In ancient times, Dire Maul was known by another name. It was Eldre'Thalas of the Highborne, until it was ruined by the Shattering ten thousand years ago. Much has transpired in Dire Maul in that time. A small number of the Burning Legion's agents have moved into its eastern wing, and are corrupting the vibrant trees with each passing moment. The ghosts of the Highborne, and a small sect of living ones, haunt the western wing as they try desperately to regain their lost power. And in the northern wing, the aggressive and expansionist Gordok ogre tribe has taken root, and their king shows no sign of calling off his warmongering. It is up to you to shatter the Legion, put to rest the Highborne, and to conquer the Gordok. Good luck.
When players select Ruins of Dire Maul, they are given the 'honor' of being addressed by King Gordok himself.
Used here and there in the boss's decks is the card:
Wing One: The Shrine of Eldretharr
Boss One: Pusillin
This imp has gotten on your last nerve!
Pusillin looks fairly... fragile at first glance, however he immediately activates his hero power and goes to the standard 30 Health. With that done, his hero power changes into:
Pusillin uses Spirit of Runn Tum: This is the end of the line, no friend of mine!
Emote Response: Turn that frown upside down!
First time he plays Imp-losion: Say hello to my little friends!
Defeated: This. Is. Not. Fun!
He usually likes to lash at a full or new moon.
For defeating Pusillin, players earn 2 Phase Lasher cards.
Heroic Pusillin Changes
Pusillin starts with the same hero power, but now he goes up to 50 Health instead of 30. And the Hero Power it changes into is:
In addition to those, Blast Wave got severely more painful:
Also, don't even think about trying to play Alexstrasza anywhere in Heroic Dire Maul. King Gordok will Crush her before she even gets to use her Battlecry, saying:
Boss Two: Lethtendris
She doesn't know what she's doing, but it feels good!
Who is Pimgib? Good question. Pimgib would be this little demon:
Lethtendris starts with Pimgib on the board, and most of her deck revolves around trying to keep Pimgib alive through various health and removals. You'd think the solution is to just kill Pimgib and render her hero power useless, but the problem is that once Pimgib is killed/transformed/mind controlled/silenced away from Lethtendris, her hero power changes into:
... and at that point it's a race against the clock.
Begin: You won't disrupt my rituals!
First time Pimgib attacks: Get them!
Pimgib dies: I haven't come this far to die now!
Emote Response: You won't get in my way... hehe.
Defeated: *agonized screams*
He didn't actually spawn out of the wilds. It's just his band name.
For defeating Lethtendris, players earn 2 Wildspawn Hellcaller cards for Warlocks.
Heroic Lethtendris Changes
Lethtendris only has a little more Health than usual, and her hero power doesn't change at all. What's the big change? The big change is Pimgib...
He's got +1/+1 over normal and the Elusive quality. And once he's dead, Lethtendris's Shadow Bolt Volley costs a bit less...
Boss Three: Hydrospawn
One of the Satyrs of Dire Maul East has whipped this elemental into a fury!
Hydrospawn doesn't like Health. He's going to try and erode your minions with his hero power, while sending back as much as he can to control your board by way of Sap and Vanish, and his special minion:
There's always time for rebuilding. Unless Deathwing was played. No rebuilding then.
For defeating Hydrospawn, players earn 2 Regrowth cards for Druids.
Heroic Hydrospawn Changes
In addition to the standard Health increase, Hydropawn's hero power now has quite the impact.
Hydrospawn's Geyser isn't any more rough, but his minions are stronger:
He sells lemonade for just 10 gold a glass!
For clearing the Shrine of Eldretharr, players earn one Hydrospawn.
First in the class challenges, Warlocks try to catch and kill Pusillin to earn 2:
Not everyone gets to be an Eredar Lord when they grow up.
After which, Shamans fight Hydrospawn to secure two copies of:
Surf's up! WAY up!
And there is the first wing of the Dire Maul adventure. Up next is the second half of Dire Maul East. Until then please review, let me known about the bosses, the dialogue, and the cards. See you all next time!
