This entire questline as a Demon Hunter made me upset constantly.
All throughout the DH questing experience, you are presented as this champion of champions. A demon slayer of unexplainable proportions, an avatar of destruction. You pick up blades that were apparently used to destroy thousands of Demons. You uncover hidden demons all throughout the Broken Isles.
From the very second I saw the demon blood in the cup I was really pissed. I mean, come on. The npcs go on about how things are not right and how odd this is and then you fight a Tauren warrior who uses FEL MAGIC at you.
At this point, a proper Demon Hunter would slaughter the entire tribe. It is not like we, the player character, is not presented as powerful enough to do this.
Even a non Demon-Hunter. Any character who has made it to this point is considered hugely powerful by everyone. You've championed dozens of causes and saved the world countless times.
And then the whole trap thing just made me groan. This trap made me realize how much I hate effects that CC your character while an NPC does something. It is hugely overused. How come every boss just stuns you once they drop to 20% hp because you're a weakling and then they only die once you face them in a dungeon or raid? I mean I get the gameplay aspect of it but its just so frustrating.
My point is, by this time in the questing/storyline progression, our characters have been fooled hundreds of times, a lot of those by demons. We should be able to just walk up to the chieftain and say "No, die.".
Quest
Rock Troll in a Hard Place
A World of Warcraft quest in Highmountain. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
You can't take the gameplay literally, as if it's the complete story. Most hints have to be heavy-handed. Distances have to be small. Character development can take minutes instead of days (especially for minor NPCs). Villains have to be able to reliably escape if they're to be anything beyond bog standard one-time appearances. It's an MMO. I remember what it was like before NPCs "overused" the stun and get-away technique: Boring (though it was passable for a while). And predictable traps are better than no traps in such a long story as an MMO. In short, the story is condensed.
With this title it basically confirms Drogbar are a long lost troll tribe and that trolls may have been an early titan creation
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(39381))
What to do
Description
We should leave this place while we have a chance. The Bloodtotem are amassing at their village to the north, and I believe they intend to kill my people. Let me know when you are ready to go, and I can take us to a safe place quickly.
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 areaIn-game waypoint: /way #650 45.2 32.5
Coordinates
- Turn-inHighmountain 45.2, 32.5
/way #650 45.2 32.5 - Objective areaHighmountain 37.0, 39.5
/way #650 37.0 39.5
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 Highmountain map
- The Witchqueen about 310 yards
- Assaulting the Haglands about 340 yards
- The Three about 350 yards
- Fledgling Worm Guts about 440 yards
- Eagle Egg Recovery about 440 yards
- Tamer Takedown about 440 yards
- Going Down, Going Up about 440 yards
- Empty Nest about 440 yards
- Rocs vs Eagles about 540 yards
- Recruiting Rexxar about 610 yards
Quests whose map markers the client places closest to this one on Highmountain, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Highmountain:
- The Witchwood, Highmountain
- Skyhorn, Highmountain
- Prepfoot, Highmountain
From the turn-in, the objective areas lie:
- Objective area
- 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.
Community notes from Wowhead · 7 comments
Top 3 shown aboveThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
The top 3 are shown in Top Comments above. Read all 7 on Wowhead.
Other quests on the Highmountain map
Reward details
Reputation: Highmountain Tribe +10
The Highmountain Tribe has dwindled in numbers over the years, and with the drogbar threat looming, seek new allies to save their homeland.
Reputation group: Legion.
Other quests in Highmountain that reward Highmountain Tribe reputation: Get to High Ground (+250), Rocs vs Eagles (+150), The Skyhorn Tribe (+10), Battle of Snowblind Mesa (+150), Secrets of Highmountain (+150), Grasp of the Underking (+150).
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
The Bloodtotem Tribe
Part 8 of 14.
Previous: Rite of Blood · Next: Pet Rocks
- 1The Bloodtotem Tribe
- 2Witch of the Wood
- 3Hags of a Feather
- 4I Have a Bad Feeling About This
- 5An Audience with Torok
- 6Cave of the Blood Trial
- 7Rite of Blood
- 8Rock Troll in a Hard Place
- 9Pet Rocks
- 10Stonedark Crystal
- 11They Will Pay With Blood
- 12Blood Debt
- 13Step into the Dark
- 14Unexpected Allies
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.
- Rite of Blood
Oakin Ironbull vouches for you. He's capable, for a Rivermane. You also brought with you proof of your own strength, albeit rather inconclusive proof. Before we allow you to move freely within our territory, you must complete the Rite of Blood, which you have already begun.
After this quest
Taken from the storyline's own step order.
- Pet Rocks
I raise creatures born of the earth to help defend myself and my people. When I was captured, I ordered them to stay behind at our home, but they are often disobedient and likely tried to follow me. If they did, I fear the Bloodtotem may have captured them, or worse.
The storyline at a glance
The Bloodtotem Tribe has 14 steps, from The Bloodtotem Tribe to Unexpected Allies.
Maps its steps are placed on (steps per map): Highmountain (14).
Steps of this storyline count toward:
Other storylines on the Highmountain map
- Legion Blacksmithing
- Rivermane Tribe
- Allies of the Horde: Highmountain
- Legion Leatherworking
- Snowblind Mesa
- The Fel Worm Menace
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.