil pumps out Voidwalkers and buffs his demons whenever he can. He uses his Void Travelers to heal up whenever he needs to, and Empowering Shadows is his way of getting his health back. This could be classified as a "Battle for Survival" that could easily last into fatigue.
Emotes:
Intro: "Soon, the destroyer of worlds will return to make good on his promise. Soon the destruction of all that is will begin!"
Greeting: "I'll make an offering of your blood." / "Good! A worthy sacrifice!" / "You'll be a fine example for the others."
Summoning a Void Traveler: "Come to my aid! Heed your master now."
Casting Draw Shadows: "The darkness in your soul draws you ever closer..."
Wow: "Barely impressive."
Threat: "Your death is for the greater cause."
Destroying a hero: "I serve with pride!"
Death: "I give my life... gladly..."
Upon defeating Grandmaster Vorpil...
Boss Fight Reward:
For beating Grandmaster Vorpil, you get:
2x Echo of Ner'zhul, 2x Protector of Auchindoun
Heroic Mode Changes:
In Heroic Mode, Vorpil has the ability to constantly gain Health from his Voidwalkers by casting his Hero Power to gain infinite Sacrificial Pacts. In addition, at the bottom of his deck he has 2x Pyroblast and 2x Abyssal Enforcer for a total of 34 cards.
I'm trying to hype up the final boss, Murmur, so post some comments!
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Vorpil looks tough indeed! From what I'm understanding he has fifty burn in his deck, between Shadow Nova and Rain of Fire. Fatigue may be the only way to win.
One left, the big bad Murmur himself! Eagerly awaiting it.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
In light of One Night in Kharazan, I've replaced Arcane Giant with Mana Giant as a fight reward.
Change:
-->
The new card will take into account all Mana Crystals that were unspent at the end of each of your turns. For instance, if you play a 6-Cost card on turn 7 and then end your turn, you will have 1 leftover Mana Crystal, which will decrease the cost of this by 1. The goal is to play off-curve enough to make this free, in turn allowing you to come back from any lost tempo.
This will replace 'Arcane Giant' in most of the posts, but the legacy version will be included in the above post, in a spoiler.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
That feeling when you accidentally called actual cards that were made later.
Nature and stories.