Couldn't turn in the quest with one of the wicker 'pets'. As soon as I dismissed it, I could hand in the quest to Inquistor Cleardawn.
Quest
In the Hall of the Drust King
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.
Having trouble after his quest? I did too.
Once you escape, the quest turn-in will not be available. Here's a few things to try to force it to pop:
1) /reload (this DID NOT WORK for me despite others saying it worked)
2) There's a raven perched on a branch just outside the entrance. Kill it, or any other enemy in the area. (This is what worked for me)
3) log out/log in (didn't try this, but guildie said it worked)
4) realm hop (didn't try this. Some on forums said it worked. Guildies said it did not.)
If you can't turn in your quest, just log out and log back in. It resets the phasing and you'll be able to turn in.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(50481))
Requirements
Read from the Blizzard quest API.
What to do
Description
I've been watching a lot of activity going on at the ruins at the base of the massive tree by the lake. What Master Ashton reported is accurate - something important is going on down there. We've disrupted their rituals but I worry we might have been too late. We need to go over there. If there is anything remaining, we must destroy it.
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 areaObjective areaIn-game waypoint: /way #896 26.9 57.9
Coordinates
- Turn-inDrustvar 26.9, 57.9
/way #896 26.9 57.9 - Objective areaDrustvar 27.5, 59.4
/way #896 27.5 59.4 - Objective areaDrustvar 25.7, 55.2
/way #896 25.7 55.2
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 50 yards
- Runic Resistance about 50 yards
- To Falconhurst! about 300 yards
- Into the Crimsonwood about 360 yards
- A Weapon of Old about 360 yards
- Curiously Strong about 370 yards
- Fighting With Fire about 380 yards
- A Deathly Draught about 380 yards
- A Stone's Throw about 380 yards
- A Possible Solution about 380 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:
- Falconhurst, Drustvar
- Arom's Stand, Drustvar
- Anyport, Drustvar
From the turn-in, the objective areas lie:
- Objective area
- 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.
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Reward details
Reputation: Order of Embers +150
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 9 of 10.
Previous: Witch Way Out? · Next: Stick It To 'Em!
- 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.
- Witch Way Out?
There are other Falconhurst citizens to be freed before they become sacrifices. Free anyone you come across. The key used to free Master Ashton should still work. Good luck!
After this quest
Taken from the storyline's own step order.
- Stick It To 'Em!
We have been able to stop the Grand Rite but the witches will try again unless we act. We have to destroy them. Utterly. <Cleardawn smiles.> How kind of them to give us the means. You've helped us get this far, <name>. You control the Demolisher. Destroy everything you see!
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.