A Master Quest for Old School RuneScape
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Difficulty: Master
Length: Long
Quest starting location: High Priest of Entrana.
The High Priest of Entrana seems deeply concerned about a young apprentice monk named Brother Thaddeus.
He recently sent the timid scholar on a âspiritual journeyâ to investigate a minor, âmostly harmlessâ curse on the distant island of Mos LeâHarmless.
The priest believes the pilgrimage will teach him courage, faith, and strength.
Brother Thaddeus had always been a fearful soul.
Even as a child, while other boys played knights with their wooden swords, he hid among bookshelves of an old monastery â finding comfort not in swords, but in scriptures.
The world frightened him, but knowledge never did.
In those quiet libraries he devoured tales of gods, curses, and ancient materials â knowledge that now makes him both valuable and vulnerable.
The High Priest admits one small oversight: Brother Thaddeusâs route to Mos LeâHarmless leads straight through Port Phasmatys, the town of ghosts â and the boy fears everything.
And he does not have a Ghostspeak Amulet with him.
Without the Ghostspeak Amulet, heâll never make it past the ghost town.
The priest asks you to find Brother Thaddeus in Port Phasmatys and deliver an amulet before his courage fails him.
If the player doesnât already have one, Father Urhney can provide a spare.
The player finds Brother Thaddeus inside the Port Phasmatys Inn â slumped over a table, clearly drunk.
When spoken to, he only slurs a few incoherent prayers, and the Ghost Innkeeper quickly intervenes.
To understand the ghost, the player must be wearing a Ghostspeak Amulet or Morytania legs.
The innkeeper explains that Brother Thaddeus hasnât paid for his drinks and, worse, has been scaring away paying customers â most ghosts donât feel comfortable drinking beside a holy man.
He wants the young monk out of his inn, but refuses to let Thaddeus leave until his bar tab and the innâs losses are covered.
The player can settle the debt for 10,000 coins.
Once paid, the innkeeper sighs in relief and advises:
âIf you really want to help the lad, sober him up. A quick dip in the cold sea should do it.â
The player must then convince the suspicious and swaying monk to follow them to the docks â a task requiring the Ring of Charos (a) to charm him into obedience.
The player carefully leads the staggering Brother Thaddeus out of the inn and toward the docks.
The monk stumbles along, mumbling half-finished prayers and occasionally stopping to apologise to ghosts he thinks heâs offended.
At the end of the dock, the player suggests he step closer to the edge âfor some fresh air.â
đŻď¸ Cutscene starts
Before Thaddeus can protest, the player gives him a firm shove â sending him tumbling into the cold sea below.
With a loud splash and a burst of sputtering, the drenched monk surfaces.
The shock of the icy water snaps him instantly sober.
âBy Saradominâs mercy⌠I think Iâve just been baptised⌠by force.â
Embarrassed but grateful, Brother Thaddeus hauls himself back onto the dock, dripping wet but clear-headed â and shivering.
When the player tries to speak to him, he only stammers and waves a trembling hand.
đŻď¸ Cutscene ends
When the player tries to talk to Brother Thaddeus, he shivers:
âT-t-too c-c-coldâŚâ
He refuses to say more, curling up for warmth.
The player receives a prompt:
âMaybe I should make a fire to warm up the monk.â
The player must light a fire next to him.
Once warmed by the flames, Brother Thaddeus regains his composure â and begins to talk.
Thaddeus admits why he was drinking.
He confesses that his fear of ghosts has grown unbearable; that he thought âa little courage in a bottleâ might help him overcome it.
But instead of finding courage, he found only shame.
He then vows to face his fears with a clear and sober mind.
As the warmth returns to his hands, so does his purpose.
He remembers his mission: to investigate the cursed energy on Mos LeâHarmless.
Despite his fear, he insists on continuing â but begs the player to escort him across the sea.
The player agrees to escort Brother Thaddeus to Mos LeâHarmless aboard their boat. (Requires a skiff with no crewmates.)
