Sixteen thousand years ago, the expansionist, xenophobic, genocidal Aqir empire was shattered by the Gurubashi and Amani trolls. One splinter of their army became the Qiraji, and the insectoids settled in the ancient Titan research facility of Ahn'Qiraj, protecting the great evil within. For thousands of years the Qiraji gathered their forces, and then struck. The night elves were driven back, and it was only the aid of the dragons, in particular the Bronze Dragonflight, that forced the Qiraji back. Lacking the strength to defeat them once and for all, a powerful magical barrier was cast on Ahn'Qiraj to contain the Qiraji until a new strategy could be employed to permanently shatter them. That new strategy is you, but as the rest of the world has prepared for the opening of Ahn'Qiraj, so too have the Qiraji and the Old God within...
When players select the Gates of Ahn'Qiraj, Fandral Staghelm addresses the player with the situation.
*Disclaimer: Yes I know a lot of the art is screencaps from the game, but there's just not much out there for Ahn'Qiraj! If you can find good art for Kurinnaxx or Major Yeggeth, please show me where.
Wing One: The Opening of Ahn'Qiraj
Boss One: Kurinnaxx
This massive Sand Reaver stands in your way. Get him!
With Kurinnaxx's hero power blasting your minions, getting board control's going to be a little tricky. Even trickier once you factor in his two special spells. First is:
So no more gaining Health for your stuff.
And Sand Trap, which can catch unsuspecting players with their pants down.
First time Moam uses his hero power: Antimagic measures activated.
First time Moam plays Arcane Rupture: Arcane Reservoir at maximum capacity. Releasing.
Emote Response: Error - 47. Communication not authorized.
Defeated: Error... 72...
Reward
Obsidian's actually a pretty brittle stone so uh... don't play him against Mountain Giant.
For defeating Moam, players earn 2 Obsidian Destroyer cards for Mages.
Heroic Moam Changes
+ 15 Armor
Moam's hero power didn't grow much stronger, but it is now completely free of charge for him to siphon you.
His minion summon is a little more expensive, but it also summons an additional Mana Fiend:
And Turn to Stone got buffed as well:
Wing Reward
Moam's an absolute glut for mana, but he can stop whenever he wants!
For clearing the Opening of Ahn'Qiraj, players earn one Moam.
Class Challenges
The first of the class challenges in the Opening of Ahn'Qiraj pits Warriors against General Rajaxx for 2:
Loves: Fighting with his buddies. Hates: Fighting with his buddies.
After that, mages fight against Moam for two copies of:
That's a very nice Tirion Fordring you've got there...
So concludes the first wing of my custom Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah.
You should consider using the preview and edit the size of each picture to make it easier and pretty when reading, when it's a scramble like this, people tend to not even bother reading at all.
@Knetog I do edit the size of the pictures: The text boxes are normally twice the size you see here. I don't know what you're saying about a 'scramble', because there is a simple order to how I put it out and I honestly see no reason to shrink the cards themselves. It's not like you're going to multitask trying to read a card while trying to read something else.
Tastes nothing like lobster, don't believe the lies!
For defeating Ayamiss the Hunter, players earn 2 Hive'Zara Tail Lasher cards.
Heroic Ayamiss the Hunter Changes
+ 15 Armor
With a massively reduced cost, Ayamiss's hero power is now quite the thing to go up against.
Her Hive'Zara Swarmers remain unchanged, but the spell... doesn't.
To make matters worse, the Hive'Zara Tanks aren't just 10/10 anymore.
Boss Three: Ossirian the Unscarred
Ossirian is a Titan construct corrupted by the Old God C'Thun!
Ossirian will use Sandstorm right away. What it does is it prevents the player from seeing the Health or Attack of ANY of Ossirian's minions. Even when it shows what card he's played, you will not see the health/attack of them.
It also changes his hero power to:
Ossirian starts the battle Immune and stays that way unless interrupted. Supreme Mode summons 5 Ossirian Crystals, like so:
Of course because of Sandstorm the player can't see which one is which, and they're summoned in random positions on Ossirian's board. You just have to guess and check.
Of course it's not over yet. Once he uses Supreme Mode his hero power changes one last time to:
Lugging shields around is pretty physically strenuous.
For defeating Ossirian the Unscarred, players earn 2 Shield Wall cards for Warriors.
Heroic Ossirian the Unscarred Changes
+ 15 Armor
One big change is that Sandstorm now not only prevents you from seeing the health/attack of Ossirian's minions you also cannot see the health/attack of your own minions or Ossirian himself, or his armor for that matter. Supreme Mode and its crystals are unchanged, as is Curse of Tongues.
Wing Reward
The rudest sandstorm.
For clearing the Ruins of Ahn'Qiraj, players earn one Ossirian the Unscarred.
Class Challenges
First up in the class challenges, Hunters challenge Ayamiss the Hunter for 2 copies of:
The silithid of Ahn'Qiraj are pretty easy to tame if you have a jar of raspberry jam.
Afterwards, Paladins challenge Ossirian the Unscarred for two of the card:
EVERYONE get down!
So concludes the second wing of my custom Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah. Next up, the Temple itself!
Hello. I've always loved the adventures you come up with. I adore the amount of detail put into them.
However! Looking at Kaldorei Elite, wouldn't it be a strictly worse Frostwolf Warlord? With one minion on the board, Frodtwolf Warlord becomes a 5/5. Kaldorei Elite, however, would become a 5/3.
Why not give the Kaldorei Elite taunt? Or, make it so that every time a minion is summoned, it gains +1 health. Or, +2 health for each friendly minion!
For defeating the Silithid Royalty, players earn 2 Anubisath Swarmguard cards.
