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
- 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.
- Step 02
Find Drezel
Travel east to Paterdomus temple and speak to Drezel about what has gone wrong.
- Step 03
Kill the beast
Something has moved into the temple basement. Go down and kill it.
- Step 04
Report the kill
Return to Drezel in Paterdomus temple with the beast dealt with.
- Step 05
Report to the King
Take the news back to King Roald in Varrock's Castle.
- Step 06
Investigate the temple
Return to Paterdomus and search the temple properly - Drezel is no longer where you left him.
- Step 07
Take the golden key
Find the golden key on a Zamorakian monk inside Paterdomus temple.
- Step 08
Try the cell
Attempt to open Drezel's cell in Paterdomus temple with the golden key.
- Step 09
Search the basement
The golden key is the wrong one. Find the iron key down in the basement of Paterdomus temple.
- Step 10
Free Drezel
Open Drezel's cell in Paterdomus temple using the iron key.
- Step 11
Get your orders
Talk to the freed Drezel in Paterdomus temple.
- Step 12
Bless the coffin
Pour blessed water on the coffin in Paterdomus temple.
- Step 13
Report the blessing
Talk to Drezel about what the blessed water did.
- Step 14
Meet him downstairs
Speak to Drezel in the basement of Paterdomus temple about the next stage.
- Step 15
Deliver the essence
Bring 50 noted rune essence to Drezel in the basement of Paterdomus temple.
- Step 16
Cross into Morytania
A final word with Drezel in the basement opens the way to Canifis and the whole of Morytania.
- 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.