The young monk spends most of the voyage clinging to the railing, muttering half-remembered prayers each time a wave slaps the hull.
Their route cuts through the Ship Graveyard â a tangle of splintered masts and half-sunken hulls, the remains of merchant vessels plundered and sunk by pirates over the years.
This section plays as a Barracuda Trails-style sailing challenge, requiring careful steering through wreckage and floating debris.
As soon as the skiff enters the fog-shrouded channel:
đŻď¸ Cutscene starts
The sea begins to churn violentlyâŚ
From the depths rises a massive ghostly galleon, its hull covered in barnacles and coral.
The wind catches its wet, tattered, grime-stained sails.
Ghost pirates appear upon the deck, drawing their cutlasses.
The giant galleon starts pursuing the playerâs boat, ramming through the obstacles.
đŻď¸ Cutscene ends
The player navigates through the course trying to avoid obstacles and keeping their speed up in order to escape the pursuing ghost pirate ship.
If the ghost pirates catch up, they ram and sink and plunder the skiff, emptying the playerâs cargo hold.
The player and Brother Thaddeus are then washed back to Port Phasmatys.
The player must pay the shipwright to recover the damaged vessel before retrying.
At the end of the course, the playerâs nimble skiff whizzes between two towering rocks.
đŻď¸ Cutscene starts
The player stops their boat and looks back.
The pursuing galleon cannot follow.
The ghost pirates yell and wave their swords angrily, and the galleon slowly submerges back into the sea â leaving the pair free to sail on.
đŻď¸ Cutscene ends
Once the danger has passed, Brother Thaddeus refuses to dock at Mos LeâHarmless itself.
His fear of pirates overwhelms him; even approaching the townâs harbour sends him into a panic.
If the player attempts to sail toward the southern shore, he stops them and pleads to turn away.
While they drift near the islandâs north-eastern coast, the monk says:
âThat is where the cursed energy is coming from⌠I can feel it in the wind itself.â
He urges the player to land there, convinced it is the true source of the corruption.
The player decides to moor on the island.
As the skiff nears the small island, the Sea Horror erupts from the depths â a kraken-like beast covered in jagged blackstone shards.
The player must defeat the creature in sea combat before mooring.
The Sea Horror has similar stats to Vampire kraken, but has one special attack;
The Sea Horror occasionally charges up and emits a dark pulse damaging both boat and the player.
During the battle, Brother Thaddeus chants trembling but determined prayers that momentarily strengthen the skiffâs defences and mend small amounts of hull damage.
Though terrified, his faith holds firm â and for the first time, he fights back against his fear.
With the Sea Horror defeated, the player and Brother Thaddeus finally moor the skiff on the shore of the small island.
đŻď¸ Cutscene starts
Without hesitation â perhaps eager to prove his courage â Thaddeus rushes inside.
Moments later, he staggers back out, bloodied and barely standing.
Between gasps, he manages to explain that the cave is swarming with Cave Horrors â creatures he recognises from his readings in The Slayer Skill Guide.
He ran out of prayer points during the sea horror fight and he had no Witchwood Icon to protect himself, so he had nothing to protect him from them.
Their physical strength and awful howling nearly tore apart his body and mind.
The monk collapses on the shore, pale and trembling.
đŻď¸ Cutscene ends
Brother Thaddeus is too weak to eat, too traumatised to drink a potion â and without help, he wonât survive.
The player realises that on an island of pirates, there must surely be a doctor â with all the sword fights, cannon âmishaps,â and rum-induced disasters, someone must patch them up regularly.
Determined to save Brother Thaddeus, the player travels to Mos LeâHarmless in search of medical aid.
The player then must ask around and find out if there is any kind of doctor on the island.
Without the Book oâ Piracy, the local pirates respond in indecipherable slang.
With it, however, their rambling becomes just barely understandable.