Heroic Silithid Royalty Changes
+ 15 Armor
AUTOCAST
In addition to Yauj hitting harder and having more Health, her Health Restore just got a lot nastier.
All of their health. Every last drop. Whereas Vem:
Wing Reward
All those years of being treated like royalty means he doesn't like getting poked.
For clearing the Temple of Ahn'Qiraj, players earn one Lord Kri.
Class Challenges
First in the class challenges, priests challenge The Prophet Skeram for two of:
Oh get up, it's just a flesh wound.
As in, trading no longer hurts it. Getting attacked into still does, however.
After that, Rogues go against Battleguard Sartura for 2...
Hurts a lot more than you'd think.
So concludes the third wing of my custom Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah. Until next time!
I'll reiterate that I find the mechanics of these bosses and cards very interesting! I especially like the idea of Pain Suppression. It fits priest well, similar to their over 1-mana buff spells. I wonder if it would ever see play in such an aggressive meta.
im expecting something really fancy in the next two wings, something never before seen by the fan creations forum that only you could come up with, something that mechanically makes sense but is so elegant that peeps will be using it for millennium! don't disappoint!
First time she uses Noxious Poison: *hhhhheeeehhhhh*
Emote Response: *bzzz*
Defeated: *bzz - zz - zzzz...*
Reward
They're like actual wasps; if you kill them, they just get even ANGRIER!
For defeating Princess Huhuran, players earn 2 Hive'Zara Stinger cards.
Heroic Princess Huhuran Changes
+ 15 Armor
In addition to dealing 2 more damage per stack, the Princess's hero power is now completely free of charge.
To make matters worse, her special spell Noxious Poison got much cheaper:
Boss Three: Viscidus
This enormous ooze cannot be destroyed by conventional means.
More on Congealed later. Viscidus comes loaded with lots of anti weapon, and a potent boardclear in the form of:
In World of Warcraft, Viscidus could not be killed normally. Instead you had to hit this colossal ooze with frost spells, which would cause it to freeze solid. Then, before it thawed out, you had to hit it with enough physical attacks to SHATTER the damn thing.
When it shattered, it spawned globules across the room. The more health it had, the more globules it spawned, and these globules would beeline to the middle of the room to reform Viscidus. When no globules were left to reform it, Viscidus was dead for good.
So here in Hearthstone, once you chew through Viscidus's 30 Health he, instead of cracking and shattering, blubs outwards onto his board.
For each 4 of his maximum health, upon death he summons a:
When they reform, Viscidus will have that much maximum health. So break him, 7 spawn, kill 3, Viscidus reforms with 16 max health.
When there are no globules left to reform it, Viscidus is dead for good.
First time Ouro returns from Submerge: *alarmingly birdlike hoot*
First time Ouro plays Scarab Swarm:
Emote Response: *wicked chitter*
Defeated: *furious screech*
Reward
True power comes from within. Within YOU!
For defeating Ouro, players earn 2 Drain Mana cards for Warlocks.
Heroic Ouro Changes
+ 15 Armor
While Ouro's hero power got no more damaging, its lower cost makes it dramatically more threatening.
All of his spells got enhanced as well:
And Scarab Swarm became infinitely worse.
Wing Reward
A classic example of the 'danger noodle'.
For clearing the Qiraji Caverns, players earn one Ouro.
Class Challenges
First in the class challenges, Shaman go up against Viscidus for two of the card:
Don't leave your Kaja'Cola out in the sun for too long!
Afterwards, Druids go up against the monstrous Ouro for 2 copies of:
She was stunning. Simply blew him away.
And that is the penultimate wing of my Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah. Until next time!
The Twin Emperors, Vek'nilash and Vek'lor, rule over the qiraji.
Emperor Vek'nilash enters the fight wielding his special weapon:
Meanwhile his twin Emperor Vek'lor floats off to the side, similar to how Nefarian did when Onyxia was reanimated in Blackrock.
At the start of their second turn, and every turn thereafter, the Twin Emperors will switch position. Vek'lor looks like this:
Furthermore, when Vek'lor is in and Vek'nilash floats to the side, Vek'nilash's sword will be disabled. Only Vek'nilash can use it.
Luckily, you don't have to destroy 60 Health. Whenever one Emperor takes damage, the other takes just as much damage. Conversely, whenever one is healed the other is healed for just as much, when one gains armor, etc.
He's nothing like those jackal-shaped stone anubisaths. He's civilized!
For defeating the Twin Emperors, players earn 2 Anubisath Warrior cards for Druids.
Heroic Twin Emperors Changes
+ 60 Armor
+ 15 Armor
There's a twist! Vek'nilash starts with twice the health Vek'lor does, so each 1 Health Vek'lor loses/gains translates to 2 Health for Vek'nilash, and vice versa. But Vek'lor also can't be damaged by attacks, so you'll have to rely on spells to hit him, and rely on attacks for the tank that is Vek'nilash.
Vek'nilash's sword grew no stronger, but the Twins' spells...
Boss Two: C'Thun
The monstrous Old God, C'Thun, is mere moments away from bringing about armageddon.
The Eye of C'Thun's hero power chooses the minion to destroy at random.
In addition, the Old God C'Thun has a few special spells and minions of its own. First up is some basic card draw:
And then some boardclear.
Dark Glare only affects minions on the same side as the one destroyed. C'Thun's dark glare won't hurt its minions when it targets yours.
And then some tentacles. What's an Old God without tentacles?
Seems fairly simple, just kill the Eye. But once the Eye has shattered, the empty portrait explodes outwards, and from its depths rises:
+ 30 Armor
If C'Thun was not at 10 mana before, it goes to 10 mana now. C'Thun's hero is permanently immune, and Broken Chains is pretty powerful on its own.