This is a nasty little Hero Power that's going to tick pretty much constantly. Zevrim's goal is removal, to try and whittle you down via attrition with his removal spells, and his constant Hero Power ticking. To that end, he has three of a spell to help him with that goal:
Begin: You! You're the one who destroyed the Hydrospawn?!
First time he uses his Hero Power: Does it tingle? Heheheh.
Emote Response: I'll put your energy to good use!
You scream, I scream, we all scream for Psychic Scream!
For defeating Zevrim Thornhoof, players earn 2 Psychic Scream cards for Priests.
Heroic Zevrim Thornhoof Changes
Zevrim, predictably, has gained Health and his Hero Power now also does 1 instance of 1 damage PLUS another instance of 2 damage to a random enemy.
Sacrifice now gives him some extra trading power, especially if he eats something very strong.
Boss Two: Alzzin the Wildshaper
Alzzin commands the Burning Legion within Dire Maul.
Alzzin plays standard Demonlock, complete with Mal'Ganis and some of the new warlock cards. But his big deal is his hero power. At first it's a passive ping on whoever attacks him. But, at the end of each of his turns he shapeshifts! First, he'll become:
... a Christmas Tree with a powerful heal. At the end of his next turn, he swaps form into:
... a giant wolf with a painful Hero Power. After that, he changes back to his Satyr form, with Thorns.
First up in the Class Challenges, Priests are pitted against Zevrim Thornhoof for 2:
Redundant name is redundant.
After which, Druids go against Alzzin the Wildshaper for 2 copies of:
It's not his fault everyone he hugs gets splinters!
That concludes my second wing of my custom Dire Maul adventure. I hope you've all enjoyed. Like always, I strongly encourage you to leave a reply concerning the bosses, the dialogue, and the cards. Until next time!
Kalendris murdered many civilians under his Prince's command, but one got a lucky shot. Not like undeath will stop him though...
His hero power is an... interesting gimmick. 'That's a nice Lord Jaraxxus you got there. It'd be a shame if you got a Phase Lasher instead'.
Kalendris also plays mostly Shadow Priest spells. No Shadowform since his hero power, well, yeah. However, he does have access to Mind Blast, Shadow Words, and even a Velen to pump them up. Plus:
Not a horrible card to get from his Hero Power.
Begin: Who dares defile Eldre'thalas?!
First time he uses his Hero Power: Let's see what you've got. Oh, very nice...
Emote Response: The Highborne reign supreme!
The secret to her hair? It's hating everyone.
For defeating Magister Kalendris, players earn 2 Eldreth Spirit cards.
Heroic Magister Kalendris Changes
Kalendris's Twisted Word is now a purely one-sided deal, and getting to play your big combos is pretty tricky if you have no minions to use.
Beyond that though, nothing of Kalendris's changes.
Boss Three: Immol'thar
Immol'thar is the desperate attempt of the Highborne to restore their immortality and power. Now, your meddling has set the demon loose!
The Eyes of Immol'thar are a bit more than just a 1/2 though...
Immol'thar relies heavily on Void Terrors and Power Overwhelming on the eyes to reap massive benefit. Hitting him down's gonna be a bit tricky with how quickly he restores his Health, especially as he has:
Emote Response: *snarls*
First time he casts Power Overwhelming: *howls*
The Highborne don't do well with 'clean magic'.
For defeating Immol'thar, players earn 2 Arcane Abberation cards for Mages.
Heroic Immol'thar Changes
The Eyes of Immol'thar themselves are unchanges, but the hero power that summons them is.
As is his special spell:
Boss Four: Prince Tortheldrin
The Prince's capture of Immol'thar had a side effect. The demon's corrupt power has driven him and his followers to madness!
And oh, is it a powerful weapon!
He takes full advantage of his weapon's effect. In addition to having Counterspell as a secret, he also has Whirlwind and even Arcane Blast to use the Spell Damage he gets. He'll hit hard, and he'll hit fast.
Begin: Face me, coward!
First time his weapon gains Spell Damage: The Highborne shall prevail!
Emote Response: Little gnat!
Defeated: *agonized shouts*
He graduated with top marks in 'Evasion' classes.
For defeating Prince Tortheldrin, players earn 2 Eldreth Seether cards.
