While exploring Stranglethorne, I found a bottle washed up on the beach.
Inside was a message from someone held captive by a great beast on an island. The note says that they can see the mainland to the northwest, and there's an island to the southeast of where I found the bottle, so I swam across to see if I could find the author of the note.
I found a tauren lady held captive on the island, and indeed, she was the one who wrote the note. She introduced herself as Princess Poobah, and, while grateful that I had come to rescue her, she insisted that I recover her stolen belongings before we left. It seems that the local primates had taken a liking to some of her shinier trinkets.
After recovering her baubles, Poobah finally agreed to tell me who had the key to her shackles - an enormous ape named King Mukla.
With Mukla defeated, all that was left was to unlock Poobah, build a raft, get her safely back to Booty Bay, and listen to her complain about how my raft leaked and her feet got wet until I finally dropped her off.
Thursday, 7 May 2015
Thursday, 30 April 2015
Madness? This is Stranglethorn!
Near the pass between Duskwood and Stranglethorn, I met up with a Stormwind guard stationed there. He told me that the weekly report from the camp there was overdue, and asked that - if I was passing near it - I could check in with Kurzen, the Colonel in charge, and make sure everything was going well.
Just through the pass, I stumbled across a camp of Stormwind soldiers. I spoke with their leader, Lieutenant Doren, and he told me that they had originally served in Kurzen's Compound, It seems that something has driven Kurzen and most of his Lieutenants mad.
The Lieutenant is unsure what has caused the madness, but he's concerned that his remaining men have already been exposed, and might be more susceptible, so he's asked me to go try to find any documents that might explain what's been going on.
The documents I found didn't tell much, but they did reveal one thing - the final entry in the prison record stated that Colonel Kurzen was sentenced to death by being flung from the top of the tower for the crime of "Weakness".
I've been sent back to the compound to rescue any surviving prisoners on the assumption that they haven't actually committed the crimes that they're accused of; rather, Doren believes that they've been imprisoned because they resisted the madness, and opposed Kurzen's orders.
Freed from the magic-dampening properties of the cage, one of the prisoners was able to teleport us back to the rebel camp. Now that everyone is safe, I'm being sent back one last time - to eliminate Kurzen's maddened lieutenants.
While I was dealing with Kurzen's crazed lieutenants, one of Doren's men examined the potion that seems to have caused the madness, and thinks he might be able to counteract it. If it fails, at least they know what to avoid to keep the men sane. With Doren taking command of the compound, that leaves me free to press further into Stranglethorn Vale.
Just through the pass, I stumbled across a camp of Stormwind soldiers. I spoke with their leader, Lieutenant Doren, and he told me that they had originally served in Kurzen's Compound, It seems that something has driven Kurzen and most of his Lieutenants mad.
The Lieutenant is unsure what has caused the madness, but he's concerned that his remaining men have already been exposed, and might be more susceptible, so he's asked me to go try to find any documents that might explain what's been going on.
The documents I found didn't tell much, but they did reveal one thing - the final entry in the prison record stated that Colonel Kurzen was sentenced to death by being flung from the top of the tower for the crime of "Weakness".
I've been sent back to the compound to rescue any surviving prisoners on the assumption that they haven't actually committed the crimes that they're accused of; rather, Doren believes that they've been imprisoned because they resisted the madness, and opposed Kurzen's orders.
Freed from the magic-dampening properties of the cage, one of the prisoners was able to teleport us back to the rebel camp. Now that everyone is safe, I'm being sent back one last time - to eliminate Kurzen's maddened lieutenants.
While I was dealing with Kurzen's crazed lieutenants, one of Doren's men examined the potion that seems to have caused the madness, and thinks he might be able to counteract it. If it fails, at least they know what to avoid to keep the men sane. With Doren taking command of the compound, that leaves me free to press further into Stranglethorn Vale.
Thursday, 23 April 2015
Dog Days
On the way to Raven Hill, I was stopped by a Gilnean traveler named Fess. He explained that he was here on orders of King Greymane to investigate the worgen in the woods here. One in particular had caught his attention; it had been skulking around the nearby Yorgen Farmstead, and was exhibiting more intelligent behavior than the common worgen. Since the day was still young, I offered to see if I could help flush it out.
I found the worgen. Or rather, he found me. He knocked me over, and looked like he was about to pounce on me, but when I didn't draw my sword, he stopped. He looked almost human as he looked into my eyes for a second, and then he ran off back into the woods.
Fess was ecstatic. He'd had reason to suspect that the corpseweed that had overrun the farm had properties that could be used to counteract the madness of the worgen's curse, and he took this to be proof. He asked me to gather as much as I could, and deliver it, along with a note that Fess would pen in my absence, to Master Harris in Raven Hill. Since I wasn't really in a rush, I agreed.
I hadn't really expected to be greeted in Raven Hill by a worgen. Master Harris explained to me that the worgen curse is permanent; there is no cure. But alchemists like himself know ways to restore the mind, especially when they're trying to hold onto their humanity, like the one I met seems to be. He's given me a sedative potion, and tasked me with returning to the Yorgen stead to capture it.
I captured the worgen, and Harris administered the draught. To our surprise, it didn't seem to have the desired effect; the worgen broke free of the restraints, and attacked Jitters, Master Harris' assistant. The potion must have worked though, because rather than rending the assistant apart, the worgen yelled at him, accusing Jitters of being the one who brought the worgen to Duskwood and claiming that he led the Dark Riders to the farm where they killed his family. The worgen threw Jitters aside, claiming that "I should kill you now for all the suffering you've caused me, but you don't deserve the easy way out."
