Donkeys with a taunt.
Are you confused yet? Are you wondering what the hell I am talking about? Do I make no sense at all? Excellent, I've been trying for a more consistent writing style.
I was reminded of this by Syl's post about a shoe shiner in Dalaran. Tip: be nice to him or he might kill you. "Now go home and get your fuckin' shinebox."
I only discovered this quest a month or so ago. By chance really.
Here's how it works: at Light's Hope Chapel there's a dwarf who leads a donkey train to another Argent Dawn camp, south of Plaguewood. He goes down and along that long scar. But here's the catch: there isn't a quest.
He just shows up at Light's Hope with his donkeys and immediately gets zerg rushed by a dozen Scourge and animals. Fight them off, save the donkeys and he'll rest up and head out again. Don't save them and he cries a bit. No quest to save the donkeys.
If you do save them, he eventually heads out. The donkeys appear to have some sort of pulsing, very long range AoE taunt. I'm talking 40-50 yards at least. Your screen with draw a mob and by then it's already running toward the donkeys.
Save the donkeys, which is trivial at 80. Earlier it wouldn't have been too hard even, but a bit rushed. Also, there's no quest to escort him.
Finally they get to camp and the dwarf gives you a quest. Yes, you get the quest after the hard part. Take the quest, wait ten minutes for someone to show up to sign the papers, and turn them in for your choice of an old currency.
The actual quest only shows up under very specific circumstances far away from the quest hub and inn, not even near a quest target.
Do you have a more obscure quest? Class-specific excluded.
Quest for Glory III: Warriors, come out and play!
13 hours ago