Heroic Prince Tortheldrin Changes
As you can imagine, the big bad change for Prince Tortheldrin is his weapon. From a 2/2 weapon with its effect, it is now:
It is now maxed at Spell Damage +3 instead of +1, so Arcane Blast and Whirlwind are gonna... hurt.
It's not that he likes sharing his power or anything.
For clearing the Capital Gardens, players earn one Prince Tortheldrin.
There are two challenges to face here in the Capital Gardens. First, Mages go up against Magister Kalendris for 2:
Let's play this card again!
Clarification: The rewind doesn't give you a new Time Warp card in your hand OR in play. Each one is good for one rewind only. Otherwise we'd be stuck in an infinite loop or something ridiculous.
Following the mage class challenge, Paladins battle against the mad Prince Tortheldrin for 2 copies of:
You DARE put pineapples on your pizza?!
That concludes my third wing of my custom Dire Maul adventure, and second of three wings down. I hope you've all enjoyed. Like always, I strongly encourage you to leave a reply concerning the bosses, the dialogue, and the cards. Until next time, when we'll be headed on to Dire Maul North!
I like a lot of the concepts here, but I am a bit slowed down on the art. SInce I don't know where you get yours from I may not be 100% helpful, but I can say if you're getting yours off Google images there is a way to track down the same image in higher quality (CLick on the WhateverXWhatever numbers off to the side.) Other than that, keep up the good work!
how powerful is the time warp. does it just revert the board and give cards back that has been used in the time it time travels or is it weaker? it might be a bit op if it does all that because all the information you gather. you could do the perfect play and mess up your enemy in one tern for just one card.
@coolman It does what it sounds like. It rewinds the game to the start of your last turn. Cards are back, board's returned, heroes healed/unhealed. Everything is reset except for the Time Warp itself. Keep in mind though that the enemy is also gathering intel.
@Zanywoop I get most of my art from WoW's TCG cards, and snip tool to get what's important. If I can't get anything from there, I resort to using Screenshots, such as with Tendris Warpwood. Some things just don't have any art. I do my best, but there's just not that much out there.
In order to get to King Gordok, you'll need to get past the guards first.
Guard Mol'dar is fairly basic, however his Hero Power's constant jousting can end up really hurting. To that end, he wants to win them as much as possible, so he has very expensive minions - Deathwing, Molten Giant, etc. - and very cheap minions he can use to tide himself over. There's no middle ground. Plus, he'll be gaining armor through the Warrior card Bash.
Also, ogres. Like pretty much everyone in this wing, he plays a lot of ogres.
Begin: Hey, I know you! You cleared rest of Dire Maul!
Start of player's first turn: Let's party!
First time he uses his Hero Power: Me Gordok armwrestling champion! Let's wrestle!
First time he wins his Hero Power's Joust: Haha, told you!
First time he loses his Hero Power's Joust: Ah, me go easy on you.
Emote Response: You party pretty hard.
Defeated: Me just... lay down a bit.
Ogres never clean up after themselves, so she's here to help!
For defeating Guard Mol'dar, players earn 2 Carrion Swarmer cards.
Heroic Guard Mol'dar Changes
Mol'dar's hero power now is free, and it hurts badly if he wins. To make matters worse, all the Bashes in his deck are replaced with:
Boss Two: Guard Fengus
Your best option is to become the king of the Gordok yourself.
And what is a Gordok Brute? It's this... little fella:
Where Mol'dar polarized his deck with expensive and cheap, Fengus takes a more moderate approach, and mainly tries to extinguish your board with his hero power. Of course, that's not the only trick he's got:
Begin: Hey, how you get past Mol'dar?
First time he uses his Hero Power: Everyone! Get in here!
First time he plays Shield Charge: Get in THERE!
Start of player's third turn:
Emote Response: Me on to you, squishy!
He's a big softy on the inside.
For defeating Guard Fengus, players earn 2 Gordok Brute cards for Warriors.
Heroic Guard Fengus Changes
Fengus's hero power is now QUITE a bit cheaper. He'll be easily churning out 2/5s, each with their silence effect. Just one poke at a taunt and it's gone. To make matters worse, his unique card got a little buff in terms of cost:
Boss Three: Guard Slip'krik
To become king of the Gordok, just declare yourself king... and kill anyone who disagrees.