Here are some pirate responses:
âThe Doc? Aye, Dockter Salty B. Jonesy! Hah! He wanders more than a captainâs compass in a whirlpool.
Sometimes by the tavern, sometimes in the jungle, sometimes talkinâ to crabs.
Yeâll find âim sooner or later⌠but for the love oâ the sea, donât ask âbout the B.â
âDr. Jones, aye, I knows âim.
Smartest fool on the island. Also the drunkest.
Once tried to cure seasickness with gunpowder. Worked⌠sort of.
Donât know where he is, but listen close, landlubber â donât ask âbout the B.â
âAye, Iâve seen the Doc! Saw âim wanderinâ near the docks, I did â
and I can tell even after six rums, it were definitely him!
He was humminâ sea shanties to a barrel oâ fish guts, lookinâ mighty pleased with hisself.
But take me word, mate⌠donât ye dare ask âim âbout the B.â
There is a unique answer if asked from Cavey Davey:
Cavey Davey: âDoc Jones, eh? Might be me brother, come tâ think of it⌠not that Iâd swear on it. Hard tâ tell with all the rum anâ the years.
But I do know this â our folks both went down in the same bloody sea battle.
So maybe weâre kin⌠or maybe the sea just decided tâ make us both ugly.
Anyways, ainât seen the lad in a while â probably out there talkinâ to his crabs again.
Anâ listen here, mate⌠donât go askinâ âbout the B. Maybe it does stand for Business â or maybe it stands for Buried.
Either way, I wouldnât test it, mate.â
Following the most recent sighting, the player eventually tracks down the doctor â Dr. Salty B. Jones, pirate surgeon, miracle worker, and proud rum enthusiast.
After a short talk with the doctor, the player learns that the doctor has been wandering the island because they are in search of a buried rum stash â a chest full of premium rum.
He buried it himself while being drunk and now he canât seem to locate it.
The player helps Dr. Salty B. Jones to locate their rum.
The doctor then agrees to help the wounded monk.
Dr. Salty B. Jones agrees to help save Brother Thaddeus.
The pirate doctor then tells the player that he knows a shortcut and asks the player to follow him.
đŻď¸ Cutscene starts
âI knows a shortcut, ye scurvy landlubber. Stick close anâ try not tâ break yer neck.â
He leads the player to the northeastern shore of Mos LeâHarmless, where the small isle is.
After rummaging through his medical bag, he produces a mithril grapple and a rune crossbow â apparently standard pirate medical equipment.
With a grin, he fires the grapple across the stream, anchoring it to a sturdy tree on the other side, wraps another end around the tree on the main island and ties the rope tight.
âThere! Easier than payinâ port fees. Keep yer balance, and try not tâ go swimminâ.â
The player then walks across balancing on the rope to the small island, followed by the surprisingly agile doctor.
Despite his questionable hygiene and even more questionable instruments, the doctor gets to work immediately.
He operates on the unconscious Thaddeus with a mix of rum, instinct, and improvised surgery.
His techniques are bizarre â glowing syringes, muttered sea shanties, and the occasional splash of grog â yet somehow, they work.
Moments later, Brother Thaddeus gasps awake, dazed but alive.
He blinks up at his rescuer, speechless with gratitude.
Something inside him shifts â the fear that once ruled him begins to dissolve.
Being saved by a pirate changes his perspective entirely: not all rogues are villains, and courage can take many forms.
Dr. Salty B. Jones, proudly declaring the patient cured, uses his surprising agility once again and flees toward Mos LeâHarmless.
đŻď¸ Cutscene ends
Brother Thaddeus thanks the player.
His body healed and his courage restored, he determinedly vows to return to the cave.
Guided by the renewed courage in his heart, Brother Thaddeus insists on returning to the caves beneath Mos LeâHarmless to uncover the truth behind the curse.
He asks the player to bring him some food (five pieces of lobster or better), a prayer potion and a witchwood Icon.
After the player has given the supplies to Brother Thaddeus, they and the monk are ready to descend the stairs.
