Skeletal Fragments
Sulfuras · quest entry 964
Western Plaguelands — zone entry 28, named from this realm's area table.
- Quest level
- 57
- Required level
- 55
- Base experience value
- 4,500
- Money at the level cap
- 2g 70s 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 |
|---|---|
| Apothecary Dithers | creature |
One start, from this realm's own creature table.
In the realm's own chain
| Position | Quest |
|---|---|
| Previous | Scholomance |
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 | 15 |
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
The key to Scholomance is called a Skeleton Key. It must be forged from the remains of a skeleton - several actually - and hardened by only the strongest of metals within a suitable mold. A signet of power from a being who naturally can open the portal to Scholomance will make the key ultimately function.$B$BFirst thing's first though, $N. We'll need skeletal fragments for the key's forging. Skeletons inside Andorhal should yield what we need, but the ones outside the walls might work too.
Objectives
Bring 15 Skeletal Fragments to Apothecary Dithers at the Bulwark, Western Plaguelands.
When the items are handed over
Kill many and kill often, $c - we'll need a decent supply of suitable skeletal fragments to make up the outer layer of the key. They don't call it a Skeleton Key for nothing, you know.
What the quest-giver says at the end
This'll work, $N! My turn now - I will imbue these with a suitable temper that will allow them to survive the intense forging process they will eventually go through.$B$BThe next step will be to get an appropriate mold for the key. I know a goblin blacksmith in Tanaris that has in the past made molds for similarly macabre items. He works for whom goblins usually work for - the highest bidder.
This is the text the realm stores, written as stored. A vanilla quest writes a line break as “$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.