CraftScape
Intermediate Long 1 quest point

Priest in Peril

Starts with King Roald in Varrock's Castle.

Before you start

Priest in Peril has no skill requirements at all, which makes it look like a starter quest and disguises what it actually is: the key to the entire Morytania region and a hard prerequisite for Nature Spirit and Animal Magnetism. Sixteen states make it one of the longest quests on the board without a single level check, so the only thing standing between you and Canifis is patience and a bit of combat.

The opening is a straightforward errand. King Roald in Varrock's Castle sends you east to Paterdomus temple to check on Drezel, and Drezel sends you into the basement to deal with the beast that has moved in. Kill it, report back to Drezel, then walk all the way back to King Roald - the quest deliberately makes you do the round trip before the real plot starts.

When you return to Paterdomus, Drezel has been locked up and the temple has been taken over. This is the key puzzle at the heart of the quest. You take a golden key off a Zamorakian monk in the temple, try it on Drezel's cell, and find it is the wrong one; the iron key that actually opens the cell is down in the basement. Do not skip the failed attempt - the quest tracks it as its own state and will not hand you the iron key until you have tried the golden one.

With Drezel free, the last act is about purifying the temple. Pour blessed water on the coffin, report back, then follow Drezel down to the basement for the final task: 50 noted rune essence. That is the one item worth preparing in advance, because a full trip to the essence mine mid-quest is a long detour from the Morytania border.

Handing over the essence completes the quest for 1,200 Prayer XP and the Wolfbane dagger, which needs 30 Attack to wield. The real prize is regional: Canifis, the Morytania swamp and everything past the river open up, and both Nature Spirit and Animal Magnetism become startable.

Walkthrough

  1. Step 01

    Take the King's errand

    Talk to King Roald in Varrock's Castle. He has lost contact with the temple guarding the eastern river and wants someone to check on it.

  2. Step 02

    Find Drezel

    Travel east to Paterdomus temple and speak to Drezel about what has gone wrong.

  3. Step 03

    Kill the beast

    Something has moved into the temple basement. Go down and kill it.

  4. Step 04

    Report the kill

    Return to Drezel in Paterdomus temple with the beast dealt with.

  5. Step 05

    Report to the King

    Take the news back to King Roald in Varrock's Castle.

  6. Step 06

    Investigate the temple

    Return to Paterdomus and search the temple properly - Drezel is no longer where you left him.

  7. Step 07

    Take the golden key

    Find the golden key on a Zamorakian monk inside Paterdomus temple.

  8. Step 08

    Try the cell

    Attempt to open Drezel's cell in Paterdomus temple with the golden key.

  9. Step 09

    Search the basement

    The golden key is the wrong one. Find the iron key down in the basement of Paterdomus temple.

  10. Step 10

    Free Drezel

    Open Drezel's cell in Paterdomus temple using the iron key.

  11. Step 11

    Get your orders

    Talk to the freed Drezel in Paterdomus temple.

  12. Step 12

    Bless the coffin

    Pour blessed water on the coffin in Paterdomus temple.

  13. Step 13

    Report the blessing

    Talk to Drezel about what the blessed water did.

  14. Step 14

    Meet him downstairs

    Speak to Drezel in the basement of Paterdomus temple about the next stage.

  15. Step 15

    Deliver the essence

    Bring 50 noted rune essence to Drezel in the basement of Paterdomus temple.

  16. Step 16

    Cross into Morytania

    A final word with Drezel in the basement opens the way to Canifis and the whole of Morytania.

Worth knowing
  • Buy 50 noted rune essence before you start. It is the only material the quest demands and it is asked for at the very end, far from a bank.
  • Try the golden key on the cell even though you know it will fail - the quest requires the attempt before it will let you find the iron key.
  • Wolfbane needs 30 Attack to equip, so do not be surprised if the reward sits in your bank for a while.
  • Do this before Nature Spirit and Animal Magnetism; both list it as a prerequisite, and Drezel is the starting NPC for Nature Spirit.