Brother Thaddeus guides the player, appearing as overhead text:
âWest! Keep going west!â
âNorth here â the curse is stronger that way!â
âDonât stop! Keep going south!â
Following the monksâ directions, the player and Thaddeus reach a narrow alcove carved into the western wall â a small hollow where, neither Cave Horror nor Albino Bat can fit.
Deep in the alcove Brother Thaddeus notices a hidden entrance.
The player and Brother Thaddeus enter.
On the other side there is an old abandoned secret chamber.
There are ritual markings, a black mask carving station, a dark shrine and many scattered notes.
The player and Brother Thaddeus begin to investigate notes, markings and symbols.
Through investigation, the pair learn that this secret chamber belongs to some kind of cult.
There were mentions of âthe ancient pillarâ on the island.
They find notes about a nameless sea-born deity â an entity of madness and shadow, some kind of malevolent and mysterious entity, which they believed to be buried beneath Mos LeâHarmless.
Oddly, all the notes about this entity are written based on a theory, including no confirmed information.
They were digging to find this mysterious entity.
To achieve this, cultists have been crafting cursed black masks and placing them upon Jungle Horrors, enslaving the creatures to do their digging on their behalf.
The player and Brother Thaddeus learn that Black Masks are crafted from large chunks of blackstone.
The notes are messy. There are mentions of curse that bends the wielderâs mind.
However, the curse only seems to affect creatures with weak or simple minds, which is why most humans remain unaffected when wearing the black mask.
In the room there is a diary.
Reading the diary, the player learns that cultists had done an experiment on one of the captured jungle horrors â instead of just a mask, they reinforced its very bones with their cursed blackstone, making them more durable and faster in order to speed up this slow digging operation.
The experiment was a failure, the curse took over and the horror mutated, grew in size, was uncontrollable, attacked the cultists and started killing their troops.
Instead of horror, they named it the Cave Terror.
Cultists who survived the attack were lost in the caves and killed by Cave Horrors.
The writer of this diary was one of them. They somehow survived and retreated back to the chamber. They were stuck between the Horrors and the Terror, later they starved to death.
đŻď¸ Cutscene starts
Brother Thaddeus opens a sealed crate. Itâs full of black masks.
The crate has a âTake-fromâ option. (Take-from Crate Full of Black Masks.)
Brother Thaddeus takes one and says:
âMaybe we can learn more about those.â
Thaddeus places the mask inside his satchel, the ground begins to shake â a rhythmic rumble, like something pummeling against the walls of this very room!
The vibrations grow stronger. Dust cascades from the ceiling â and then comes the roar.
The wall bursts open, stone and soil exploding into the room.
Through the smoke lumbers a monstrous silhouette â the Cave Terror, a towering mutation of a Cave Horror, its limbs swollen with muscle and shards of blackstone jutting through its flesh.
Its body is twisted and grotesque, bones broken long ago and healed the wrong way.
Each limb ends in enormous claws reinforced with blackstone.
It has an oversized black mask fused into its skull.
The monster steps into the room and starts thrashing around, destroying everything in the room.
Even the crate full of masks that had the âtake-fromâ option on it. (Truly sad thing for all the ironmen going dry for the mask.)
The creature then bellows, and the world itself seems to twist under the force of the sound.
The howl is not merely loud â it drills into the mind, vibrating behind the eyes, tearing thoughts apart from within.
The player reels as vision warps and blurs; Brother Thaddeus collapses to his knees, hands clamped over his ears, screaming in silent agony.
âWe canât fight that⌠not yet,â he gasps between ragged breaths.
âThat thingâs howl â it tears the soul apart. The curse has consumed it completely!â
Thaddeus feels a burst of adrenaline and dashes out of the chamber.
đŻď¸ Cutscene ends
The player should leave the chamber as well since they have no means to fight this monstrosity yet.