The first time C'Thun wreaks havoc with its hero power, it summons:
One Giant Claw Tentacle, one Giant Eye Tentacle, and five regular Eye Tentacles.
After that first use, C'Thun's hero power summons tentacles in the order of: Giant Claw, seven regular Eye, Giant Eye, one Devouring and six regular Eye, repeat.
Devouring Tentacles are:
Which summons:
Destroying these Flesh Tentacles is crucial to defeating C'Thun. Without breaking down its shield repeatedly, you'll never make any progress. As to how you'll survive long enough, you get help from the dragons.
On the player's first turn after C'Thun's first use of Broken Chains, they get one of each card:
After that, the dragons Caelestrasz, Arygos, and Merithra will give the player one dragon card at the start of the player's each turn, cycling Red, Blue, Green.
Use the dragon cards to sustain yourself against the massive onslaught of tentacles, destroy the Flesh tentacles, and whack C'Thun down to 0 health to win!
First time C'Thun uses Broken Chains: After so long, free.
Second time C'Thun uses Broken Chains: Your world... is mine now.
First time players receive aid from the dragons:
Caelestrasz gives you Blessing of the Red Flight:
Arygos gives you Vengeance of the Blue Flight:
Merithra gives you Gift of the Green Flight:
Defeated: We are... outside... the cycle...
Reward
Who's up for a game of Mastermind?
For destroying the qiraji menace once and for all, averting the end of all life on the planet, and obliterating one of the endlessly malefic Old Gods, players earn 2 Qiraji Mindslayer cards.
Heroic C'Thun Changes
+ 10 Armor
The Eye of C'Thun's beam not destroys both minions it targets.
Claw Tentacle, Dark Glare, and Ancient Malice are unchanged. But when C'Thun itself rises...
+ 50 Armor
It has a bit more armor, but the tentacles summoned by Broken Chains, as well as the order they're summoned in, do not change.
However, now the player only receive one of each dragon card after the initial 3, for a total of two of each dragon card.
Wing Reward
C'Thun is an Old God and has a giant eye, but can it see why kids love cinnamon toast crunch?
For clearing the Prison of C'Thun, players earn one C'Thun.
Class Challenges
In the final class challenge, Warlocks take on the Twin Emperors for 2:
This is what you get for making me work for you!
Recap
Wrapping up Ahn'Qiraj
It is done. Over sixteen thousand years since the Aqir empire splintered, the last remnants of their qiraji descendants have been neutralized. While the mantid and nerubians continue to pose a threat in their own way, continents away, Kalimdor is at least free of the influence of the Old Gods. The armies fighting the qiraji have proven triumphant, since the demise of C'Thun struck their will, and with the three imprisoned dragons freed they had no chance. Collect your cards, your preorder Silithus cardback and, if you cleared heroic, your insectoid, organic Qiraji cardback. It's time to leave this forsaken desert.
This has been Gates of Ahn'Qiraj, my custom Ahn'Qiraj adventure! Like always please do leave a comment regarding the bosses, the dialogue, the decks, and the cards. Until next time!
Sixteen thousand years ago, the expansionist, xenophobic, genocidal Aqir empire was shattered by the Gurubashi and Amani trolls. One splinter of their army became the Qiraji, and the insectoids settled in the ancient Titan research facility of Ahn'Qiraj, protecting the great evil within. For thousands of years the Qiraji gathered their forces, and then struck. The night elves were driven back, and it was only the aid of the dragons, in particular the Bronze Dragonflight, that forced the Qiraji back. Lacking the strength to defeat them once and for all, a powerful magical barrier was cast on Ahn'Qiraj to contain the Qiraji until a new strategy could be employed to permanently shatter them. That new strategy is you, but as the rest of the world has prepared for the opening of Ahn'Qiraj, so too have the Qiraji and the Old God within...
When players select the Gates of Ahn'Qiraj, Fandral Staghelm addresses the player with the situation.
*Disclaimer: Yes I know a lot of the art is screencaps from the game, but there's just not much out there for Ahn'Qiraj! If you can find good art for Kurinnaxx or Major Yeggeth, please show me where.
Wing One: The Opening of Ahn'Qiraj
Boss One: Kurinnaxx
This massive Sand Reaver stands in your way. Get him!
With Kurinnaxx's hero power blasting your minions, getting board control's going to be a little tricky. Even trickier once you factor in his two special spells. First is:
So no more gaining Health for your stuff.
And Sand Trap, which can catch unsuspecting players with their pants down.
Kurinnaxx's Decklist
Sandtrap x2
Mortal Wound x2
Beneath the Grounds x2
Nerubian Egg x2
Hive'Zara Stalker x4
Qiraji Scarab x2
Anubisath Warrior x2
Hive'Zara Stinger x2
Rockbiter Weapon x2
Cleave x2
Mortal Strike x2
Earthquake x2
Living Roots x2
Mark of the Wild x2
Dialogue
Begin: *skree!*
First time Sand Trap triggers: *chitter*
Emote Response: *squeak*
Defeated: *reee!*
Reward
Float like a butterfly sting like a... an... um, a what?
For defeating Kurinnaxx, players earn 2 Wyvern Sting cards for Hunters.
Heroic Kurinnaxx Changes
+ 15 Armor
Kurinnaxx's hero power now hurts atrociously, and his spells didn't get much friendlier either:
Mortal Wound only damages one, but its effect hits up to 3 minions.
Sandtrap is now the unholy spawn of Vaporize and Freezing Trap.
Boss Two: General Rajaxx
The General of the Qiraji Armies, Rajaxx has waited for this day for a long time...
Rajaxx's hero power summons these fellows:
He has no special spells of his own, but he does have two minions:
A Hurricane is the spell:
His other legendary is:
Which gives him a standard Hand of Protection.