Lazy Trap puts a secret in play. After the first time it's not much of a secret, since it's always:
Ouch. But in addition to his 'powerful' trap, he also has other traps - Hunter traps - and:
Begin: We fight now? Can we fight later?
First time Lazy Trap triggers: Haha! Gotcha!
First time either hero is brought to 15 or less Health:
Emote Response: You not as tough as King Gordok say.
Defeated: Nap time now, me suppose.
You'd be amazed what it takes to become an Ogre Lapdog.
For defeating Guard Slip'krik, players earn 2 Gordok Hound cards.
Heroic Guard Slip'krik Changes
Most of Slip'krik's encounter remains unchanged, however his Lazy Trap is now just a little bit rougher:
Boss Four: Stomper Kreeg
You're almost to the Gordok's inner ring. Only Stomper Kreeg stands in your way.
Kreeg likes ogres and he likes things that can miss, so naturally he's happy with his life. He also likes drinking, as evidenced by his three spells, two of each:
Pretty nasty, but it can only affect himself.
Named after the alcohol he sells in Warcraft, Green Grog is a twist on Power Word: Shield.
And named after the... other drink he sells in Warcraft, Kreeg's own Stout Beatdown serves the purpose of beating you down.
Begin: HEY! WHAT YOU DOING HERE?!
Start of his fifth turn: Me know what you - *hic* - up to! You here to kill King Gordok!
First time he uses Drunken Rage: BLAARARARAGH!
First time he uses Gordok Green Grog: On me!
First time he uses Kreeg's Stout Beatdown: Ha, how much - *hic* - can you take?
Emote Response: Me kill you for king!
Defeated: Get... back here!
Me wonder what happen if me stick fork in socket.
For defeating Stomper Kreeg, players earn 2 Gordok Elementalist cards for Shamans.
Heroic Stomper Kreeg Changes
That's right, a 100% chance. You can always count on them to ruin everything.
Drunken Rage is now not only Kreeg, but any friendly minion he wants similar to Rockbiter Weapon.
Luckily, his other drinks don't become any stronger, so at least you have that.
For clearing the Gordok Commons, players earn one Stomper Kreeg.
First of the two class challenges, Hunters battle against Guard Slip'krik for 2:
Ice to meet you!
After that, Rogues challenge the ogre Stomper Kreeg to secure two copies of:
Many underestimate the tactical advantage in suddenly shouting 'Behind you!'
So ends the penultimate wing of my Dire Maul adventure, we're in Dire Maul North now! I hope you've all enjoyed. Like always, I strongly encourage you to leave a reply concerning the bosses, the dialogue, and the cards. Until next time, everyone.
Kromcrush is infamous for destroying anyone who even insults his King.
That's a painful hero power, but luckily it's one you can control the activation of. Just be careful about pinging him as Mage or shooting him as Hunter.
Kromcrush mostly relies on a swarm of weak minions, with the Dire Maul Lingering Power card for card draw. However, he has a special spell to give him some real punch:
Which summons 2:
Begin: You here to kill king? Not if me kill you first!
First time his Hero Power has effect: Bring it on!
Emote Response: You dare fight King Gordok?
First time he plays Intruder Alert: Help me crush this puny!
At this point, he'll do just about anything for some toothpaste.
For defeating Captain Kromcrush, players earn 2 Gordok Captive cards for Rogues.
Heroic Captain Kromcrush Changes
Kromcrush's retaliation is now absolutely devastating. Not even the most divine shielded of Deathwings can stand a single hit from it. Just imagine what would happen if you were to ping him, or shoot him?
Intruder Alert didn't change.
The minions it summons, on the other hand...
Boss Two: Cho'Rush the Observer
King Gordok's chief advisor, his twin heads make him twice as resourceful as other ogres!
This hero power does exactly what it says. Players are going to start strong, shrivel down to 1 mana, then go back up to repeat the process.
First time player reaches 1 mana: Oh, you reached rock bottom.
Emote Response: This not fun...
