When they disappear just go further straight down the track, veering right into the clearing, to the roots of the large tree (tree is drawn on the map), no need to re-log. Just keep walking.
... it is sad when you are so dull NPCs are trying to ditch you...
Quest
Deeper into the Woods
A World of Warcraft quest in Drustvar. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
This woman is the worst soldier I've seen. She routinely tells me what to do even though I am supposed to be her superior and now she's directly disobeying Lucille waycrest's orders. Smh.
I relogged after having followed the npcs to a point at which they vanished. Go past the mark on the map to 24.62 56.59 on the lower side of a hill with a large tree around it. I am not sure if it was bugged & relogging fixed it or the circle marker on the map is wrong.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(50370))
Requirements
Read from the Blizzard quest API.
What to do
Description
We need to go deeper into the forest. The witches are clearly up to something even worse than I'd imagined. As much as I have a duty to return to Lady Lucille with Master Ashton, I also have a duty to find out more about this threat to our people, and stop it if I can. Going further into the forest is not without risk, but I believe it is one worth taking.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inObjective areaObjective areaIn-game waypoint: /way #896 24.6 56.6
Coordinates
- Turn-inDrustvar 24.6, 56.6
/way #896 24.6 56.6 - Objective areaDrustvar 24.3, 56.4
/way #896 24.3 56.4 - Objective areaDrustvar 20.6, 57.5
/way #896 20.6 57.5
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Nearby on the Drustvar map
- Into Darkness about 190 yards
- Runic Resistance about 190 yards
- Into the Crimsonwood about 230 yards
- To Falconhurst! about 380 yards
- A Weapon of Old about 400 yards
- Curiously Strong about 400 yards
- Fighting With Fire about 410 yards
- A Missing Master about 430 yards
- A Deathly Draught about 440 yards
- A Stone's Throw about 440 yards
Quests whose map markers the client places closest to this one on Drustvar, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Drustvar:
- Anyport, Drustvar
- Falconhurst, Drustvar
- Arom's Stand, Drustvar
From the turn-in, the objective areas lie:
- Objective area
Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.
Community notes from Wowhead · 11 comments
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Reward details
Reputation: Order of Embers +75
An ancient Kul Tiran order resurrected to battle the threat of witchcraft, the Order of Embers fights with knowledge guiding their blades.
Reputation group: Battle for Azeroth.
Other quests in Drustvar that reward Order of Embers reputation: Pieces of History (+75), Through the Old Roads (+10), Silver Blades (+75), Honorable Discharge (+75), The Order of Embers (+3,500), A Lesson in Witch Hunting (+75).
Item facts are the current retail client’s (ItemSparse); the specialisations for a pick-one item are the ones the Blizzard quest API lists; faction and currency text is the client’s own. Lowest listed price = the US commodity auction house now.
Storyline
Crimson Forest
Part 4 of 10.
Previous: A Little 'Pick Me Up' · Next: Stopping the Grand Rite
- 1Saving Master Ashton
- 2Odds and Ends
- 3A Little 'Pick Me Up'
- 4Deeper into the Woods
- 5Stopping the Grand Rite
- 6Matrons of the Crimsonwood
- 7Controlling the Situation
- 8Witch Way Out?
- 9In the Hall of the Drust King
- 10Stick It To 'Em!
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- A Little 'Pick Me Up'
Now to mix this up. <Marten begins to combine the components in a mug> I'm using some rather strong grog as a base, a drop of chilli extract and a handful of hearthbloom... There! <Marten hands you a mug> It will taste worse than it smells, but it will bring Master Ashton to his senses.
After this quest
Taken from the storyline's own step order.
- Stopping the Grand Rite
The witches of the Crimsonwood are planning a Grand Rite, a powerful ritual. They intend to rip open reality and bring their dark master through! I suspect they may be in communion with Gorak Tul. We cannot allow their ritual to succeed.
The storyline at a glance
Crimson Forest has 10 steps, from Saving Master Ashton to Stick It To 'Em!.
Maps its steps are placed on (steps per map): Drustvar (10).
Steps of this storyline count toward:
Other storylines on the Drustvar map
- Darkness of Drustvar
- Falconhurst
- Fletcher's Hollow
- Caring about Corlain
- Corlain
- Hangman's Point
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.