After leaving the chamber, the player talks to Brother Thaddeus:
Thaddeus: âWe⌠we canât stay here. That thingâs howl â itâs like having your skull split open from the inside.â
The player: âWeâll need help. Maybe a Slayer Master would know how to deal with something like that.â
Thaddeus: âA Slayer Master⌠yes. There is one â my great-uncle, Thalos the Deep. He lives here on Mos LeâHarmless⌠or at least, he used to.
Iâve not seen him since I was a boy. My family said he left the mainland years ago, took to the sea, and never came back the same.
They said he spent too long studying sea beasts â started seeing things that werenât there. But if half the stories are true, he knows more about curses and monsters than anyone alive.â
The player: âLetâs find this Thalos!â
The player and Brother Thaddeus then traverse out of the cave.
When exiting the cave, a worried Cavey Davey asks them about the rumbling and terrifying howling that he had heard.
The player and Thaddeus explain the situation at hand and ask where they can find Thalos the Deep.
Cavey Davey tells them that Thalos resides in a small seashore hut near the docks â south-west in the town.
Cavey Davey decides to investigate the cave himself and heads inside.
Following Cavey Daveyâs directions, the player and Brother Thaddeus find a small seaside hut at the edge of Mos LeâHarmless.
Itâs half-built from shipwreck planks and patched with rope and barnacle-stained boards â the kind of place only an old sea dog could call home.
đŻď¸ Cutscene starts
Thalos the Deep: âWell, Iâll be⌠Thaddeus, isnât it? Little Taddy! My nephew!â
Thaddeus: âYouâyou know me?â
Thalos: âAye, lad. Word travels faster than a gull in a storm on this island. That quack, Dr. Salty B. Jones, came stumblinâ by last night â babblinâ about some half-dead monk who looked just like me back when I still had both knees and a decent beard.
Heâs patched me up more times than Iâd like tâ remember â sewed me shut, drained me, even stitched my own shadow back on once, or so he claimed.
Mad as a barnacle, but heâs good with a blade⌠the surgical kind, anyway.
Just â listen well, lad â never ask him about the B.
I once knew a pirate who did.
Canât remember his name no more. Probably âcause no oneâs seen him since.â
âDoc said ya faced a cave full oâ horrors and lived to tell the tale. I figured it could only be one oâ my kin â and here ye are, drippinâ with courage and probably seawater!â
Thaddeus: âThen you truly are my uncle Thalos the Deep⌠the Slayer Master.â
Thalos: âAye. The Sea-Slayer Master, more or less. Spent half my life fightinâ sea beasts, and the other half losinâ parts of me to âem.
Lost this eye wrestlinâ a swordfish once â stubborn thing tried to drag me off the boat. Still got the scar⌠and the swordfish.â
âAnd that giant white shark⌠a pesky brute. Ripped off me leg clean as a fillet. Havenât seen it since â though I reckon it still remembers me.â
Thalosâs laughter fades as his gaze drifts to the Black Mask tucked in Thaddeusâs satchel. His tone hardens immediately, all mirth gone.
The warmth of the reunion fades, the conversation turns grim.
The player and Brother Thaddeus recount everything â the voyage through the Ship Graveyard, the Sea Horrorâs attack, the chamber, and the monstrous Cave Terror that shattered the chamber walls.
Thaddeus takes the Black Mask from his satchel and gives it to Thalos.
Thalos: âBlackstone⌠But this isnât just stone â itâs cursed right down tâ its marrow.
That weight ye feel, thatâs not the stone, thatâs madness. A curse that grips tight to whoever wields it.â
âBut thereâs somethinâ curious here. When ye merge a Black Mask with an Enchanted Gem â the curse lightens. Burns away part oâ it. Thatâs why a Black Mask weighs ten kilos, and a Slayer Helmet barely two. The gem purifies the weight oâ the curse itself.â
âIâll keep this for study â see what secrets it hides. But that beast ye spoke of⌠the Cave Terror â thatâs the real storm brewinâ.â
Thaddeus: âIts howl alone could kill. Even the Witchwood Icon couldnât protect us.â
Thalos squints toward the horizon, deep in thought.