General Rajaxx's Decklist
Knife Juggler x2
Qiraji Gladiator x4
Anubisath Warrior x4
Whirlwind x2
Misdirection x2
Captain Drenn x1
Major Yeggeth x1
Sludge Belcher x2
Revenge x2
Anubisath Swarmguard x2
Inner Rage x2
Charge x2
Bash x2
Cult Master x2
Mark of Nature x2
Dialogue
Begin: Impudent fool! I will kill you myself!
Playing Captain Drenn: Fear is for the enemy! Fear and death!
Playing Major Yeggeth: Attack and make them pay dearly!
Emote Response: Breathe your last!
Defeated: Warriors! Captains! Continue the fight!
Reward
He doesn't do as well in Arena as you'd think.
For defeating General Rajaxx, players earn 2 Qiraji Gladiator cards.
Heroic General Rajaxx Changes
+ 15 Armor
Rajaxx's hero power isn't playing around any more!
To make matters worse, neither are his subordinates. Both got a slight buff in stats.
Boss Three: Moam
The Obsidian Destroyers are antimagic constructs, Moam the strongest of them all.
With this hero power, you'll really want to play on curve otherwise Moam will ramp hard. And as you see, that's not a good thing since he has:
Luckily, Moam can also de-ramp himself with the spell:
In addition to these spells, Moam can also:
Moam's Decklist
Mana Wraith x2
Arcane Missiles x2
Arcane Explosion x2
Wild Growth x2
Frostbolt x2
Mana Condensation x4
Turn to Stone x4
Arcane Rupture x3
Arcane Intellect x2
Obsidian Destroyer x3
Spellsteal x2
Garrison Commander x2
Dialogue
Begin: Intruder detected.
First time Moam uses his hero power: Antimagic measures activated.
First time Moam plays Arcane Rupture: Arcane Reservoir at maximum capacity. Releasing.
Emote Response: Error - 47. Communication not authorized.
Defeated: Error... 72...
Reward
Obsidian's actually a pretty brittle stone so uh... don't play him against Mountain Giant.
For defeating Moam, players earn 2 Obsidian Destroyer cards for Mages.
Heroic Moam Changes
+ 15 Armor
Moam's hero power didn't grow much stronger, but it is now completely free of charge for him to siphon you.
His minion summon is a little more expensive, but it also summons an additional Mana Fiend:
And Turn to Stone got buffed as well:
Wing Reward
Moam's an absolute glut for mana, but he can stop whenever he wants!
For clearing the Opening of Ahn'Qiraj, players earn one Moam.
Class Challenges
The first of the class challenges in the Opening of Ahn'Qiraj pits Warriors against General Rajaxx for 2:
Loves: Fighting with his buddies. Hates: Fighting with his buddies.
After that, mages fight against Moam for two copies of:
That's a very nice Tirion Fordring you've got there...
So concludes the first wing of my custom Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah.
You should consider using the preview and edit the size of each picture to make it easier and pretty when reading, when it's a scramble like this, people tend to not even bother reading at all.
@Knetog I do edit the size of the pictures: The text boxes are normally twice the size you see here. I don't know what you're saying about a 'scramble', because there is a simple order to how I put it out and I honestly see no reason to shrink the cards themselves. It's not like you're going to multitask trying to read a card while trying to read something else.
Wing Two: The Ruins of Ahn'Qiraj
Boss One: Buru the Gorger
+ 40 Armor
The massive silithid Buru squats in the middle of a field of silithid eggs.
Tracking, of course, can be applied to Buru multiple times.
There's good news though! Buru starts with 5 Silithid Eggs on his board.
The bad news: the silithid eggs each summon a:
Once you break the last of Buru's armor, his hero power transforms from Tracking to...
AUTOCAST
Finish off Buru quickly before the Creeping Plague kills you!
Buru the Gorger's Decklist
Heroic Strike x2
Hive'Zara Stalker x4
Execute x2
Anubisath Swarmguard x2
Qiraji Gladiator x2
Mark of the Wild x2
Healing Touch x2
Hive'Zara Stinger x4
Bash x2
Azure Drake x2
Qiraji Scarab x3
Obsidian Destroyer x1
Divine Intervention x2
Dialogue
Begin: *growl*
First time an Egg Dies: *screech*
Emote Response: *chittering laugh*
Armor Broken: *agonized screech*
Defeated: *hiss*
Reward
Restraining orders will not save you.
For defeating Buru the Gorger, players earn 2 Hive'Zara Stalker cards for Rogues.
Heroic Buru the Gorger Changes
+ 60 Armor
Tracking, fortunately, does not grow any stronger, but he's got a bit more armor.
Also, he now starts with only 4 Silithid Eggs.
And the Silithid they summon are now, instead of 5/5...
Furthermore, once Buru's armor is broken his hero power becomes:
AUTOCAST
Boss Two: Ayamiss the Hunter
This enormous wasp hunts food for the young silithid.
Yep, just destroy a minion. It's gone. Luckily this costs 4 mana.
Ayamiss has a special minion, Grim Patron on steroids.
In addition, Ayamiss has her own unique spell...
Which summons one:
The Hive'Zara tank is a:
Needless to say, you don't want the larva to do its thing.
Ayamiss the Hunter's Decklist
Hive'Zara Swarmer x4
Hive'Zara Wasp x2
Feed the Young x3
Hand of Protection x1
Hive'Zara Tail Lasher x2
Assassinate x2
Ancestral Healing x2
Anubisath Warrior x2
Houndmaster x2
Whirlwind x2
Revenge x2
Savage Roar x2
Charge x1
Slam x1
Qiraji Mindslayer x2
Dialogue
Begin: *airy hiss*
Emote Response: *angry hiss*
First time a Larva grows up: *delighted growl*
Defeated: *choking growls and hisses*
Reward
Tastes nothing like lobster, don't believe the lies!
