One of the things I wanted to try to do with my blog this year was to make a little schedule of sorts where I write about different items on particular days. Of course, it would help to stick to a schedule when you can get the chance to blog daily, or at least much more often than I have been able to😦. As many of you can tell, I’m still struggling with getting down a real life schedule to work in the time to write, which is unfortunate for me because I really do enjoy writing on my blog and writing about DDO.
In any case, on Wednesdays, I had settled on picking out a quest that I have completed relatively recently from the previous week or so and taking the time to highlight it and in some cases taking the time to basically develop a walk through for it. I did this for Tomb of the Wizard King and Haywire Foundry (VON 4). This week I would like to explore another fun and older quest from the first module, Dragon’s Vault, The Prisoner, also known as the Vault of Night 2 (VON 2).
The Prisoner is part of the Vault of Night story arc and is necessary for flagging for the Vault of Night Raid where you take on Velah, the famous red dragon in DDO. When this story line was first released, The Prisoner was the second quest that was required to be completed as you progressed through the story arc which is why it is also known as VON 2. This is no longer the case, as the four flagging quests for the Vault of Night can now be completed in any order. In any case, the original designations of VON 2 has stuck with this quest as well as the other designations for the other three quests.
VON 2 is a rather intriguing quest. It actually foreshadows some later lore items that get released well later in the history of DDO. This part of the lore also extends into VON 4 as well, and that centers around “The Inspired” as it appears that members of “The Inspired” were responsible for poisoning Orphne and for sabotaging Haywire’s warforged and other constructs. In any case, VON 2 actually occurs within the dreamscape of Orphne’s mind. Mistress Orphne is a powerful sorcerer who is a member of the Laughing Knives, the party contracted to test the strengths of the Vault of Night and led by Marek Malcanus (who is the story arc quest giver). The quest give is named Shen Kulle, who is Mistress Orphne’s protector and body guard. It is Shen Kulle who tells you that Orphne was poisoned by a member of the Inspired and that she seems to be stuck in an unwakeable dream state. The only way to free her is to enter her mind and into the world of dreams.
As you enter the quest, the first thing you realize is that the map is basically useless. The landscape is composed of a variety of floating platforms that seem to originate from a center platform where Orphne is sitting in this dream. The other platforms have bridges that extend off of this primary platform. There are barriers up to each of these platforms that don’t come down until you talk to Orphne. Once you do, you are tasked with finding a number of relics and to bring them back to her. These include a silver mirror, a golden locket, a wooden dagger, and Memnos blossom. These items were important to her in some way or another. The characters you come across in this area are all beings that Orphne has somehow associated with. You see shadows of characters of Shen Kull, Marek Malcanus, Haywire, and others for example.
There is any particular order in which you need to collect the items. When this quest was first released, there was a mechanic that would make the party automatically fail the quest if any player fell off a platform. Because of this, many people would start the quest by walking aross the bridge that has a number of air jets that attempt to blow you off. Man that was a very annoying mechanic. That has now changed and if you fall now, you simply get sent to a closed off room where you have to fight a quori stalker that opens up a portal once defeated that takes you back to the central platform. In any case, the three primary platforms will be guarded by a beholder, at some point. Other enemies you will encounter whill include tharaahk hounds, arcane oozes, quori stalkers, minotaurs, a fire giant named Ingstoldt, mephits, and gargoyles. In heroic settings, you can avoid fighting Ingstoldt if you have a high enough diplomacy, bluff, or intimidate.
Larrs taking on some tharaahk hounds in VON 2.
The platform that is connected to the bridge with the air jets leads to a secondary platform that has a shrine. But as soon as you round the bend from the shrine, you better be ready for a beholder. The beholder blocks the path to some secondary platforms that you need to cross. Once you beat the beholder and his barrie goes down you will jump on a ladder and continue on to these other secondary platforms. As you make your way you will encounter some tharaahk hounds, that need to be defeated to have access to another ladder, and then you come across some arcane oozes. The arcane oozes need to be defeated to open up another ladder, even though the ques considers this part to be optional objective. You then come across another bridge with another set of air jets to knock you off. At the end of the bridge is a chest containing one of the items. You can feather fall from that general area to land back on the main platform.
Another platform leads you to another beholder right away. Once you get past the beholder you come across a ladder that leads to a skinny path that has a quori stalker or two in it. It then opens up into a circular secondary platform and that requires you to defeat a number of quorit stalkers for another ladder to reappear. Once the quorit stalkersa re defeated, the ladder appears and you an then make your way up the path to pick up a second item needed by Orphne.
Fighting a beholder and his helpers in VON 2.
The third platform leads to another behold right away. This beholder guards another chest and, as you can imagine, it contains yet a third item for Orphne. Once that beholder is defeated, you can loot that quest and they continue on to another ladder that leads to a maze. This maze is guarded by minotaurs, tharaahk hounds, and a number of traps. The traps include spikes, darts, and force waves. There are a few quests spread though out the maze at random as well. In epic settings, you have to activate three runes in specific locations in the maze. The maze will lead you to another platform that will eventually take you to face off against Ingstodlt. Once you get past Ingstodlt, he will either drop a key or you obtain a key from him, you will have access to another quest with the last item needed by Orphne. The quest will be guarded by mephits an gargoyles as well.
Once you get that last item, you can then feather fall back to the central platform and turn them in. Once you turn them all in, the shadow of Orphne comes out and tries to defeat you. Once you destroy that shadow you have completed the quest. There is one more quest to obtain before you head out though. It was right down the path on the central platform from where Orphen was sitting. The only catch, it is guarded by a pretty vision blade trap. So if you can’t disable it, make sure you can get raised in some fashion after you set it off, if necessary.
The quest itself is not long or very difficult to complete. Although I do admit, I constantly get turned around in that dang maze. It is a fun quest and quick quest to run on either heroic or epic settings. On epic settings for hard and elite, you will have also have to deal with the rest of the Laughing Knives as well as Orphne, so be prepared for that.
If you get a chance, check out VON 2. It is a fun, intriguing, and different quest to make your way through. Thanks for reading everybody and happy hunting in VON 2!!