Thalos: âHmm. Canât silence a storm⌠but maybe ye can match its wind. The lesser horrors howl too, aye?
What if their howls could be turned against the big one? Catch the noise â make it fight itself.â
His good eye gleams with sudden inspiration.
Thalos: âAye. Weâll enhance yer Witchwood Icon â turn it into a Witchwood Howl Collector. A whistle oâ sorts, tuned tâ their screams. That oughta do it.â
âFirst, gather yer ingredients:
â A Bucket oâ Honey, for the binding â keeps it pure and holds the dust in place.
â A Bucket oâ Sap from an Evergreen â sticky enough to seal, but not so thick it plugs the sound.
â A handful oâ Charcoal, ground to fine dust â thatâll help the sap set firm and true.
â One Enchanted Gem, crushed fine â gives the whole brew a spark oâ purity to fight the curse.â
âMix the sap and charcoal first till it turns dark and smooth, then stir in the honey and gem dust. Should shine just a little, like wet obsidian.
Coat the inside of yer hollow branch with the stuff, fix it to yer Witchwood Icon, and leave it in the sun to dry.
When it hardens, yeâll have a Witchwood Howl Collector Whistle thatâs light, strong, and hungry for noise.â
đŻď¸ Cutscene ends
Following Thalosâs instructions, the player gathers the materials and crafts the new tool.
Sap, ground charcoal, honey, and crushed gem are mixed into a shimmering, sticky paste.
The hollow branch from the Haunted Woods is carved into a smooth hollow tube and dipped carefully in the mixture, then attached to the witchwood icon.
After that it is left on a rock under sunlight until it hardens.
The player returns to Thalosâs hut, where both he and Brother Thaddeus are waiting.
đŻď¸ Cutscene starts
Thalos: âWell, Iâll be! Thatâs finer craftsmanship than I expected from someone who still has all their fingers. Letâs have a look.â
âGood work. Should hold together long enough tâ test my theory.â
Brother Thaddeus steps forward.
Thaddeus: âIf I may⌠a final touch. A blessing â to give this whistle purpose beyond the curse.â
Brother Thaddeus takes the whistle and mumbles some prayers.
Thaddeus: âThere. May Saradominâs light fill the silence between its screams.â
Thalos grins, clearly impressed.
Thalos: âHeh. Holy craftsmanship and pirate ingenuity â now thatâs a combination!â
âNow, back tâ those tunnels. Let the Cave Horrors sing their hearts out â yeâll need, letâs say⌠a hundred of their howls caught in that thing.
Aye⌠thatâll do the trick.â
Player: âAnd that will⌠protect us from the Cave Terror?â
Thalos: âAye â if it works. I sure hope it does, or youâll both be deaf and dead. Either way, Iâll learn somethinâ.â
He gives the player a lopsided grin, clearly half-serious.
đŻď¸ Cutscene ends
Now equipped with the Witchwood Howl Collector, the player must venture back into the Cave Horror tunnels.
The whistle is worn in the neck slot.
Each time a Cave Horror howls at the player, the whistle absorbs the sound, gaining a single charge.
âFighting back is optional â standing next to them is enough.â
âYou feel the whistle tremble faintly⌠it seems to have captured a howl.â
The whistle glows faintly brighter with each charge.
When it reaches 100 charges, a message appears:
âThe Witchwood Howl Collector is now charged. You are prepared to face the Cave Terror.â
With the Witchwood Howl Collector fully charged, the player returns to the hidden chamber deep within the tunnels.
As the player approaches, Cavey Davey is found in the alcove, inspecting fallen stones.
Cavey Davey: âBlimey⌠I knew the ground werenât supposed to breathe. Yeâd best be careful in there, adventurer â that roar still rattlinâ the walls.â
The player steps into the ruined chamber, now partially collapsed and dripping with seawater.
