As of today, the ? for this quest is in the wrong place.
WoW has it over the totem by the Deadwood Village, and Drizle is actually in the Felpaw Village by the Timbermaw Hold tunnel. (see map above)
I submitted a ticket, but it says it will be addressed in 1.6 days lol
Hope this helps someone from wandering around all over!
Quest
Stupid Drizle!
A World of Warcraft quest in Felwood. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Found the kid at 60.6, 9.6.
Resist the urge to kill the Chieftain on your way to him, or else you'll be sitting and waiting for him to respawn like I did for the next quest.
The location of this quest has STILL not been fixed over 7 years after Blizzard was notified. I'm sure they'll get around to it in the next Cataclysm.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(28362))
What to do
Description
Stupid, stupid Drizle! I told him not to go! Drizle wanted to steal more honey from Felpaw Village... you know, just west of here? You can see it from the cliff... Anyway... I told him it was a dumb idea but he went anyway, and then the Deadwood tribe got him, and... and... Sniff... I don't know what they're gonna do! Please find him, Mr. {race}! Even if he is a dummy! I don't want Drizle to get eaten!
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-inTurn-inObjective areaIn-game waypoint: /way #77 51.5 83.7
Coordinates
- Turn-inFelwood 51.5, 83.7
/way #77 51.5 83.7 - Turn-inFelwood 60.6, 9.5
/way #77 60.6 9.5 - Objective areaFelwood 64.1, 10.3
/way #77 64.1 10.3
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 Felwood map
- Ancient Curses about 1,270 yards
- A Grim Portent about 1,270 yards
- Countering Corruption about 1,270 yards
- Mercy or Misery about 1,270 yards
- Wardens' Wrath about 1,380 yards
- A Glimpse of Terror about 1,480 yards
- Stepping into the Shadows about 1,480 yards
- Heart of the Issue about 1,580 yards
- Balancing the Scales about 1,580 yards
Quests whose map markers the client places closest to this one on Felwood, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Felwood:
- Emerald Sanctuary, Felwood
- Sanctuary of Malorne, Hyjal
- Wildheart Point, Felwood
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
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 11 on Wowhead.
Reward details
Reputation: Timbermaw Hold +250
As the last uncorrupted furbolg tribe, the Timbermaw seek to preserve their spiritual ways and end the suffering of their brethren.
Reputation group: Classic.
Other quests in Felwood that reward Timbermaw Hold reputation: Runecloth (+250), Sacred Cloth (+250), Deadwood Ritual Totem (+350), Ruumbo Demands Justice (+250), Dance for Ruumbo! (+250), A Talking Totem (+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
Felwood
Part 66 of 69.
Previous: Fire in the Hole! · Next: Deadwood of the North
- 58Is Your Oil Running?
- 59Burnout
- 60Pikwik in Peril
- 61Bloody Wages
- 62Turn It Off! Turn It Off!
- 63Report to the Denmother
- 64A Bomb Deal
- 65Fire in the Hole!
- 66Stupid Drizle!
- 67Deadwood of the North
- 68Disarming Bears
- 69The Chieftain's Key
Showing steps 58 to 69 of 69.
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.
- Fire in the Hole!
Land's sakes, pardner! You done shut off those valves but good. Unfortunately we've had a critical blowout in our gosh-darned central burnoff regulator! Missus Darla's done sent as many workers as she can rustle to go shut it off, but those flames have a mind of their own! Literally!
After this quest
Taken from the storyline's own step order.
- Deadwood of the North
There is a camp of Deadwood furbolgs directly to our southwest. Corruption permeates the camp, and I wish to put an end to it before they become a problem. The Deadwood tribe is evil, but it is the effects of the fel that pollutes their minds.
The storyline at a glance
Felwood has 69 steps, from Culling the Corrupted to The Chieftain's Key.
Maps its steps are placed on (steps per map): Felwood (68), Darkshore (1).
Steps of this storyline count toward:
Other storylines on the Felwood map
- Night Elf Heritage Armor
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.