For defeating Ayamiss the Hunter, players earn 2 Hive'Zara Tail Lasher cards.
Heroic Ayamiss the Hunter Changes
+ 15 Armor
With a massively reduced cost, Ayamiss's hero power is now quite the thing to go up against.
Her Hive'Zara Swarmers remain unchanged, but the spell... doesn't.
To make matters worse, the Hive'Zara Tanks aren't just 10/10 anymore.
Boss Three: Ossirian the Unscarred
Ossirian is a Titan construct corrupted by the Old God C'Thun!
Ossirian will use Sandstorm right away. What it does is it prevents the player from seeing the Health or Attack of ANY of Ossirian's minions. Even when it shows what card he's played, you will not see the health/attack of them.
It also changes his hero power to:
Ossirian starts the battle Immune and stays that way unless interrupted. Supreme Mode summons 5 Ossirian Crystals, like so:
Of course because of Sandstorm the player can't see which one is which, and they're summoned in random positions on Ossirian's board. You just have to guess and check.
Of course it's not over yet. Once he uses Supreme Mode his hero power changes one last time to:
Ossirian the Unscarred's Decklist
Moam x1
Obsidian Destroyer x3
Shield Block x2
Forked Lightning x2
Hand of Protection x5
Tree of Life x1
Anubisath Swarmguard x2
Hurricane x2
Conceal x2
Arcane Blast x2
Heroic Strike x4
Divine Intervention x2
Power Word: Fortitude x2
Dialogue
Begin: Trespassers will be terminated.
Activates Sandstorm: Sands of the desert, rise and block out the sun!
Emote Response: I will smash you.
Ossirian has Lethal: You are terminated.
First time Ossirian regains immunity: My powers are renewed.
Start of the player's fifth turn:
Defeated: I have failed.
Reward
Lugging shields around is pretty physically strenuous.
For defeating Ossirian the Unscarred, players earn 2 Shield Wall cards for Warriors.
Heroic Ossirian the Unscarred Changes
+ 15 Armor
One big change is that Sandstorm now not only prevents you from seeing the health/attack of Ossirian's minions you also cannot see the health/attack of your own minions or Ossirian himself, or his armor for that matter. Supreme Mode and its crystals are unchanged, as is Curse of Tongues.
Wing Reward
The rudest sandstorm.
For clearing the Ruins of Ahn'Qiraj, players earn one Ossirian the Unscarred.
Class Challenges
First up in the class challenges, Hunters challenge Ayamiss the Hunter for 2 copies of:
The silithid of Ahn'Qiraj are pretty easy to tame if you have a jar of raspberry jam.
Afterwards, Paladins challenge Ossirian the Unscarred for two of the card:
EVERYONE get down!
So concludes the second wing of my custom Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah. Next up, the Temple itself!
Hello. I've always loved the adventures you come up with. I adore the amount of detail put into them.
However! Looking at Kaldorei Elite, wouldn't it be a strictly worse Frostwolf Warlord? With one minion on the board, Frodtwolf Warlord becomes a 5/5. Kaldorei Elite, however, would become a 5/3.
Why not give the Kaldorei Elite taunt? Or, make it so that every time a minion is summoned, it gains +1 health. Or, +2 health for each friendly minion!
Hmm, looking at it now it does seem weak. I was trying to compare it with Twilight Drake, but yes that makes sense. To Hearthcards!
Wing Three: The Temple of Ahn'Qiraj
Boss One: The Prophet Skeram
The Prophet Skeram foretold the day when C'Thun would escape. It's up to you to prove him wrong!
It's basically a better Shadow Madness on any turn Skeram wants to, and with no restriction on Attack.
Added to that, Skeram has his own version of the mage's Mirror Images:
Which summons:
The Prophet Skeram's Decklist
Illusion x4
Shadow Madness x2
Cabal Shadow Priest x2
Qiraji Mindslayer x2
Mind Control x2
Cult Master x2
Dark Cultist x2
Hive'Zara Wasp x2
Obsidian Eradicator x2
Mortal Coil x2
Shadow Word: Pain x2
Shadow Word: Death x2
Power Word: Shield x2
Power Word: Fortitude x2
Dialogue
Begin: Are you so eager to die? I will be happy to accommodate you...
First time he uses his hero power: Tremble! The end is upon you!
First time a minion dies: Let your death serve as an example!
Emote Response: PREPARE... for the return of the ancient ones!
Defeated: You only delay... the inevitable...
Reward
Can I have that mana if you're not using it? Thanks!
For defeating the Prophet Skeram, players earn 2 Obsidian Eradicator cards.
Clarification: Enemy unused mana crystals count too.
Heroic Prophet Skeram Changes
+ 15 Armor
Skeram's hero power just got much, much stronger.
In addition, so did his boss card.
Boss Two: Battleguard Sartura
Sartura, leader of the qiraji battleguards, waits for you in the caverns.
Sartura's hero power means she'll be doing a lot of attacking herself. But just in case she starts getting some trouble...
In addition, she has a unique minion:
Battleguard Sartura's Decklist
Sundering Cleave x2
Qiraji Battleguard x4
Whirlwind x2
Revenge x2
Death's Bite x2
Inner Rage x2
Qiraji Gladiator x2
Anubisath Warrior x2
Kidney Shot x2
Hive'Zara Tail Lasher x2
Mortal Strike x2
Power Word: Shield x2
Obsidian Destroyer x2
Spellsteal x2
Dialogue
Begin: I sentence you to death!
Emote Response: Haha! So fragile.
