The following documents are shoved onto a desk in Ironforge, Military Quarter. The small sheaf contains current intel on Barrens activity and Horde movements, as known by the Khaz Modan regimental organistations. The seal of General Grimsteel, Ironforge military expert, adorns all of these papers.
Bael'dun Fortress, Barrens
Summary of Attack.
27th May
Orc riders from the Crossroads outpost attacked on the 25th May.They attacked without mercy, as wolf and Orc ripped through a hastily-armed defence. Four (4) archaeologists were lost in the attack, including Assistant-Digger Vedra Stonecask, Geologist Humnar Strongback, Analyst Krunmos Goldenbeard and Digger Jora Thunderbrew. Fifteen (15) marksmen, twelve (12) swordsmen and Lietuenant Veril Mighthammer were also lost in the attack. Total deaths equalled thirty-one (31).
As the Orcs left under suppressive fire from Bael'dun Fortress, six (6) were captured and are held in custody within the fortress complex.
Our three (3) main supply depots were also destroyed by fire by the Orcs as they left. Supplies running very low.
Request made for immediate assistance to be sent to Bael'dun, at any cost. Fifteen (15) counted Orc scouts seen around the perimeter, two (2) shot down and examined by guards. These were noted to be wearing armour similar to that of Crossroads, assumed attacks from here.
Large force will be necessary for support of fortress. Supplies requested in the form of food, ammunition and explosives. Send no more than one (1) regiment; Orc attacks have targeted large groups in the surrounding area.
High Command, Ironforge Military Ward
Decided Outcome.
11th June
Orders.
Keep the Orc prisoners in custody, bind and chain so as not to kill. Continue patrols of the area; collect water from wherever possible. Permission given to hunt beasts of the area. Burn Orc corpses. Ration shot and powder; fire only upon enemy troops. Do NOT use explosives in excavation, store in a deep bunker and do not use unless decreed as a state of emergency.
Relief Granted.
One (1) regiment of the Khaz Modan Infantry is moving out to relieve your forces. Rendevouz at Bael'dun after a message from Regimental Commander Thunderbeard. Codeword mithril.
The regiment will bring supplies of Ironforge shot, Gnomish blasting powder and various standard-issue ration packs.
High Command, Ironforge Military Ward
Orders for the Khaz Modan Regiment (The "Ironbeard Regiment").
12th June
Orders.
Advance from Ironforge to Stormwind in the relative safety of the Deeprun Tram. From there, you will march south, through Westfall and taking the route to Duskwood. After this bridge, a short break will be needed; take no more than five (5) minutes. Move through Duskwood, keeping in formation along the roads - it is no place for young soldiers. Then, Stranglethorn Vale is where you move to; take point and a pause at the Rebel Camp. Intel shows that this is hidden to the West of the road. Send a man or two to guard while you consult intel. Send one (1) scout ahead with a flare. After the scout comes back, move out and ahead towards Booty Bay. Do NOT stop your march in Stranglethorn except to defend yourselves. Keep strong scouts out to the edges of the main line to fend off any beasts that try to attack, and potentially kill, your soldiers. Keep to the roads for this part of the journey.
At Booty Bay, you will take up to ten minutes rest, before passing onto the vessel that sails round trips between continents. Make sure all troopers are onboard. Take a rest and wait for it to dock at Ratchet.
In Ratchet, stop and check any seasickness victims, collect supplies and prepare some sort of baggage train - anybody able to ride should follow this. Other troopers fan out around this; never engage any Barrens beasts without backup. Steer a wide arc around the Crossroads, as attacks from here are likely to result in disaster. Move south, keeping off the road as much as possible, with scouts around your position given steeds and flares. Keep one part of the Baggage Train at the back, carrying water for the troops. Frequent rests should be necessary on the journey, however move with all speed through this hot land without the notice of the Horde. Should any Horde representative coem near, do NOT let them run. Surround them with a shield wall and attempt to make contact with it; kill it if necessary. Do NOT leave body lying, this could alert the Horde. Burn it on the spot.
Arrive in Bael'dun and surround the perimeter. Commander Thunderbeard will attempt communication with the Fortress Command using the codeword: mithril. Then, advance with one squad to the fortress gates. If all seems well, the rest of the force will join them. The Commander will greet the Fortress Commander and hand over any documents or papers. The Baggage Train will unload outside the door and troopers will bring supplies in, to their corresponding store. Position two (2) guards at each position:
The top of the Bael Modan
The entrance to the Digsite
Patrolling the Digsite lower levels
On guard near the Gnomish planes in the Digsite
At the Fortress gate
Sweeping Fortress gate with mounted guns at back
On guard at the Officers' Lounge (one [1] either side)
Continue searching Fortress, position more guards if necessary.
Six (6) Orc prisoners are being held in the Fortress dungeons. These are to be executed after court martial trial outside the fortress. Organize a Firing Squad, and have guards ready to bash them on the head and send them back if they try to escape. Make sure they are bound and chained well. Take them, and one (1) squad of troopers to Ratchet, where the execution equipment will be ready. Take them and fire upon them; rid Bael'dun of this threat. Show this "Horde" that the Alliance does NOT take kindly to attacks.