Defeated: Boss... you have visitor...
Frost! No, fire! Frostfire? No, fire! No, frost!
For defeating Cho'Rush the Observer, players earn 2 Gordok Mage-Lord cards.
Heroic Cho'Rush the Observer Changes
Besides his health it's the only change, but a one word change makes all the difference. Once the players are shriveled at 1 mana crystal, Cho'Rush will still be going back up to 10, again and again.
Boss Three: King Gordok
+ 10 Armor
Once called Ulrok, he took the title of King Gordok by prying it from his predecessor's cold dead hands.
That's correct. He has a zero mana Twisting Nether every single turn.
He won't use it immediately. If he gets minions from, say, Leeroy, then he'll attack with those first before wiping the board. And if you don't have any minions at all, he won't even bother doing that. He'll keep the minions until you put something out.
He has his own custom spells, too.
Berserk Charge is animated as King Gordok attacking the player. The hero then flies into the air and lands in their portrait to take another 3 damage.
If you want to Freeze King Gordok, you'll really have to want it.
Bulking up on Armor won't exactly save you either, thanks to:
And if you try and get fancy with Charge, he has a contingency plan for that too:
In addition to one special weapon:
They say practice makes perfect. To that end, it's practice time...
Alleria: Not scared of puny elves! NEVER afraid of elves!
Rogue: But you not behind me!
Shaman: Me take orc's puny hammer.
Paladin: Me fight with fists!
Priest: Light? Is that more magic like Cho'Rush?
Warlock: Not if me take your head first!
Warrior: Heh, me like that! Victory or Death!
Magni: For the Gordok!
First time his Hero Power kills a minion: Nuh uh! This between you and me, squishy!
First time Turnabout triggers: Not so fast!
First time he destroys Armor with Sunder Armor: No hiding for you!
First time he takes Health damage: Oof!
Emote Response - Thanks: Not welcome!
Emote Response - Well Played: Heh, me king for a reason!
Emote Response - Greetings: Not happy to see you anymore, squishy!
Emote Response - Sorry: No you aren't! Liar!
Emote Response - Oops: Heh, you not so tough!
Emote Response - Threaten: Me smash you!
Defeated: I... am... king...
Cho'Rush was not entirely honest with the king about how he trained his wizards.
For overthrowing King Gordok and freeing Dire Maul of the various evils festering within its ruins, players earn 2 Gordok Warlock cards.
Heroic King Gordok Changes
+ 10 Armor
King Gordok's hero power now packs quite a punch.
That's not all. Some of his spells got an upgrade as well...
He'll never forgive you.
For clearing the Gordok Inner Circle, players earn one King Gordok.
The effect is shown as the minion attacked being thrown into the air, and landing for 3 more damage.
There is only one Class Challenge in this wing. Warriors are pitted against Captain Kromcrush for two copies of the card:
Some people say it's 'uncivilized' to drink the blood of your enemies. Prudes.
Wrapping up Normal Mode
You came, you saw, you conquered. Count your cards and, if you preordered, count your Dire Maul cardback. Collect your winnings because it's time to get out of Dire Maul. Feralas is safe now, thanks to you.
Wrapping up Heroic Mode
You came, you saw, you conquered. Count -
Suddenly, the boss selection screen shakes and briefly darkens.
A purple hammer smashes the screen next to King Gordok, creating a new, empty boss selection token. Black sludge fills it to the brim, and fades away to reveal the Heroic Only...
Boss Four: Cho'gall
+ 99 Armor
Cho'gall, the unimaginably powerful leader of the Twilight's Hammer cult, has dropped by for a visit...
And changes his hero power to:
Which changes it back to Shadow's Orders and summons a:
Cho'gall comes with his own weapon already equipped.
Initially, Cho'gall's board is flooded with 7 unaltered Faceless Manipulators. But at the start of his turn, before he even orders them to attack, Cho'gall sacrifices each and every one of them to gain 4 empty mana crystals. On his first turn he has 1 mana like normal, but on his second turn he'll have six mana plus the coin.
To add to that, Cho'gall has a selection of incredibly powerful spells.
