Counting Out Time
Sulfuras · quest entry 4972
Western Plaguelands — zone entry 28, named from this realm's area table.
- Quest level
- 56
- Required level
- 53
- Base experience value
- 5,800
- Money at the level cap
- 3g 48s 0c
- How it is completed
- stored id 2
This realm keeps one row per patch for some quests, and this is the patch 0 row — the newest it carries. This realm's own quest table holds 4,727 rows for 4,433 quests, counted from this realm — the difference is the patch rows.
Who starts it
| Name | What kind of thing |
|---|---|
| Chromie | creature |
One start, from this realm's own creature table.
In the realm's own chain
| Position | Quest |
|---|---|
| Previous | A Matter of Time |
The chain is the realm's own: these are the previous and next entries this quest row stores.
Items this row names
| Role | Item | Count |
|---|---|---|
| Asked for | 5 | |
| Reward | 1 |
Every item here is named by this realm's own item table, and each name is a link to that item's page.
The gossip a player reads first
I need you to reach into the world beyond this room, $N. Allow me to explain.$B$BYou see the difference in this room compared to the rest of Andorhal. My dragonflight works in many different ways and in many different timelines. To mend Andorhal's damage, I now act from a different timeline as not to overly contaminate it. To continue this though I need time trinkets, ones trapped from when the plague hit. Find them in lockboxes found in the ruined buildings that make up this once proud city.
Objectives
Locate 5 Andorhal Watches, found in lockboxes amongst the rubble of the city. Return with them to Chromie in the Andorhal Inn, Western Plaguelands.
When the items are handed over
The time trinkets I seek are simple devices. They are watches mainly, and their hands are trapped forever when the plague first ravaged Andorhal.$B$BTime is never ending, and the watches you bring to me will invariably find themselves counted out back to their homes... that is, so long as the disturbances continue here.
What the quest-giver says at the end
These are exactly what I need, $N. Thank you.$B$BAllow me to suitably reward you with this. You may not understand what you would need with such a device. You might not even know quite what it really is. Alas, I cannot tell you when you will find it most useful; just know that at some point in the future, you may find this item to have extreme utility and function when consumed. Whether or not you choose to hold on to it until then... this, my friend, is up to you.
This is the text the realm stores, written as stored. A vanilla quest writes a line break as “$B” and refers to its item counts as “%d”; the rules that turn those into a sentence belong to the game client, so the page keeps the codes rather than guessing at the prose.
Every row above is this realm's own quest row, read from its quest_template table.
A value the realm did not record is left out or written as none rather than filled in with a plausible number.
The figures labelled “stored id” — how the quest is completed, its type, and a reward spell — are keys into game
data this realm was never sent, so they are printed as stored and carry no invented meaning. The experience
figure is the base value the row holds: the amount a player is actually given depends on the character's level,
and that rule belongs to the game client.