The worgen introduced himself as Sven Yorgen. He told me that, before the worgen came to Duskwood, he had hired adventurers to slay Morbent Fel, the lich responsible for the undead overrunning the area. Since the undead are, obviously, still present, he's asked me to venture to Fel's home and slay him if he still survives, or bring back his remains if he was defeated.
I found no sign of the necromancer in the house. In one of the rooms upstairs, I discovered tattered and bloodstained wizard's robes, and the floor was caked with old blood, but there was no sign of a body. Sven asked me to speak with Sister Elsington, the worgen priestess that had accompanied Harris to Raven Hill, in the hopes that she'll be able to help be find and dispatch Morbent Fel.
Sven told me that, when he first sent heroes to slay Fel, they took with them an artifact of the Light, and Sister Elsington was able to tell me that she can still feel the presence of the Light in the area. I need to search the area to find the artifact, because without it, we'll never be able to defeat Morbent Fel.
I searched through the catacombs, and eventually found the shattered parts of the Lightforged Rod, and was able to reconstruct it. Delving even deeper into the catacombs, I was able to find Fel, and with the artifact, strip him of his defenses.
Hopefully, this time, he'll stay dead.
I don't think there's anything else I can do to help the people of Duskwood, so the next stop is Stranglethorn Vale.
I found the worgen. Or rather, he found me. He knocked me over, and looked like he was about to pounce on me, but when I didn't draw my sword, he stopped. He looked almost human as he looked into my eyes for a second, and then he ran off back into the woods.
Fess was ecstatic. He'd had reason to suspect that the corpseweed that had overrun the farm had properties that could be used to counteract the madness of the worgen's curse, and he took this to be proof. He asked me to gather as much as I could, and deliver it, along with a note that Fess would pen in my absence, to Master Harris in Raven Hill. Since I wasn't really in a rush, I agreed.
Nobody told me it was going to fight back! |
I captured the worgen, and Harris administered the draught. To our surprise, it didn't seem to have the desired effect; the worgen broke free of the restraints, and attacked Jitters, Master Harris' assistant. The potion must have worked though, because rather than rending the assistant apart, the worgen yelled at him, accusing Jitters of being the one who brought the worgen to Duskwood and claiming that he led the Dark Riders to the farm where they killed his family. The worgen threw Jitters aside, claiming that "I should kill you now for all the suffering you've caused me, but you don't deserve the easy way out."
The worgen introduced himself as Sven Yorgen. He told me that, before the worgen came to Duskwood, he had hired adventurers to slay Morbent Fel, the lich responsible for the undead overrunning the area. Since the undead are, obviously, still present, he's asked me to venture to Fel's home and slay him if he still survives, or bring back his remains if he was defeated.
I found no sign of the necromancer in the house. In one of the rooms upstairs, I discovered tattered and bloodstained wizard's robes, and the floor was caked with old blood, but there was no sign of a body. Sven asked me to speak with Sister Elsington, the worgen priestess that had accompanied Harris to Raven Hill, in the hopes that she'll be able to help be find and dispatch Morbent Fel.
Sven told me that, when he first sent heroes to slay Fel, they took with them an artifact of the Light, and Sister Elsington was able to tell me that she can still feel the presence of the Light in the area. I need to search the area to find the artifact, because without it, we'll never be able to defeat Morbent Fel.
I searched through the catacombs, and eventually found the shattered parts of the Lightforged Rod, and was able to reconstruct it. Delving even deeper into the catacombs, I was able to find Fel, and with the artifact, strip him of his defenses.
Hopefully, this time, he'll stay dead.
I don't think there's anything else I can do to help the people of Duskwood, so the next stop is Stranglethorn Vale.
Thursday, 16 April 2015
Best Intentions
The next stop on my journey was the town of Darkshire, in the middle of the Duskwood.
I performed a few menial tasks, slaying undead and feral worgen encroaching on the town before being asked by a member of the Night Watch to investigate the abandoned tower on the outskirts of town. It had been abandoned for years, but recently, lights have been seen in the windows at night. Since the tower stands in the midst of undead-controlled territory, there are both concerns for the new inhabitant's safety, as well as fear that the newcomer might be a powerful undead or necromancer.
At the tower, I was greeted by an old man who introduced himself as Abercrombie. We briefly chatted, and he told me that he'd lived in this tower for some time now, and that he was surprised that he was only recently noticed in the area. He mentioned that he was glad that I'd dropped by though, as he needed some supplies from town, and with the undead that roam around, he didn't feel able to make the trip himself.
I have to say, some of the stuff he was asking for was weird. Like Ghost Hair Thread. I asked Madame Eva in town for some, like I was told to, but she was out. She says she can make more, if I get her some real ghost hair. No big deal, just take this comb to the ghost lady that lives in the haunted house on the other side of the hill.
It's made from "rot blossoms". They're flowers that only grow on occupied graves. Because that's not a gross thing to drink at all.
The last thing he needs me to get is a crate full of valuable herbs and expensive tools that he says was stolen from him by ogres a few nights ago.
I guess this must be it.
When I returned to the hermit with all his things, he had a new task awaiting me. It seems that some of the undead have been starting to get a little too bold, so he's asked me to clear out the ghouls from the nearby field. And while I'm at it, he's asked that I bring him some of the bones from the ghouls - he says that he can fashion a "zombie scarecrow" from them to discourage other undead from approaching.
Seems like an unpleasant thing to keep on your doorstep, but if the alternative is zombies, I guess it isn't too bad.
Having finished the old man's tasks, he's given me a few coins for my service, and he asked one final favor - that I deliver a letter to Darkshire's mayor. I was heading back that way anyways, so I agreed.
The letter wasn't good news. Turns out, I'd been duped. Abercrombie was actually a necromancer known to the townsfolk as The Embalmer, and he wanted the things I'd gathered to stitch together a monstrosity with which to attack the town!
