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...
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:
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.
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.
@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.
The rudest sandstorm.
For clearing the Ruins of Ahn'Qiraj, players earn one Ossirian the Unscarred.
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!
For defeating the Silithid Royalty, players earn 2 Anubisath Swarmguard cards.
Heroic Silithid Royalty Changes
+ 15 Armor
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:
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.
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...*
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*
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.
A classic example of the 'danger noodle'.
For clearing the Qiraji Caverns, players earn one Ouro.
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:
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...
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.
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.
In the final class challenge, Warlocks take on the Twin Emperors for 2:
This is what you get for making me work for you!
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!