First time she uses her hero power: Begone from my sight!
Player's third turn:
Defeated: I serve... to the last...
Reward
Word on the street is...
For defeating Battleguard Sartura, players earn 2 Power Word: Fortitude cards for Priests.
Heroic Battleguard Sartura Changes
+ 15 Armor
On heroic, Battleguard Sartura's hero power enables her to attack 4 times instead of 2.
Sundering Cleave remains unchanged. Her minion however, packs a little extra punch...
Boss Three: Silithid Royalty
Lord Kri and his family are some of the most powerful silithid in existence.
AUTOCAST
Lord Kri doesn't come alone though. Starting on his board is Princess Yauj!
And their son, Vem!
You'll probably want to save Vem for second to last, before blowing up Lord Kri.
Lord Kris Decklist
Silence x2
Mass Dispel x2
Drain Mana x2
Hand of Protection x2
Shield Wall x1
Shield Slam x2
Hurricane x1
Wrath x2
Mark of the Wild x2
Mark of Nature x2
Spellsteal x2
Inner Rage x2
Power Word: Shield x2
Shadow Word: Death x2
Savage Roar x2
Sabotage x2
Dialogue
Begin: *hiss*
Emote Response: *growl*
Yauj dies: *mournful chitter*
Vem dies: *furious scree*
Defeated: *sggggrgr...*
Reward
His workout routine is VERY intense.
For defeating the Silithid Royalty, players earn 2 Anubisath Swarmguard cards.
Heroic Silithid Royalty Changes
+ 15 Armor
AUTOCAST
In addition to Yauj hitting harder and having more Health, her Health Restore just got a lot nastier.
All of their health. Every last drop. Whereas Vem:
Wing Reward
All those years of being treated like royalty means he doesn't like getting poked.
For clearing the Temple of Ahn'Qiraj, players earn one Lord Kri.
Class Challenges
First in the class challenges, priests challenge The Prophet Skeram for two of:
Oh get up, it's just a flesh wound.
As in, trading no longer hurts it. Getting attacked into still does, however.
After that, Rogues go against Battleguard Sartura for 2...
Hurts a lot more than you'd think.
So concludes the third wing of my custom Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah. Until next time!
I'll reiterate that I find the mechanics of these bosses and cards very interesting! I especially like the idea of Pain Suppression. It fits priest well, similar to their over 1-mana buff spells. I wonder if it would ever see play in such an aggressive meta.
Keep up the grand work!
im expecting something really fancy in the next two wings, something never before seen by the fan creations forum that only you could come up with, something that mechanically makes sense but is so elegant that peeps will be using it for millennium! don't disappoint!
(pressure intensifies )
@TopHatsaur Thanks!
@Captain_Kaos Oh you! ;-)
Wing Four: The Qiraji Caverns
Boss One: Fankriss the Unyielding
He's a little peeved you killed his bro, Kurinnaxx.
To prove he's Kurinnaxx's brother, Fankriss's normal hero power is Kuri's heroic hero power!
Added to that, he has no special spells but does have two unique minions:
Have fun taunting up against the hatchlings. And Fankriss's spawn...
Fankriss the Unyielding's Decklist
Vekniss Hatchling x2
Spawn of Fankriss x2
Beneath the Grounds x2
Nerubian Egg x2
Hive'Zara Stalker x4
Qiraji Scarab x2
Anubisath Warrior x2
Hive'Zara Stinger x2
Rockbiter Weapon x2
Cleave x2
Mortal Strike x2
Earthquake x2
Living Roots x2
[card]Mark of Nature[/card] x2
Dialogue
Begin: *skree*
First time a Spawn of Fankriss uses an Enraged Attack: *chitter*
Emote Response: *squeak*
Defeated: *horrific, bloodcurdling hiss*
Reward
The silithid have a rather grotesque mating ritual. It involves ten hours of country music followed by riding a bicycle down a sand dune.
For defeating Fankriss the Unyielding, players earn 2 Qiraji Scarab cards for Paladins.
Clarification: Qiraji Scarabs will not trigger off of other Qiraji Scarabs dying.
Heroic Fankriss the Unyielding Changes
+ 15 Armor
Continuing the trend Kurinnaxx started, Fankriss's hero power deals even more damage, and is now a cheap on demand Shadow Bolt.
The Vekniss Hatchling doesn't get stronger but the Spawn of Fankriss... yeah.
Boss Two: Princess Huhuran
Princess Huhuran is next in line for the... uh... silithid don't exactly have thrones.
Huhuran's hero power can, obviously, be applied multiple times to the same thing.
Furthermore, in addition to a lot of the hunter Wyvern Sting card, she's got a rather horrific spell that she likes to toss out.
Princess Huhuran's Decklist
Hive'Zara Wasp x2
Hive'Zara Stalker x2
Hive'Zara Stinger x4
Qiraji Scarab x2
Savage Roar x2
Healing Touch x2
Wyvern Sting x4
Noxious Poison x2
Anubisath Warrior x2
Qiraji Gladiator x2
Molten Giant x2
Hurricane x2
Cobra Shot x2
Dialogue
Begin: *chrrrr*
First time she uses Noxious Poison: *hhhhheeeehhhhh*
Emote Response: *bzzz*
Defeated: *bzz - zz - zzzz...*
Reward
They're like actual wasps; if you kill them, they just get even ANGRIER!
For defeating Princess Huhuran, players earn 2 Hive'Zara Stinger cards.
Heroic Princess Huhuran Changes
+ 15 Armor
In addition to dealing 2 more damage per stack, the Princess's hero power is now completely free of charge.
To make matters worse, her special spell Noxious Poison got much cheaper:
Boss Three: Viscidus
This enormous ooze cannot be destroyed by conventional means.