The clamor of a fight rose from outside as the mayor finished reading the letter. "Please," he begged me, "if you have any decency, help the Night Watch slay that beast and save the town!"
It's not like he actually needed to ask. I would have helped anyway, and since it was really my fault, I couldn't just let this thing attack the town.
I think I've done enough damage here. In the morning I'm heading on to Raven Hill.
I performed a few menial tasks, slaying undead and feral worgen encroaching on the town before being asked by a member of the Night Watch to investigate the abandoned tower on the outskirts of town. It had been abandoned for years, but recently, lights have been seen in the windows at night. Since the tower stands in the midst of undead-controlled territory, there are both concerns for the new inhabitant's safety, as well as fear that the newcomer might be a powerful undead or necromancer.
At the tower, I was greeted by an old man who introduced himself as Abercrombie. We briefly chatted, and he told me that he'd lived in this tower for some time now, and that he was surprised that he was only recently noticed in the area. He mentioned that he was glad that I'd dropped by though, as he needed some supplies from town, and with the undead that roam around, he didn't feel able to make the trip himself.
I have to say, some of the stuff he was asking for was weird. Like Ghost Hair Thread. I asked Madame Eva in town for some, like I was told to, but she was out. She says she can make more, if I get her some real ghost hair. No big deal, just take this comb to the ghost lady that lives in the haunted house on the other side of the hill.
And I'm supposed to get a special liquor from the tavernkeep. Hopefully "zombie juice" isn't as literal as the thread. I'm not particularly surprised to discover that he's out, but the tavernkeep promises to make some more for me if I gather some of the one ingredient he's missing.
The last thing he needs me to get is a crate full of valuable herbs and expensive tools that he says was stolen from him by ogres a few nights ago.
I guess this must be it.
When I returned to the hermit with all his things, he had a new task awaiting me. It seems that some of the undead have been starting to get a little too bold, so he's asked me to clear out the ghouls from the nearby field. And while I'm at it, he's asked that I bring him some of the bones from the ghouls - he says that he can fashion a "zombie scarecrow" from them to discourage other undead from approaching.
Seems like an unpleasant thing to keep on your doorstep, but if the alternative is zombies, I guess it isn't too bad.
Having finished the old man's tasks, he's given me a few coins for my service, and he asked one final favor - that I deliver a letter to Darkshire's mayor. I was heading back that way anyways, so I agreed.
The letter wasn't good news. Turns out, I'd been duped. Abercrombie was actually a necromancer known to the townsfolk as The Embalmer, and he wanted the things I'd gathered to stitch together a monstrosity with which to attack the town!
The clamor of a fight rose from outside as the mayor finished reading the letter. "Please," he begged me, "if you have any decency, help the Night Watch slay that beast and save the town!"
It's not like he actually needed to ask. I would have helped anyway, and since it was really my fault, I couldn't just let this thing attack the town.
I think I've done enough damage here. In the morning I'm heading on to Raven Hill.
Thursday, 9 April 2015
To Win a War, You've Gotta Become War
With the orcs eliminated, the next step is to push back the gnolls. A chance encounter with one of the local farmers gave some useful intelligence: A nearby tower has been inhabited by a mage who has allied himself with the gnolls. Our first step will be to thin the gnolls' numbers as much as possible, and to infiltrate that tower and eliminate that mage.
I reported back to camp to pass the bad news on to Keeshan. The five of us retired to his command tent to discuss strategies, when suddenly a deafening crash erupted from outside. We snatched up our weapons and raced outside to see what was going on.
Colonel Troteman had just arrived, bearing bad news and an amazing gift. The final orc force had learned not just about our actions against them, but also our position, and they were mobilizing against us as we spoke. Troteman had managed to requisition a single siege tank, which he personally delivered for us to use in our defence. I didn't even have time to get inside it before Keeshan was in the gunner's seat, ready to kill some orcs.
By the time we broke through to Stonewatch Keep, we'd eliminated most of the orcish forces. Only the rearguard and the high command remained. We took stock of our equipment, and then made our final advance on the enemy.
As we were cleaning up the last of the orcs, the gnomecorder in my pack crackled to life. I'd forgotten I was even carrying that thing! Troteman was calling for an immediate retreat, claiming that the Blackrock Clan had the upper hand. We exchanged a confused look as Troteman's signal suddenly cut out.
With a flap of its enormous wings, a dragon landed amidst us, transforming as it landed into Magus Doane. He revealed that he, Darkblaze, had been behind the orcish invasion, and that he was tired with our meddling. He swore to cut us all down, and with a roaring "FOR DEATHWING!" he reverted to his draconic form and attacked us!
True to his word, Darkblaze quickly cut down most of Bravo Company. In a fit of rage, Keeshan lept into the beast's jaws, stabbing at its face and neck with his dagger. Great gouts of blood began streaming down the dragon's neck, and as it roared in pain, I heard it cough out "You will die with me, Keeshan. This world has enough heroes."
And with that, the monster thrust itself into the air, rising as far as it could before its wings couldn't lift it any more, and both plummeted to the lake below.
It was with a heavy heart that I returned to Lakeshire to tell them that their town was saved. I'll be glad to leave in the morning. I don't want to stay here. It reminds me too much of Bravo Company and their sacrifices.
Defeating the mage's bodyguard and claiming the key to the tower was easy. So was getting in and finding this Magus Doane. Just as I thought I had him defeated, though, he summoned an abomination, and while I was distracted with it, he teleported away with a parting threat that I would "learn to cower before Darkblaze".
I reported back to camp to pass the bad news on to Keeshan. The five of us retired to his command tent to discuss strategies, when suddenly a deafening crash erupted from outside. We snatched up our weapons and raced outside to see what was going on.