The Cave Terror is found in the middle of room claws scraping against the stone floor.
It raises its head and unleashes a bone-rattling howl.
The player activates the Howl Collector, releasing a surge of collected echoes.
The whistle emits a continuous, resonant vibration that cancels out the monsterâs deafening cries.
The Cave Terror fights with brutal, erratic strength â each movement a mix of fury and pain.
It uses a combination of attacks:
Burrowing Lunge: digs into the earth and bursts upward beneath the player, sending debris flying and raining back down around the emerging area.
Rock Hurl: scrapes the ground and flings stones in a wide arc; damage spreads the farther they travel.
Cursed Pulse: stops, charges up a while and releases a shockwave of cursed energy.
Thrash: leaps and flails violently, striking everything nearby without sense of direction â smart adventurers keep their distance.
The creature hits hard and moves unpredictably.
When they are reduced to 0 hitpoints, the Cave Terror collapses to the ground, trembling.
As the beast collapses:
đŻď¸ Cutscene starts
Brother Thaddeus and Cavey Davey rush into the chamber.
The massive creature lies still, faint wisps of blackstone energy fading from its body.
Thaddeus: âIs it⌠over?â
Cavey Davey: âAye, itâs down â but I donât think itâs dead.â
The Cave Terror twitches weakly, its chest still rising and falling.
Thaddeus: âItâs alive. Saradomin preserve us⌠itâs alive.â
Cavey Davey: âAlive and cursed, looks like. Beast like that canât die â not while that blackstoneâs clinginâ to its bones.â
He shakes his head slowly.
Cavey Davey: âThe thingâs immortal. But maybe⌠maybe it donât have to be dangerous no more.â
The Cave Terror lies crippled but alive.
Cavey Davey: âWeâll anchor the beast! Chain it down like a cursed ship!
If it canât die, weâll make sure it donât wander neither.â
He gestures toward the center of the chamber.
Cavey Davey: âWeâll need a proper anchor, mind ye. Not some toy â a real one.
Thereâs an old one up on Mos LeâHarmlessâs north shore. Iâve seen one there, half buried in the sand.â
âWeâll need somethinâ heavy â a real anchor. Thereâs one up north, rustinâ in the sand.
Problem is, movinâ that beastâll take a miracle.â
Thaddeus: âWait â Iâve read about something like this! In The Grim Tales!
The adventurer there used a potion called Shrink-Me-Quick to make themselves small enough to fit in a mouse hole!
And the beanstalk! It was also shrunken by that potion! It worked on a plant, why not iron?
If such a potion exists⌠perhaps we could use it on the anchor!â
Cavey Davey: âShrinkinâ anchors now, are we? Heh! Mad as a cabin rat⌠but I like it.â
đŻď¸ Cutscene ends
The player travels to the northern shore of Mos LeâHarmless, where a massive rusted anchor lies half-buried among the rocks.
The player mixes a Shrink-Me-Quick potion, then pours it over the anchor.
The anchor shrinks â it is still big and heavy, but it is small enough to carry with both arms. (Resembling the size and weight of a Barrelchestâs Anchor.)
The player carries the anchor back through the tunnels into the Cave Terrorâs chamber, where Cavey Davey and Brother Thaddeus have already dug a wide pit in the center of the area.
As the player clicks âthrow the anchor into the pitâ,
đŻď¸ Cutscene starts
The player hurls the anchor in the pit, the effect of the potion wears off, the anchor grows back in its full size.
From the doorway, Thalos the Deep appears.
Thalos: âWell Iâll be⌠ye actually did it! Came tâ check if yeâd gone and gotten yourself eaten, but looks like the howl catcher worked, eh?â
He glances at the massive anchor now half-buried in the stone floor, then nods to himself.
Thalos: âAlright then â letâs make it official.â
Thalos grabs a coil of iron chain lying nearby â the same kind used to moor ships in storms.
With sailorâs precision and the ease of long habit, he strides to the beast, looping the chain twice around its thick neck.