More on Congealed later. Viscidus comes loaded with lots of anti weapon, and a potent boardclear in the form of:
In World of Warcraft, Viscidus could not be killed normally. Instead you had to hit this colossal ooze with frost spells, which would cause it to freeze solid. Then, before it thawed out, you had to hit it with enough physical attacks to SHATTER the damn thing.
When it shattered, it spawned globules across the room. The more health it had, the more globules it spawned, and these globules would beeline to the middle of the room to reform Viscidus. When no globules were left to reform it, Viscidus was dead for good.
So here in Hearthstone, once you chew through Viscidus's 30 Health he, instead of cracking and shattering, blubs outwards onto his board.
For each 4 of his maximum health, upon death he summons a:
When they reform, Viscidus will have that much maximum health. So break him, 7 spawn, kill 3, Viscidus reforms with 16 max health.
When there are no globules left to reform it, Viscidus is dead for good.
Viscidus's Decklist
Acidic Swamp Ooze x4
Mark of Nature x2
Mark of the Wild x2
Blessing of Kings x2
Echoing Ooze x4
Whirlwind x2
Toxic Cloud x2
Blessed Champion x2
Earthquake x2
Hive'Zara Stinger x2
Tainted Water Spirit x2
Blizzard x2
Sludge Belcher x2
Dialogue
Begin: *glop*
First time it uses Toxic Cloud: *airy hiss*
Emote Response: *burrbbpleble*
First time Viscidus explodes: *blrrrkrressshh!*
Defeated: *plob*
Reward
Shaken, not stirred.
For defeating Viscidus, players earn 2 Earthquake cards for Shamans.
Heroic Viscidus Changes
+ 30 Armor
Viscidus now has not 50% more health, but DOUBLE it. Luckily the 30 Armor goes away when you shatter it the first time.
The globules, however, are stronger and each represent a larger chunk of Viscidus's health.
To make matters worse, its boss spell went from bad to worse.
Boss Four: Ouro
The sand worm Ouro was created by C'Thun as a mockery of life.
Ouro's hero power costs a lot, but it deals quite a bit of damage to your stuff.
In addition, Ouro has a unique spell in that the boss himself can gain a form of Stealth:
Plus, he has Force of Nature on steroids:
Which summons:
Ouro's Decklist
Qiraji Scarab x2
Living Roots x2
Innervate x2
Hurricane x2
Scarab Swarm x2
Submerge x4
Savage Roar x1
Tree of Life x1
Earthquake x2
Acidic Swamp Ooze x2
Hive'Zara Stalker x2
Starving Buzzard x2
Heroic Strike x2
Azure Drake x2
Lord Kri x1
Ossirian the Unscarred x1
Dialogue
Begin: *hissing laughter*
First time Ouro plays Submerge: *low growl*
First time Ouro returns from Submerge: *alarmingly birdlike hoot*
First time Ouro plays Scarab Swarm:
Emote Response: *wicked chitter*
Defeated: *furious screech*
Reward
True power comes from within. Within YOU!
For defeating Ouro, players earn 2 Drain Mana cards for Warlocks.
Heroic Ouro Changes
+ 15 Armor
While Ouro's hero power got no more damaging, its lower cost makes it dramatically more threatening.
All of his spells got enhanced as well:
And Scarab Swarm became infinitely worse.
Wing Reward
A classic example of the 'danger noodle'.
For clearing the Qiraji Caverns, players earn one Ouro.
Class Challenges
First in the class challenges, Shaman go up against Viscidus for two of the card:
Don't leave your Kaja'Cola out in the sun for too long!
Afterwards, Druids go up against the monstrous Ouro for 2 copies of:
She was stunning. Simply blew him away.
And that is the penultimate wing of my Ahn'Qiraj adventure. Please do leave a comment regarding the bosses, the dialogue, and the cards. Also possibly on the decks. I'm atrocious at building decks, so I'm quite nervous about them not working but practice makes perfect so... yeah. Until next time!
Wing Five: The Prison of C'Thun
... a pause.
Boss One: The Twin Emperors
The Twin Emperors, Vek'nilash and Vek'lor, rule over the qiraji.
Emperor Vek'nilash enters the fight wielding his special weapon:
Meanwhile his twin Emperor Vek'lor floats off to the side, similar to how Nefarian did when Onyxia was reanimated in Blackrock.
At the start of their second turn, and every turn thereafter, the Twin Emperors will switch position. Vek'lor looks like this:
Furthermore, when Vek'lor is in and Vek'nilash floats to the side, Vek'nilash's sword will be disabled. Only Vek'nilash can use it.
Luckily, you don't have to destroy 60 Health. Whenever one Emperor takes damage, the other takes just as much damage. Conversely, whenever one is healed the other is healed for just as much, when one gains armor, etc.
Plus, they have two special spells to use:
And:
Twin Emperors' Decklist
Mortal Strike x2
Cleave x2
Wild Mutate x2
Hive'Zara Tail Lasher x2
Qiraji Scarab x2
Shadow Bolt x2
Blizzard x2
Arcane Explosion x2
Explosion x2
Healing Touch x4
Upgrade! x1
Ouro x1
Qiraji Gladiator x2
Anubisath Warrior x2
Bash x2
Dialogue
Begin: Vek'nilash: Join me brother, there is blood to be shed.
Start of the player's first turn: Vek'lor: To decorate our halls.
Emote Response: (If Vek'nilash is active) Vek'nilash: Your fate is sealed!
(If Vek'lor is active) Vek'lor: Like a fly to the web.
The Twin Emperors have Lethal: Vek'lor: It's too late to turn away.
Defeated: (If Vek'nilash is active) Vek'nilash: Vek'lor, I feel your pain...