Colonel Troteman had just arrived, bearing bad news and an amazing gift. The final orc force had learned not just about our actions against them, but also our position, and they were mobilizing against us as we spoke. Troteman had managed to requisition a single siege tank, which he personally delivered for us to use in our defence. I didn't even have time to get inside it before Keeshan was in the gunner's seat, ready to kill some orcs.
By the time we broke through to Stonewatch Keep, we'd eliminated most of the orcish forces. Only the rearguard and the high command remained. We took stock of our equipment, and then made our final advance on the enemy.
As we were cleaning up the last of the orcs, the gnomecorder in my pack crackled to life. I'd forgotten I was even carrying that thing! Troteman was calling for an immediate retreat, claiming that the Blackrock Clan had the upper hand. We exchanged a confused look as Troteman's signal suddenly cut out.
With a flap of its enormous wings, a dragon landed amidst us, transforming as it landed into Magus Doane. He revealed that he, Darkblaze, had been behind the orcish invasion, and that he was tired with our meddling. He swore to cut us all down, and with a roaring "FOR DEATHWING!" he reverted to his draconic form and attacked us!
True to his word, Darkblaze quickly cut down most of Bravo Company. In a fit of rage, Keeshan lept into the beast's jaws, stabbing at its face and neck with his dagger. Great gouts of blood began streaming down the dragon's neck, and as it roared in pain, I heard it cough out "You will die with me, Keeshan. This world has enough heroes."
And with that, the monster thrust itself into the air, rising as far as it could before its wings couldn't lift it any more, and both plummeted to the lake below.
It was with a heavy heart that I returned to Lakeshire to tell them that their town was saved. I'll be glad to leave in the morning. I don't want to stay here. It reminds me too much of Bravo Company and their sacrifices.
Thursday, 2 April 2015
It Never Ends
By the time I got to the docks, the others were already ready to go.
On the other side of the lake, we set up a base camp, and began a planning session.
My job is to gather supplies, do recon, and ... well, it sounds like I get to do all the grunt work while they stay in the camp "putting things together."
One of the tasks I was given was to meet up with a scout that Keeshan had sent ahead. The bad news is that I found him. Dead. The worse news is that I found all the residents of Lakeshire that had been taken by the gnolls. The orcs are holding them in a couple big cages, right in the middle of the base that we're preparing to blow up! We have to get those people out of here first, or we'll kill them too!
Did I mention that they've got dragons?
Yeah... they've got dragons.
The camouflage that Bravo Company put together for me worked like a charm.I managed to get in, steal the key, release the prisoners, and get out, all undetected. Then, with Jorgensen's help, we planted some seaforium charges around the encampment.
Nobody's even going to notice one extra bomb in here.
Once all the charges were placed, we headed back to the rendezvous point.
I don't think those orcs are going to be any more threat.
On the other side of the lake, we set up a base camp, and began a planning session.
My job is to gather supplies, do recon, and ... well, it sounds like I get to do all the grunt work while they stay in the camp "putting things together."
One of the tasks I was given was to meet up with a scout that Keeshan had sent ahead. The bad news is that I found him. Dead. The worse news is that I found all the residents of Lakeshire that had been taken by the gnolls. The orcs are holding them in a couple big cages, right in the middle of the base that we're preparing to blow up! We have to get those people out of here first, or we'll kill them too!
Did I mention that they've got dragons?
Yeah... they've got dragons.
The camouflage that Bravo Company put together for me worked like a charm.I managed to get in, steal the key, release the prisoners, and get out, all undetected. Then, with Jorgensen's help, we planted some seaforium charges around the encampment.
Nobody's even going to notice one extra bomb in here.
Once all the charges were placed, we headed back to the rendezvous point.
I don't think those orcs are going to be any more threat.
Monday, 30 March 2015
Schedule change
Up to now, I've been updating Monday, Wednesday and Friday. To be completely honest, I've hit a string of zones that I don't particularly enjoy, so I've been rushing the quests given to me, and only collecting screen shots for a couple chains.
Until I get to zones that I'm more prone to take my time with and fully document, I've slowed down the posting schedule so that I don't run out of material before I have more ready.
For now, updates are once a week, on Thursdays. When I have more of a buffer, I'll increase it to Tuesdays and Thursdays. We'll see where it goes from there.
Until I get to zones that I'm more prone to take my time with and fully document, I've slowed down the posting schedule so that I don't run out of material before I have more ready.
For now, updates are once a week, on Thursdays. When I have more of a buffer, I'll increase it to Tuesdays and Thursdays. We'll see where it goes from there.
Friday, 27 March 2015
Getting the Band Back Together
I found Keeshan exactly where I was told he'd be: fighting in the cellar of the inn, while people placed bets on him.
Considering he's the little guy, he was holding his own pretty well.
He wasn't very interested in helping out though. As he tells it, he was conscripted into the army, left behind after he was captured, and treated really poorly by the orcs for years before he escaped. And when he got home, he says people accused him of committing atrocities during the wars.
I don't know the other side of the story, but I can understand why he doesn't want to do it all over again.
Troteman thinks that I can change his mind if I rescue his former teammates who are also held prisoner by the orcs. I still don't know if I should be changing his mind, but rescuing his friends sounds like a worthwhile goal, so I'll do it.
I found Messner first. The key to his cage was kept in the wolf pen nearby. Luckily, they spend most of their time sleeping.
Messner was previously kept in the same place as Jorgensen, so he's going to lead me to him next.
Rescuing Jorgensen was easy. Krakauer, though, was strapped to an altar, about to be sacrificed by a troll priest! We rushed into the cave, hoping that we weren't too late to save him.
I almost feel sorry for that troll. He barely even knew what killed him.
