Stratholme. Once the jewel of the kingdom of Lordaeron, fate turned its full wrath upon it with the advent of the Scourge. Plagued grain riddled the streets and the miasma of undeath seeped into every corner. Then came Arthas, and his mad race against the demon Mal'ganis to purge the city before the victims could fully become undead. In recent times, Stratholme has become the Scourge capitol in the Eastern Kingdoms, with their onslaught held up only by a small group of Scarlet Crusaders who present their own unique problems. There is no good solution for Stratholme. There is only one answer: the entire city must be purged.
- This is the last adventure I will ever make. After that I'm heading into 'retirement'.
When players first select the Struggle for Stratholme, they are met with Saidan Dathrohan, Grand Crusader and leader of the Scarlet Crusade.
Wing One: The Gauntlet
Boss One: Nerub'enkan
Once a warrior of the Nerubian empire, Nerub'enkan has turned her strengths to aid the Scourge.
This hero power summons:
In addition to this hero power, Nerub'enkan has a special spell of her own.
First time she uses her hero power: Feast! Ahahaha! FEAST!
First time she uses Web Wrap:
Emote Response: So hungry... always so hu-u-ungry.
Defeated: I wasn't fini -
Someone has to operate the crypt's telephone booth after all.
For defeating Nerub'enkan, players earn 2 Crypt Caller cards.
Heroic Nerub'enkan Changes
+ 15 Armor
In addition to more health, Nerub'enkan's hero power now summons very, very strong scarabs.
In addition to that, her special spell...
Boss Two: Baroness Anastari
In life, she always got what she wanted. In death, that hasn't changed.
When Anastari uses her hero power, her hero portrait will float up, turn into a shadow spell and fly into YOUR hero. Your hero will then lift up and land in the enemy portrait. Her hero power changes into your hero's. Your hero power is destroyed, and things that would give you a hero power (Majordomo, Jaraxxus, etc.) are disabled.
Relying solely on your minions and spells, you need to bring your hero to 14 or less Health, at which point your hero and hero power are returned to you.
Baroness Anastari then takes her place in her hero portrait, with the power:
First time she uses her second hero power: Scream for me!
Defeated: *piercing scream*
She's going to join the chorus one day. No. No she isn't.
For defeating Baroness Anastari, players earn 2 Shrieking Banshee cards.
Heroic Baroness Anastari Changes
The Baroness herself doesn't have any more health, but now you'll have to deal 29 damage to your hero rather than just 16. This means it's more than possible to overshoot and destroy your hero... in which case you lose.
If you do manage to bring your hero EXACTLY to 1 Health, the Baroness returns with the hero power:
Boss Three: Maleki the Pallid
Maleki can hardly wait to become a Lich. You need to give him the bad news.
Maleki's hero power looks nasty, but nothing too dangerous. However, then you factor in his unique spell...
That is the first wing of the last adventure I will make. Everyone please leave a comment on the bosses, the dialogue, and the cards. Let me know how I did and how you can see the rewards being used. See you all next time for the second wing: Slaughter Square.
This hero power could go very right, or very wrong.
Basically, Barthilas will first select a target, then destroy a minion, then damage the target. if the target was destroyed first, the AI is allowed to pick a new target for the damage. Don't play Deathwing.
That is the second wing of the last adventure I will make. Everyone please leave a comment on the bosses, the dialogue, and the cards. Let me know how I did and how you can see the rewards being used. See you all next time for the third wing: King's Square.
That is the third wing of the last adventure I will make, over halfway there. Everyone please leave a comment on the bosses, the dialogue, and the cards. Let me know how I did and how you can see the rewards being used. See you all next time for the penultimate wing: Scarlet Bastion.
First time he uses his hero power: The Light deems you unworthy!
Emote Response: Silence, traitor!
Defeated: Monster... monsters all of...
Nothing shuts up a spellcaster like a quick kick to the... knee.