(If Vek'lor is active) Vek'lor: My brother, no!
Reward
He's nothing like those jackal-shaped stone anubisaths. He's civilized!
For defeating the Twin Emperors, players earn 2 Anubisath Warrior cards for Druids.
Heroic Twin Emperors Changes
+ 60 Armor
+ 15 Armor
There's a twist! Vek'nilash starts with twice the health Vek'lor does, so each 1 Health Vek'lor loses/gains translates to 2 Health for Vek'nilash, and vice versa. But Vek'lor also can't be damaged by attacks, so you'll have to rely on spells to hit him, and rely on attacks for the tank that is Vek'nilash.
Vek'nilash's sword grew no stronger, but the Twins' spells...
Boss Two: C'Thun
The monstrous Old God, C'Thun, is mere moments away from bringing about armageddon.
The Eye of C'Thun's hero power chooses the minion to destroy at random.
In addition, the Old God C'Thun has a few special spells and minions of its own. First up is some basic card draw:
And then some boardclear.
Dark Glare only affects minions on the same side as the one destroyed. C'Thun's dark glare won't hurt its minions when it targets yours.
And then some tentacles. What's an Old God without tentacles?
Seems fairly simple, just kill the Eye. But once the Eye has shattered, the empty portrait explodes outwards, and from its depths rises:
+ 30 Armor
If C'Thun was not at 10 mana before, it goes to 10 mana now. C'Thun's hero is permanently immune, and Broken Chains is pretty powerful on its own.
The first time C'Thun wreaks havoc with its hero power, it summons:
One Giant Claw Tentacle, one Giant Eye Tentacle, and five regular Eye Tentacles.
After that first use, C'Thun's hero power summons tentacles in the order of: Giant Claw, seven regular Eye, Giant Eye, one Devouring and six regular Eye, repeat.
Devouring Tentacles are:
Which summons:
Destroying these Flesh Tentacles is crucial to defeating C'Thun. Without breaking down its shield repeatedly, you'll never make any progress. As to how you'll survive long enough, you get help from the dragons.
On the player's first turn after C'Thun's first use of Broken Chains, they get one of each card:
After that, the dragons Caelestrasz, Arygos, and Merithra will give the player one dragon card at the start of the player's each turn, cycling Red, Blue, Green.
Use the dragon cards to sustain yourself against the massive onslaught of tentacles, destroy the Flesh tentacles, and whack C'Thun down to 0 health to win!
C'Thun's Decklist
Claw Tentacle x6
Dark Glare x2
Ancient Malice x2
Dark Cultist x2
Cabal Shadow Priest x2
Shadow Madness x2
Mind Control x2
Corruption x2
Shadow Bolt x2
Shadowflame x2
Twisting Nether x1
Mind Blast x2
Dark Bargain x1
Siphon Soul x2
Dialogue
Begin: Death... is... close.
Druid: Druid... no nature here.
Mage: Mage... I know more.
Hunter: Hunter... measly beast.
Paladin: Paladin... no light here.
Priest: Priest... snuff you out.
Rogue: Rogue... no place to hide.
Shaman: Shaman... elements obey me.
Warlock: Warlock... demons are fragile.
Warrior: Warrior... weapons are laughable.
First time Eye of C'Thun uses its hero power: I see you.
Emote Response - Thanks: Save it.
Emote Response - Well Played: You seem... surprised.
Emote Response - Greetings: Welcome mortal, to my world.
Emote Response - Sorry: Pity... mortal concept.
Emote Response - Oops: You are already dead.
Emote Response - Threaten: You. Will. Die.
Eye of C'Thun is destroyed and C'Thun itself rises: Your heart will explode.
First time C'Thun uses Broken Chains: After so long, free.
Second time C'Thun uses Broken Chains: Your world... is mine now.
First time players receive aid from the dragons:
Caelestrasz gives you Blessing of the Red Flight:
Arygos gives you Vengeance of the Blue Flight:
Merithra gives you Gift of the Green Flight:
Defeated: We are... outside... the cycle...
Reward
Who's up for a game of Mastermind?
For destroying the qiraji menace once and for all, averting the end of all life on the planet, and obliterating one of the endlessly malefic Old Gods, players earn 2 Qiraji Mindslayer cards.
Heroic C'Thun Changes
+ 10 Armor
The Eye of C'Thun's beam not destroys both minions it targets.
Claw Tentacle, Dark Glare, and Ancient Malice are unchanged. But when C'Thun itself rises...
+ 50 Armor
It has a bit more armor, but the tentacles summoned by Broken Chains, as well as the order they're summoned in, do not change.
However, now the player only receive one of each dragon card after the initial 3, for a total of two of each dragon card.
Wing Reward
C'Thun is an Old God and has a giant eye, but can it see why kids love cinnamon toast crunch?
For clearing the Prison of C'Thun, players earn one C'Thun.
Class Challenges
In the final class challenge, Warlocks take on the Twin Emperors for 2:
This is what you get for making me work for you!
Recap
Wrapping up Ahn'Qiraj
It is done. Over sixteen thousand years since the Aqir empire splintered, the last remnants of their qiraji descendants have been neutralized. While the mantid and nerubians continue to pose a threat in their own way, continents away, Kalimdor is at least free of the influence of the Old Gods. The armies fighting the qiraji have proven triumphant, since the demise of C'Thun struck their will, and with the three imprisoned dragons freed they had no chance. Collect your cards, your preorder Silithus cardback and, if you cleared heroic, your insectoid, organic Qiraji cardback. It's time to leave this forsaken desert.
This has been Gates of Ahn'Qiraj, my custom Ahn'Qiraj adventure! Like always please do leave a comment regarding the bosses, the dialogue, the decks, and the cards. Until next time!