The last member of our group - Danforth - was being tortured deeper in the cave by the orc's leader. Apparently, he thought Danforth had some kind of tactical information about Lakeshire. I don't know if he does or not, but I didn't plan on letting that orc find out.
That doesn't look pleasant.
When we returned, each of the others handed over one of Keeshan's possessions that had been taken by the orcs: his bow, his knife, his headband, and a locket that had belonged to his wife. When he took that last one, I could swear I almost saw a tear in his eye for just a moment.
I suppose I succeeded though. John J. Keeshan is ready to do battle with orcs again.
Considering he's the little guy, he was holding his own pretty well.
He wasn't very interested in helping out though. As he tells it, he was conscripted into the army, left behind after he was captured, and treated really poorly by the orcs for years before he escaped. And when he got home, he says people accused him of committing atrocities during the wars.
I don't know the other side of the story, but I can understand why he doesn't want to do it all over again.
Troteman thinks that I can change his mind if I rescue his former teammates who are also held prisoner by the orcs. I still don't know if I should be changing his mind, but rescuing his friends sounds like a worthwhile goal, so I'll do it.
I found Messner first. The key to his cage was kept in the wolf pen nearby. Luckily, they spend most of their time sleeping.
Messner was previously kept in the same place as Jorgensen, so he's going to lead me to him next.
Rescuing Jorgensen was easy. Krakauer, though, was strapped to an altar, about to be sacrificed by a troll priest! We rushed into the cave, hoping that we weren't too late to save him.
I almost feel sorry for that troll. He barely even knew what killed him.
The last member of our group - Danforth - was being tortured deeper in the cave by the orc's leader. Apparently, he thought Danforth had some kind of tactical information about Lakeshire. I don't know if he does or not, but I didn't plan on letting that orc find out.
That doesn't look pleasant.
When we returned, each of the others handed over one of Keeshan's possessions that had been taken by the orcs: his bow, his knife, his headband, and a locket that had belonged to his wife. When he took that last one, I could swear I almost saw a tear in his eye for just a moment.
I suppose I succeeded though. John J. Keeshan is ready to do battle with orcs again.
Wednesday, 25 March 2015
A Rock and a Hard Task
As I entered Redridge, the first thing I saw was one of the men who had been working on the bridge, pinned under a massive boulder. Even with six of them trying, they couldn't budge it. I tried to help them, but it wasn't enough to make a difference. Hopefully, I'll find some other way to help free him.
I spoke with the Magistrate and the local Marshal, and discovered that gnolls have been raiding Lakeshire regularly, taking supplies and people. I've been given a device called a "Gnomecorder" that will allow the Magistrate to talk to me while I'm in the field, and have been sent out to stop the gnolls and recover anything - and ANYONE - that they've taken that I happen to find.
Orcs. Wonderful.
They're Blackrock clan. The same clan that tried to invade Northshire. Let's just say that I'm NOT a fan. Via the Gnomecorder, Magistrate Solomon was able to read the orders I took from one of the orcs. They've been hired by Yowler, the leader of the gnolls to help attack Redridge, but the orders don't say why. I found something interesting in the cave here, in the possession of the gnoll tribe's shaman.
Apparently, this thing lets you mind control ettins. I bet one of those big guys could lift the rock right off the trapped worker. I'm going to find one, and see if this orb actually works.
How about that. It worked. With that out of the way, I returned to the gnoll encampment, to see if I could find this Yowler, and put an end to whatever he has planned.
I think I found the plans, but I can't read this orc gibberish, so I took it back to the Magistrate. It was worse than we could have imagined - the orcs and gnolls are amassing an army, and are planning on storming right through Lakeshire for a direct assault on Stormwind. The attack on Northshire was probably an advance unit, and when it was stopped, they found a different route - Redridge.
Magistrate Solomon seems convinced that we're all doomed, but Colonel Troteman, a retired officer who lives here, seems convinced that one of his former soldiers could lead a successful assault on the orcs - if I can convince him to take up arms again.
I spoke with the Magistrate and the local Marshal, and discovered that gnolls have been raiding Lakeshire regularly, taking supplies and people. I've been given a device called a "Gnomecorder" that will allow the Magistrate to talk to me while I'm in the field, and have been sent out to stop the gnolls and recover anything - and ANYONE - that they've taken that I happen to find.
Orcs. Wonderful.
They're Blackrock clan. The same clan that tried to invade Northshire. Let's just say that I'm NOT a fan. Via the Gnomecorder, Magistrate Solomon was able to read the orders I took from one of the orcs. They've been hired by Yowler, the leader of the gnolls to help attack Redridge, but the orders don't say why. I found something interesting in the cave here, in the possession of the gnoll tribe's shaman.
Apparently, this thing lets you mind control ettins. I bet one of those big guys could lift the rock right off the trapped worker. I'm going to find one, and see if this orb actually works.
How about that. It worked. With that out of the way, I returned to the gnoll encampment, to see if I could find this Yowler, and put an end to whatever he has planned.
I think I found the plans, but I can't read this orc gibberish, so I took it back to the Magistrate. It was worse than we could have imagined - the orcs and gnolls are amassing an army, and are planning on storming right through Lakeshire for a direct assault on Stormwind. The attack on Northshire was probably an advance unit, and when it was stopped, they found a different route - Redridge.
Magistrate Solomon seems convinced that we're all doomed, but Colonel Troteman, a retired officer who lives here, seems convinced that one of his former soldiers could lead a successful assault on the orcs - if I can convince him to take up arms again.
Monday, 23 March 2015
Defying the Defias
As we expected, the meeting was led by the shadowy figure I've been seeing around Westfall.