The Cave Terror thrashes weakly, but Thalos doesnât flinch.
With one final pull, the chain locks tight.
Thalos wipes his brow and exhales a gravelly laugh.
Thalos: âAye⌠thatâll hold. Donât reckon heâll be digginâ his way out oâ that one.â
He turns to the group.
Thalos: âNow if yeâll excuse me â thereâs a pint with my name on it down at House oâ Rum. Harpoon Joe owes me a drink or five.â
Thalos exits the chamber.
Cavey Davey: âWell⌠if that ainât the wildest day Iâve had this week. What say we follow the old manâs lead, eh?â
Brother Thaddeus agrees.
They leave the chamber.
The player then follows his friends to Harpoon Joeâs The House oâ Rum.
đŻď¸ Cutscene starts
The Player, Thalos the Deep, Brother Thaddeus, Cavey Davey, and Doctor Salty B. Jones, surrounded by a dozen pirates â all celebrating the dayâs victory.
The crowd cheers and drinks deeply throughout the night.
Thaddeus, rosy-cheeked and clearly on his first encounter with pirate rum, laughs nervously.
Thaddeus: âDoctor Jones, if I may ask⌠everyone keeps warning me not to ask, butâ what is the B for?â
The entire tavern falls silent.
Doctor Salty B. Jones freezes mid-sip.
Thalos chokes on his drink.
Cavey Davey (whispers): âOh, by the seas, lad⌠ye didnât.â
Jones sets down his mug with exaggerated care.
He leans forward, a shadow falling across his scarred face.
Dr. Jones (quietly): âThe B⌠stands forâŚâ
He pauses dramatically.
ââŚBarrels!â
He bursts out laughing, slapping the table so hard his drink spills.
The pirates erupt in howling laughter, half of them pounding the table, the other half still not sure if it was a joke.
Dr. Jones: âWhat else would it be, ye bilge-suckinâ landlubbers?!â
The entire tavern roars with laughter again.
Thaddeus exhales, both relieved and more confused than ever.
Thalos grins, raising his mug.
Thalos: âHe changes what the B stands for every time someone asks. Been at it so long, I doubt he remembers what it was tâ begin with.â
Cavey Davey: âAye, last week it was Booze, week before that Bones, anâ now he swears it stands for Business.â
Thalos: âHah! Only business that man knows is between a bottle anâ his liver.â
âTo the B, then â whatever cursed thing it means!â
Mugs clash, rum splashes, and a new shanty begins:
âYo-ho, to the monk and the sea,
To the beast what sleeps, and the mystery oâ B!â
The camera pans back as laughter fills the tavern, glowing with warmth and firelight.
The heroes â pirate, priest, slayer, and doctor â share one last toast together.
đŻď¸ Cutscene ends
The player then wakes up at the shore near Thalosâs hut.
Brother Thaddeus is in the hut with Thalos.
The player asks Thaddeus if they are ready to leave back to Entrana.
Thaddeus agrees to leave but he has a bad hangover and asks the player to dock their boat at the docks of Mos LeâHarmless and inform him when they are ready to leave.
The player and Brother Thaddeus then sail back to Entrana where the worried High Priest is waiting.
They tell the High Priest that there was just a minor, mostly harmless curse and itâs dealt with.
After the quest, the Cave Terror has more limited movement area because it is now chained.
During a fight, if a player goes out of melee range, it starts doing the rock hurl attack at accelerating speed, ignoring player prayers until they return to its reach.
The Burrowing Lunge attack now moves in a circular motion.
âA suspiciously polite miniature version of the Cave Terrorâ
Created by Popodroid
đŹ Concept & writing inspired by Old School RuneScape lore and the mysteries of Mos LeâHarmless.
đ¨ This is a fan-made quest concept â not affiliated with Jagex or Old School RuneScape.
âTo the monk and the sea,
To the beast what sleeps, and the mystery oâ B.â