And instead of getting card draw from Dire Maul's Lingering Power, he has:
Plus a special Faceless minion.
Which releases 2:
Taking him down's looking to be a pretty tall order! But starting on the player's second turn, and at the start of their every turn afterwards, one of four Gordok Ogres jumps into their board to help!
That should take some of the pressure off!
Even so, once you beat Cho'gall to 50 Health, his hero power changes into:
Begin: Now face the wrath of the Hammer! (Unbeliever! Heretic! Burn, burn!)
Cho'gall Sacrifices his Faceless to gain mana: The time has come! (Your lives for the master! Purge the heretic, purge purge!)
First time he plays Conversion: Everyone succumbs in the end.
Second time he plays Conversion: (Stop. Hammertime!)
First time he plays Power of the Old Ones: More, more! (More! They need more!)
First time he plays a Corrupting Adherent: (Come brothers, feast on hope!)
Second time he plays a Corrupting Adherent: Behold the destiny of your fragile world!
Emote Response: (Words words words! The Master wants MURDER!)
First time the Gordok Ogres help the player:
Additional times the Gordok Ogres help the player:
His Hero power changes to Corruption of the Old Gods: Brother, it cannot be. (Destiny has come!) My strength - (Too proud! He speaks in blood, listen!) My... mind... (It is for HIS glory we serve!) What... is... happening? (Gone is the dawn. Come, shades of twilight. Come madness. Come havoc. Come infinite night!)
First time he uses Corruption of the Old Gods: (The master sees, the master SEES!)
Second time he uses Corruption of the Old Gods: (The master's eye sees all that was and all will be or wasn't! AAHAHAHAHAA!)
Third time he uses Corruption of the Old Gods: (The claws of fate GRAAASP the unbelievers!)
Fourth time he uses Corruption of the Old Gods: I can't take much more... (Brother, it merely begins! Hoohaha, ha, ahahaha!)
Fifth time he uses Corruption of the Old Gods: What madness have we wrought? (Not yet enooough!)
Cho'gall Wins: Now the Master has them!
(Finish it! Finish them all!)
It is finished. (The fate of all!)
(NOW they see the darkness! Their eyes are open!)
Defeated: *Cho'gall's portrait cracks but does not shatter* Brother, we are shattered... *Cho'gall's portrait rises up* (Retreat! Retreat!) *Cho'gall's portrait flies away*
For defeating Cho'gall, players earn an armored brown Gordok Tribe cardback and 2,000 Arcane Dust.
Wrapping up Heroic Mode
You came, you saw, you conquered. Count your cards and, if you preordered, count your Dire Maul cardback. Collect your winnings because it's time to get out of Dire Maul. The Gordok are contained, and Cho'gall's machinations in Feralas have been foiled. He remains a threat, but for now he was sent running with his tail between his legs.
That has been my Dire Maul adventure, I had a lot of fun with Cho'gall and hopefully I got a little better at making decklists for bosses. I hope you've all enjoyed. Please do leave a comment on the cards, the dialogue, and the bosses, it means a lot and helps me improve. Until next time everyone!
@Captain_Kaos It's easy to make something very hard. It's easier to create a problem than a solution. I leave the challenge of beating Cho'gall to people infinitely better at this game than me. I had the idea that, since he'll be drawing a lot of cards through Power of the Old Ones, it may be possible to mill him and use the ogres to stall. Both Rogue and Druid also both have easy anti-Conversion in Fan of Knives and Swipe, but I don't know.
glad you agree, and isn't the barbarious blade a strictly better true silver champion, because it heals 4 instead of 2 and can be Upgrade!d with cards like Spiteful Smith to increase the health gain? even so, it still probably wouldn't see play. but still powercreep
@Captain_Kaos Ah crap, forgot about Truesilver. I was so busy comparing it to Arcanite and Death's Bite I forgot about Truesilver! Oh well. It's not as though some cards in the game are already strictly better than others. *cough* Mortal Strike *cough* Fireball.
That Cho'gall fight....I'm pretty sure he's impossible to defeat(then again,i'm not very good at this game,so maybe),but looking at this,i don't think it's doable,even if you try milling,you'll just die before him(How you mill 198 health?).