She was rallying the homeless to rise up and revolt against Stormwind, blaming the king for all the hardship they've been enduring. Judging from the crowd's reaction, they're more than happy to help her. I rushed back to Captain Alpert to report my findings.
He wants me to go talk to a shaman who's been studying the elemental disturbances around Westfall. The Captain thinks that he may be able to magically help me find out who the shadowy figure is. Thoralius, the shaman wants to put me into a trance that will send me to the spirit world. From there, I may be able to find what I need to know. He says that all I need to do is breathe the smoke from this incense.
It smells pretty bad. I think it's poop.
In the spirit realm, I was shown a scene from the past: A group of adventurers fighting and killing Edwin VanCleef.
And after they left victorious, his daughter came out of the cabin and discovered his murdered body.
I hurried back to Sentinel Hill to report back to Marshal Stoutmantle. I don't think that anyone was more surprised than he was when Hope Saldean interrupted my report and revealed that, before she was adopted, her name was Vanessa VanCleef! She admitted to being the one who had the Furlbrows killed, because they recognized her, even after so many years, and she couldn't risk them revealing her. She looked truly sad as she told us that, but her features quickly hardened as she called in a swarm of Defias, and ordered them to tie up the Marshal and his men and burn Sentinel Hill to the ground.
Before he was captured, Marshal Stoutmantle cut down the men who had grabbed me, and ordered me to take word to the king. I quickly mounted one of the gryphons and made my way to Stormwind.
I hope the Marshall and his men can make it out of there alive.
On the King's orders, I returned to Westfall after completing my report. I was to enter the Deadmines, and eliminate Vanessa VanCleef and her minions.
Friday, 20 March 2015
Sentinel Hill
I arrived at Sentinel Hill in the middle of a battle! Gnolls were attacking the outpost, and I leapt to the guards' aid as soon as I arrived. On one of their bodies, I found a set of written orders, telling the gnolls that they'd be well paid for the sacking of Sentinel Hill, and the release of "The Admiral".
Marshal Stoutmantle didn't know who this Admiral is supposed to be. There's only one captive here right now, and that's some homeless worgen that was caught attacking the transients around the walls.
Marshal Stoutmantle didn't know who this Admiral is supposed to be. There's only one captive here right now, and that's some homeless worgen that was caught attacking the transients around the walls.
We tried interrogating him to see if he had any idea who the gnolls were trying to rescue, but he was completely unhelpful. And rude.
The orders were sent by some goblin named Helix. It turns out that there's an SI:7 agent in Westfall trying to track him down. I've been sent to rendezvous with her, and maybe together, we'll be able to capture Helix!
Agent Kearnen sent me up into the tower with an invisibility potion to see if I could overhear what Helix was up to. I don't really know what's going on, but he was meeting with the same person who recruited the ogre mage earlier!
They're doing something in Moonbrook - tonight! Agent Kearnen has sent me to report to Marshal Stoutmantle, and to get new orders.
Marshal Stoutmantle wanted me report to Captain Alpert in Moonbrook, but before I did, I took a moment to talk to Hope Saldean. She'd heard about what happened to the Furlbrows, but didn't know what might have happened to them. Like many of the people around Westfall, she seemed happy to blame all their troubles on Stormwind, though.
Once I arrived in Moonbrook, I was sent off to find any information I could on when and where this meeting was supposed to occur. While poking around, I was set upon by bandits wearing red facemasks - made of the same red cloth I found on the gnolls near where the Furlbrows were murdered! Maybe the two are connected!
I did find out where the meeting was, and reported to Captain Alpert. The red masks confused him - he said that that used to be the symbol of the Defias, a gang that used to operate in Westfall. But they've broke up years ago, when their leader was killed. Maybe someone's trying to get them back together?
I guess I'll find out soon. In a few hours, I'll be sneaking into that meeting.
Agent Kearnen sent me up into the tower with an invisibility potion to see if I could overhear what Helix was up to. I don't really know what's going on, but he was meeting with the same person who recruited the ogre mage earlier!
They're doing something in Moonbrook - tonight! Agent Kearnen has sent me to report to Marshal Stoutmantle, and to get new orders.
Marshal Stoutmantle wanted me report to Captain Alpert in Moonbrook, but before I did, I took a moment to talk to Hope Saldean. She'd heard about what happened to the Furlbrows, but didn't know what might have happened to them. Like many of the people around Westfall, she seemed happy to blame all their troubles on Stormwind, though.
Once I arrived in Moonbrook, I was sent off to find any information I could on when and where this meeting was supposed to occur. While poking around, I was set upon by bandits wearing red facemasks - made of the same red cloth I found on the gnolls near where the Furlbrows were murdered! Maybe the two are connected!
I did find out where the meeting was, and reported to Captain Alpert. The red masks confused him - he said that that used to be the symbol of the Defias, a gang that used to operate in Westfall. But they've broke up years ago, when their leader was killed. Maybe someone's trying to get them back together?
I guess I'll find out soon. In a few hours, I'll be sneaking into that meeting.
Wednesday, 18 March 2015
One Last Thing Before You Go...
I arrived back in Goldshire to another task awaiting me: There's been a request for help sent in from Sentinel Hill in Westfall, and I've been dispatched to help them out. It's late though, so I get to spend one last night at the inn here before moving on.
On the way to Westfall, I stopped at the garrison at the edge of Elwynn Forest, where the Deputy in charge hailed me to warn me to keep an eye out for gnolls; apparently, some of them have been crossing the river into Elwynn. There was also a bounty posted for their leader, a huge gnoll named Hogger.
I managed to beat him into submission, and he was carted off to the Stockades in Stormwind. I'm not sure why he wasn't just executed. It's not like any of the other bandits are ever locked up; most of them are just killed on sight.
