Vault of Night

The Vault of Night is a Story Arc that begins by speaking with Barrow d'Kundarak in House Kundarak. The quest comprises of 6 parts and ends with a battle against Velah, the famed red dragon.

Note that, in the quests listed below, the Gateway to Khyber and Jungles of Khyber really go hand in hand. You must pass through the Gateway to Khyber quest in order to reach the entrance of the Jungles of Khyber quest, which is part 3 of the series.

Tharashk Arena
After speaking to Barrow to get the VON quest series started, you need to go to the Ever Full Flagon in House Kundarak to speak to Marek. Marek will then give you the VON1 quest.

The entrance to Tharashk Arena can be found within this tavern. It involves you trying to recover a famous Axe for one of the four members of Mareks adventuring party who are needed by Barrow to help him get back control of his Vault.

Should you successfully complete this quest, Dirge of Karnath will be on the team and you can then speak to Marek again to move on to VON2

Prison of the Mind
Part two of the VON series see Marek sending you to help Mistress Orphne, who has been poisoned and is being held a prisoner within her own mind. She is slowely wasting away and needs your help in being freed.

The entrance to this quest can be found by looking for Mistress Orphnes haven within House Kundarak. Inside you will find her protector ???. Speak with him to get hold os a potion that will allow you to enter Mistress Orphnes dreams and attempt to rescue her.

This quest has a novel map (being a nightmare dream), so it can be difficult to find your way around. You have to recover four of Mistress Orphnes missing posessions to help her recover her faculties.

There are many traps in this quest, so brining a Rogue can be useful. The quest also has a failure clause, so be careful not to fall from the floating platforms otherwise you will have to start the quest over, which can be quite common for those unfamiliar with this quest.

Once again after completing this quest, go speak to Marek again to move on to part 3

Gateway to Khyber
The gateway to Khyber is the pre-quest to VON3 proper. You have to take a caravan to the Jungles of Khyber to find the entrance to Veils lair. Unfortunately, a required bridge has been destroyed and you have to fight your way through several Troll camps to get to the entrance.

A shrine is available at the end of this quest so you can go fully prepared into VON3 proper.

Jungles of Khyber
Viel has made her lair somewhere in these dark tunnels. Try and find her before her nemessis the Marut finds her first.

This is the longest and probably the most dangerous of the prequest for the Dragon raid. There are many traps and dangerous creatures, not to be tackled by the feint of heart.

One requirement that you must have to complete this quest is a character in the group must have an INT of at least 15 to be able to proceed beyond one point.

Fight your way through the caverns protected by Veils tribe and hired lackeys.

Should you succeed in saving her, she will be on the team to help in the Vault. Go speak to Marek again to get VON4

Haywire Foundry
Haywire the dwarf has been doing illegal experiments with Warforged, and has lost control of his Foundry. He needs your help!

Speak to the Warforged Husk outside the Ever Full Flagon inn, and give him the password (which you can only do if your on the right quest step of this story ark). Once you have the quest enter through the nearby door.

You have to contact Haywire in quest through the use of speaking stones and help him destory his out of control experiments - how they got out of control is a mystery.

Should you succeed, you will then once again need to speak to Marek, at which point you will be ready to move onto the raid portion of this story ark.

Unique chest loot available in this quest:
 * Bloodrage Symbiont - Trinket: Rage 3x/rest, Immunity to poison, Immunity to disease, Damage reduction 5/-, -2 Constitution, -2 Will save.
 * Lightning Rod (Guaranteed at end of VoN 4) - +1 Quarterstaff: Shocking, Greater Magnetism III, Lesser Lightning Resistance

Vault of Night (Quest)
This raid section sees you getting the fruits of your labour in recruiting Marek Malcanus's party of adventurers to help regain the vault.

To complete this section of the raid, you need to gain entry to the Plane of Night where House Kundarak carefully have hidden their most valued treasure. The vault is in a state of anarchy, overrun with undead and agents of the Aurum. You have to power the vault back up to recover the master key.

There are many nasty traps in this quest, so a Rogue is a required member of your group (except for exceptional parties). You will also need at least two persons with a strength of 25 for some levers and two persons with at least a wisdom of 20. Without these required stats, you will not be able to complete this quest.

Speak to each of the NPCs in the quest to get items from them that will be helpful in completing this quest. Once complete, you gain entry to the final part of the Vault of Night raid quest series from an exit at the end of this quest. Do not recall from this quest on completion for you will not be able to proceed to the following quest.

Plane of Night
This quest sess you and your raid buddies transported to a pocket plane located high above Xendrik. It consists of 5 island interlinked by bridges. You have to solve a puzzle in order to gain access to the island which contains Velah, the red dragon.

This is a timed quest, you only have 45 minutes to complete it. The timer starts from the first person zoning into the quest, so if you need to discuss tactics, you should do this in the Vault of Night before entering this quest to save your time.

Unique raid loot rewards as per the raid loot mechanics at a successful end of this quest:


 * Azure necklace of Prophecy - Necklace: Superior Magnetism III, Lightning resistance
 * Belt of the Mroranon - Belt: +6 Strength, Moderate Fortification
 * Cloak of the Silver Concord - Cloak: +2 Charisma, +10 Haggle, +10 Diplomacy, Persuasion
 * Crimson necklace of Prophecy - Necklace: Superior Combustion III, Fire resistance
 * Docent of Grace - +2 Docent: +5 Dexterity, +5 Tumble, +5 Balance
 * Dragon's Eye - Trinket: Magi, Superior Efficacy V
 * Hammer of Life - +4 Maul: +2 Natural armor, +10 Heal, +10 Repair, Restoration 1/rest
 * Helm of the Mroranon - Helm: +6 Wisdom, +7 Intimidate
 * Ironweave Robe - Robe: +5 Armor bonus, Wizardry II, Greater Magnetism V
 * Kundarak delving boots - Boots: Freedom of movement, +5 Move silently
 * Kundarak delving goggles - Goggles: Blindness ward, +10 Spot, +10 Disable device
 * Kundarak delving suit - +5 Chain shirt (Armor 10, Max Dex 6, ASF 30%, Light): Mithral, Silent moves, +5 Search
 * Kundarak warding bracers - Bracers: +3 Constitution, Resistance +3, Protection +3
 * Kundarak warding shield - +5 Heavy steel shield: Resistance +2
 * Ring of the Silver Concord - Ring: +4 Charisma, Protection +2, Command
 * Ruby encrusted gauntlets - Gloves: Flame strike 1/rest (Caster Level 15)
 * Silver necklace of Prophecy - Necklace: Superior Glaciation IV, Cold resistance
 * Stonemeld plate armor - +4 Full plate: Damage reduction 5/-, Camouflage 5/rest
 * Sword of Shadow - +5 Greatsword (18-20/x3 crit): Adamantine

= Reward List = Dragon loot items