For defeating Malor the Zealous, players earn 2 Crimson Monk cards.
Heroic Malor the Zealous Changes
+ 15 Armor
Not into your hand, back into your deck.
To make matters worse, Hammer of the Crusade is now abominable:
Boss Four: Grand Crusader Saidan Dathrohan
Leader of the Scarlet Crusade. Put this mad dog down!
The 'vulnerability' effect from Holy Strike can stack indefinitely.
In addition to a fair amount of Paladin cards, including Mysterious Challenger and the secrets to go with him, Dathrohan has the spell:
But there's a trick at low health! When you have lethal and set the final attack to go kill Dathrohan, it pauses for a moment. Dathrohan is engulfed in smoke that fades away to reveal the equally injured...
... but then your lethal attack flies through anyway and he dies before he can do anything.
That is the penultimate wing. Everyone please leave a comment on the bosses, the dialogue, and the cards. Let me know how I did and how you can see the rewards being used. See you all next time for the last wing!
Balnazzar has a powerful boardclear in the form of:
It takes each minion's Remaining Health and deals that much damage to it. Only Divine Shield can protect a minion from Carrion Swarm.
As to what his hero power does, it makes your targeting go wonky.
Say you have three minions, and Balnazzar has three minions. Your left-most minion is ordered to attack his right-most minion. Instead, thanks to his hero power, your left-most minion will attack YOUR right-most minion, since it's across from Balnazzar's right-most.
If you had 3 and he had 4, then your minions don't line up and you can attack your minions into his regularly.
It also makes most things that happen to his hero happen to yours, and vice versa. Attacking his hero attacks yours instead. Pinging yourself pings him. Healing yourself heals him. However you have to do it, and some things won't work. His Flame Imps will damage him (As will yours) and his Mal'ganis will protect him (As will yours). Your Majordomo won't turn him into Ragnaros, and neither will your Jaraxxus go over to him.
You're going to need to constantly work against Nathrezim Deceptions to wear him down.
- Mage: Oh no, please, spare me your wrath mortal!
- Medivh: I've been playing much longer than you have.
- Paladin: Honor this honor that, is that all you fools think about?
- Priest: There is no light that can conquer true darkness.
- Rogue: I would give you the same advice.
- Shaman: You will serve us again, orc.
- Warlock: Gul'dan, I think you need a reminder of who works for whom.
- Warrior: Death it is.
- Muradin: For the Legion!
First time Nathrezim Deceptions triggers: Having some difficulty, mortal?
First time he plays Carrion Swarm: Scream in agony!
Player plays Jaraxxus: Jaraxxus? What is the meaning of this?!
Player plays Mal'ganis: This is almost enough to confuse even me.
Emote Response - Thanks: Shut it.
Emote Response - Well Played: I am Balnazzar! I only do good plays.
Emote Response - Greetings: Welcome to the future, mortal. You have no place in it.
Emote Response - Sorry: Spare your pity. I have none to give.
Emote Response - Oops: Quite.
Emote Response - Threaten: How... terrifying.
Nathrezim Deceptions kills the player: Oh, did something go wrong? Heh heh heh.
Defeated: The Legion is immortal, fool! I'LL BE BAAAAaaaack...
I'm walking on do-om! Whoa-oh-oh!
For destroying Balnazzar (again), clearing out the Scourge and ending the menace of the Scarlet Crusade, thereby purging Stratholme, players earn 2 Shivarra Doomwalker cards.
Heroic Balnazzar Changes
+ 30 Armor
Nathrezim Deceptions has gotten trickier.
For its effect on minions, it no longer counts how many minions each player has. When you do something to a minion, it happens to a random minion on the other side if possible. The only exception is that a minion will never attack 'itself'.
For heroes, it got more complicated. The mirrored 'damage-healing' thing still goes, but there's more. The health bars are on the other side. When the player takes damage, it is shown as Balnazzar taking damage instead, and vice versa. So if the player breaks Balnazzar's armor, that means they've done 30 damage to themselves, so they instantly lose.