It looks like whatever's going on at Sentinel Hill will have to wait though. When I crossed the bridge, I met up with an investigator team of the Stormwind Guard. Their lieutenant recognized me as a deputy Warden from the badge I'd been given, and conscripted me to help with his investigation - the murder of two Westfall citizens and their horse, in broad daylight.
My first task was to interrogate the squatters on the nearby farm to see if any had seen anything. One claimed that a group of gnolls had been seen around the crime scene just before the investigators arrived, and another claimed that the Furlbrows had been murdered as part of a complex conspiracy hatched by the murlocs. I imagine that the gnolls were just scavenging the wreckage of the cart, and the murlocs... well, I think that guy might have been kicked in the head by a horse. But Lieutenant Laine sent me to find any clues I might be able to find. Yay. More murloc slime.
Neither of those leads turned up anything useful - just some red cloth, and some scraps of anti-Stormwind propoganda - so I've been sent to talk to an informant of Laine's, to see if he can help us track anything down.
It turned out that "Two-Shoes" didn't know anything useful, but he did know that something was going on in a nearby abandoned mine soon, so I went to see if I could find out anything useful.
I'm not sure I learned anything relevant, but someone in Westfall is recruiting ogres. That can't be good.
Two-Shoes also told me that some thugs started hanging out near the farm he's been squatting at, and they seem more organized. Like part of a gang. Now that might have something to do with what's going on here.
Good news: I heard them admit to killing the Furlbrows.
Bad news: They saw me, and I was forced to kill them in self-defense before I could figure out who they were working for.
Lieutenant Laine wants me to go talk to some farmer named Saldean in hopes that he can shed some light on things. When I arrived at his farm, I discovered that Farmer Saldean doesn't seem to be very fond of Horatio Laine. I don't know why, and I'm not going to ask, but it seems like they've got some sort of history.
Talking to him reveals why the Lieutenant wanted me out here though - Farmer Saldean uses his farmhouse to help house as many of Westfall's drifters as he can. If anyone here knows anything, it would have to be him. Unfortunately, that turned out to be a dead end, but Salma, his wife, thinks that their adopted daughter Hope might have heard something.
Hope works with the homeless people around Sentinel Hill. Farmer Saldean has offered to let me sleep at his farmhouse tonight. It looks like in the morning, I'll be back on track.
On the way to Westfall, I stopped at the garrison at the edge of Elwynn Forest, where the Deputy in charge hailed me to warn me to keep an eye out for gnolls; apparently, some of them have been crossing the river into Elwynn. There was also a bounty posted for their leader, a huge gnoll named Hogger.
Huge, indeed. |
I managed to beat him into submission, and he was carted off to the Stockades in Stormwind. I'm not sure why he wasn't just executed. It's not like any of the other bandits are ever locked up; most of them are just killed on sight.
It looks like whatever's going on at Sentinel Hill will have to wait though. When I crossed the bridge, I met up with an investigator team of the Stormwind Guard. Their lieutenant recognized me as a deputy Warden from the badge I'd been given, and conscripted me to help with his investigation - the murder of two Westfall citizens and their horse, in broad daylight.
My first task was to interrogate the squatters on the nearby farm to see if any had seen anything. One claimed that a group of gnolls had been seen around the crime scene just before the investigators arrived, and another claimed that the Furlbrows had been murdered as part of a complex conspiracy hatched by the murlocs. I imagine that the gnolls were just scavenging the wreckage of the cart, and the murlocs... well, I think that guy might have been kicked in the head by a horse. But Lieutenant Laine sent me to find any clues I might be able to find. Yay. More murloc slime.
Neither of those leads turned up anything useful - just some red cloth, and some scraps of anti-Stormwind propoganda - so I've been sent to talk to an informant of Laine's, to see if he can help us track anything down.
It turned out that "Two-Shoes" didn't know anything useful, but he did know that something was going on in a nearby abandoned mine soon, so I went to see if I could find out anything useful.
I'm not sure I learned anything relevant, but someone in Westfall is recruiting ogres. That can't be good.
Two-Shoes also told me that some thugs started hanging out near the farm he's been squatting at, and they seem more organized. Like part of a gang. Now that might have something to do with what's going on here.
Good news: I heard them admit to killing the Furlbrows.
Bad news: They saw me, and I was forced to kill them in self-defense before I could figure out who they were working for.
Lieutenant Laine wants me to go talk to some farmer named Saldean in hopes that he can shed some light on things. When I arrived at his farm, I discovered that Farmer Saldean doesn't seem to be very fond of Horatio Laine. I don't know why, and I'm not going to ask, but it seems like they've got some sort of history.
Talking to him reveals why the Lieutenant wanted me out here though - Farmer Saldean uses his farmhouse to help house as many of Westfall's drifters as he can. If anyone here knows anything, it would have to be him. Unfortunately, that turned out to be a dead end, but Salma, his wife, thinks that their adopted daughter Hope might have heard something.
Hope works with the homeless people around Sentinel Hill. Farmer Saldean has offered to let me sleep at his farmhouse tonight. It looks like in the morning, I'll be back on track.
Monday, 16 March 2015
Mrgrglrglgl!
Did you know that murlocs are covered in a thick layer of sticky, fishy-smelling slime? And if you hit one, that stuff goes flying everywhere. It's like every monster I fight tries its hardest to be even more disgusting than the one before.
Jasperlode wasn't even as difficult to deal with as Fargodeep was: there were just a handful of disorganized kobolds there. They didn't even have a leader, and most of them seemed more interested in leaving than trying to defend the mine from me. Near the back of the cave, I came across a few dead kobolds wrapped in some sort of sticky cords and stuck to the walls. Maybe that has something to do with it.
I stopped at a stream I passed and cleaned off some of the murloc slime, and by the time I reached Guard Thomas, I had mostly dried off, but judging from the look he gave me, I imagine that I hadn't rid myself of the smell. He quickly informed me that there was another nearby village of murlocs that needed to be dealt with, and that there were a number of wild animals - mostly wolves and bears - getting too close to the logging camp, and told me to be off. As I was leaving, he told me to keep an eye out for the two guards he'd sent out yesterday to deal with the murlocs and wildlife, and have them report back if I found them.
I saw my first wanted poster! It was posted beside the bridge Thomas was stationed at. This James Clark character is wanted for so many things that Stormwind has placed a bounty on him - dead, with no "or alive" option.
I found James squatting in an unoccupied house in the Eastvale Logging Camp. On him I found evidence that he was working with local bandits. So when I turned in the bounty on his head, guess what? That's right. I was asked to drive out as many of them as I could, and if possible, find out who their leader is working for.
The bears and murlocs - I don't know how much of this is me, and how much is the enchantments on the gear I was given, but it seems like I'm getting better at this all the time. I found both of the missing guards. Or at least, I think so. One was in the murloc village, and the other near a wolf den. Both were mutilated beyond recognition. It was only because they were wearing Stormwind uniforms that I bothered to search them, and I found the insignia of the missing guards on the bodies.
The bandits seemed the worst of all. Marshal McCree recognized the insignia on the ring I brought back from their leader. He said that it was associated with the Defias, a criminal organization that I thought was wiped out years ago. Why would people be carrying around their symbols?
Jasperlode wasn't even as difficult to deal with as Fargodeep was: there were just a handful of disorganized kobolds there. They didn't even have a leader, and most of them seemed more interested in leaving than trying to defend the mine from me. Near the back of the cave, I came across a few dead kobolds wrapped in some sort of sticky cords and stuck to the walls. Maybe that has something to do with it.
I stopped at a stream I passed and cleaned off some of the murloc slime, and by the time I reached Guard Thomas, I had mostly dried off, but judging from the look he gave me, I imagine that I hadn't rid myself of the smell. He quickly informed me that there was another nearby village of murlocs that needed to be dealt with, and that there were a number of wild animals - mostly wolves and bears - getting too close to the logging camp, and told me to be off. As I was leaving, he told me to keep an eye out for the two guards he'd sent out yesterday to deal with the murlocs and wildlife, and have them report back if I found them.
I saw my first wanted poster! It was posted beside the bridge Thomas was stationed at. This James Clark character is wanted for so many things that Stormwind has placed a bounty on him - dead, with no "or alive" option.
I found James squatting in an unoccupied house in the Eastvale Logging Camp. On him I found evidence that he was working with local bandits. So when I turned in the bounty on his head, guess what? That's right. I was asked to drive out as many of them as I could, and if possible, find out who their leader is working for.
The bears and murlocs - I don't know how much of this is me, and how much is the enchantments on the gear I was given, but it seems like I'm getting better at this all the time. I found both of the missing guards. Or at least, I think so. One was in the murloc village, and the other near a wolf den. Both were mutilated beyond recognition. It was only because they were wearing Stormwind uniforms that I bothered to search them, and I found the insignia of the missing guards on the bodies.
The bandits seemed the worst of all. Marshal McCree recognized the insignia on the ring I brought back from their leader. He said that it was associated with the Defias, a criminal organization that I thought was wiped out years ago. Why would people be carrying around their symbols?
Saturday, 14 March 2015
You no take candle!
On returning to Goldshire, I got my first real task. There are reports of kobolds overrunning the nearby Fargodeep Mine, and I've been sent to clear them out.
Compared to the orcs that invaded Northshire, kobolds are little more than rats, and I was able to quickly clear them out. While I'm here, I might as well practice some of those skills I learned in Stormwind.
As I left, I was flagged down by the matron of the nearby Stonefeld Farm. It seems that their prize sow has gotten too big to handle, and has developed a bit of an aggressive streak. It's a shame that she has to be put down, but I imagine that the Stonefelds will be eating well for a couple weeks.
I was also able to recover some jewellery stolen from one of the Stonefelds by the kobold leader.
One of the farmers in Northshire used to joke that the reward for a job well done is more work. I understand what he meant by that now. When I got back to Marshal Dughan, he didn't even thank me, he just told me that there are more kobolds in the Jasperlode Mine, and since I did such a good job at Fargodeep, he'd appreciate it if I could look into Jasperlode as well, and report my findings to Guard Thomas near the logging camp out there. Oh, and on your way past, could you do something about the murlocs in Crystal Lake?
Well, I guess this is what I had asked for, isn't it? I'm not so sure it's what I expected though.
Compared to the orcs that invaded Northshire, kobolds are little more than rats, and I was able to quickly clear them out. While I'm here, I might as well practice some of those skills I learned in Stormwind.
As I left, I was flagged down by the matron of the nearby Stonefeld Farm. It seems that their prize sow has gotten too big to handle, and has developed a bit of an aggressive streak. It's a shame that she has to be put down, but I imagine that the Stonefelds will be eating well for a couple weeks.
I was also able to recover some jewellery stolen from one of the Stonefelds by the kobold leader.
One of the farmers in Northshire used to joke that the reward for a job well done is more work. I understand what he meant by that now. When I got back to Marshal Dughan, he didn't even thank me, he just told me that there are more kobolds in the Jasperlode Mine, and since I did such a good job at Fargodeep, he'd appreciate it if I could look into Jasperlode as well, and report my findings to Guard Thomas near the logging camp out there. Oh, and on your way past, could you do something about the murlocs in Crystal Lake?
Well, I guess this is what I had asked for, isn't it? I'm not so sure it's what I expected though.
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