So if the player targets Balnazzar with a ping, the ping will instead hit their hero and bring them to 29 health, but that actually means your opponent took the damage. In effect, the two layers of Nathrezim Deceptions cancel out on heroes.
However, that means the goal is for the player to bring themselves down to -30 Health. Their hero will continue to survive even at things like -5 and -13 Health, since that just means Balnazzar's lost his armor.
But a very complicated hero power isn't all. His boardclear is now...
This card does something no other card does. It lies. It appears to restore the Health to his opponent, aka you, but because of Nathrezim Deceptions that actually means he's healing himself, even restoring his armor if there's extra healing left over.
What goes around, comes around.
For clearing the Legion's Bastion, players earn one Balnazzar.
Clarification: A hero 'losing' will not transfer over to the other. You can't drop Balnazzar, then concede and make your opponent lose. Pretty much everything else goes, however.
Damage you take is instead dealt to your enemy. Armor they gain is given to you. Dropping Mal'Ganis protects your opponent, but buffs your minions. Tree of Life heals the other hero, but technically it still heals both of you. Killing Majordomo Executus turns your enemy into Ragnaros, but they won't gain the effect of your Garrison Commander since it affects hero powers, not heroes.
Heroic Strike gives your opponent +4 Attack that turn. Your hero can equip weapons and attack as normal, but any trade damage will be dealt to your opponent instead. Deathwing still discards your hand, since he affects your hand, not your hero.
If you drop Jaraxxus, your enemy will turn into Jaraxxus instead of you. If you then Sacrificial Pact Jaraxxus while Balnazzar is still alive then Lord Jaraxxus heals for 5 and you instantly die. However, warlocks can't Sacrificial Pact themselves, otherwise that'd be a ridiculous OTK. There's a lot that Balnazzar reverses and odds are if you think it would work it probably does. First to 0 Health still loses though.
The only class challenge here is for warlocks to go against Commander Malor to secure two copies of the card:
You can totally trust Dreadlords! I mean just look at their name!
Clarification: If you are in fatigue, your opponent will take the fatigue you would take instead.
It's over. Everything in Statholme is dead and deader than dead. The last Rivendare is gone and the Scourge is broken. The malevolence of the Scarlet Crusade has been explained: There was a Dreadlord manipulating them. Said Dreadlord will return in time, but for now you gave him a beating he won't soon forget. Collect your preorder Stratholme cardback and if you completed heroic, your Scarlet Crusade cardback. Time to get out of this hell hole.
New Race: Iron Soldier
New Mechanic: Negative Spell Damage
New Mechanic: Pause; A character turns grayscale and misses its next attack.
New Mechanic: Impervious; An orange bubble that protects from everything, from damage to Freeze to Silence to Destroy.
Wrapping it all Up
And that is the final wing of the absolute final adventure. This has been fun, and looking back it's definitely clear I've gotten better at designing cards. Still though, I'm retiring from Hearthstone and moving on to other things. I hope you've all enjoyed these past 10 adventures, 154 bosses, and 292 cards. Goodbye.
Pretty cool concept, loved the dialog. It's a shame you won't be creating any more of these, but you've had one hell of a run, Thelkuzad! Thanks for sharing the creations <3
I'd not mind Cold Snap as a card, it could be quite interesting, albeit not useful atm. Would be quite different if it triggered on your turn or instead triggered at the start of your turn if you had previously frozen a minion on your last turn and that minion was still alive on the board as your turn began. Only other real way it could see use would be in mirror matchups, water ele + taunt buff, Emerg Coolant from mech decks, or some crazy brawl.
Personally, I'd much rather see that spell a non-secret, high mana cost (since it's a pretty op cooldown in wow) which gave you back spells you cast on that turn which had a freezing effect. Much more inline with the WoW spell ;)