The Haunted Halls of Eveningstar

Adventure pack
''Rumors say treasures still await those brave enough to delve into the depths of the Haunted Halls. A classic D&D module brought to life for CR 28 adventurers; enjoy a special commentary from Forgotten Realms creator Ed Greenwood! This Epic Level 28 quest pack includes one huge adventure and dozens of side objectives.''

This single quest adventure pack is free to VIPs, and is available for Premium/Free to Play players for 650 DDO Points.

Quest
The original Haunted Halls of Eveningstar masterpiece by Ed Greenwood was published in 1992.

Ed Greenwood is also the co-creator of the Forgotten Realms world. {{Quest | name            = The Haunted Halls of Eveningstar | adpack          = The Haunted Halls of Eveningstar | epic            = 28 | duration        = Long | raid            = false | ecasual         = 16,258 | enormal         = 27,842 | ehard           = 28,587 | eelite          = 29,332 | loc             = The Haunted Halls of Eveningstar | npc             = Alyn Farrago | zone            = Eveningstar | patron          = The Harpers | favor           = 9 | free            = VIP | mappic          = Questmap Haunted Halls Of Eveningstar.png | maplegend       = yes | othermap        = yes | mappic2         = M_The_Haunted_Halls_of_Eveningstar.png | extreme         = | loadingpic      = Questloading HauntedHallsOfEveningstar.jpg | overview        = Villagers of Eveningstar tell tales of the bandit lord Rivior, whose ghost haunts the stone halls hidden in a gorge by the Starwater River...and whose treasure may still be hidden there. Speak with Alyn Farrago in front of the Lonesome Tankard in Eveningstar, to learn more of the storied halls.

This quest is based on classic the AD&D 2nd edition PnP module of the same name and is narrated by Ed Greenwood. It has three play modes: The Extended and Commentary modes are accessible only after you finish the Standard mode at least once on that specific character. They are considered different quests for the effect of XP ransack, but are considered the same quest in terms of chest ransack. In Commentary mode the audio clips from the interview will spam and repeat for the duration of the quest making gameplay more challenging. | objective_1  = Explore the Haunted Halls of Eveningstar | objective_2  = Find a way into the Throne Room | optional_1   = Expose the doppelganger on your first try | opt_percent_1 = 15 | optional_2   = Slay Telemonia | opt_percent_2 = 10 | optional_3   = Find all of Rivior's Journals - 8 total | opt_percent_3 = 8 | optional_4   = Find some of the Bandit Lords hidden treasure - 2 total | opt_percent_4 = 5 | optional_5   = Find more of Rivior's hidden treasure - 2 more (4 total) | opt_percent_5 = 7.55 | optional_6   = There must be more hidden treasure - 2 more (6 total) | opt_percent_6 = 9.5 | optional_7   = Don't stop now, loot more of Rivior's hidden treasure - 2 more (8 total) | opt_percent_7 = 11 | optional_8   = Rivior thought no one would find all his hidden treasure - prove him wrong - 2 more (10 total) | opt_percent_8 = 15 | optional_9    = Plunder every last bit of the Bandit Lord's hidden treasure | optional_10   = Slay Pimulpekk and his priests | opt_percent_10 = 15 | optional_11   = Defeat the statue of Miior | optional_12   = Defeat the Fallen Giant | optional_13   = Defeat the Ancient Mummy | optional_14   = Steal the egg without waking the Dragon | optional_15   = Extreme Difficulty: Slay the dragon | optional_16   = Listen to all of Ed Greenwood's commentaries | traps = Trap DCs Many of the traps can be used against the hostile inhabitants and can damage them. For example: luring the risen Ju-Ju zombies from the muddy pool in the north-east area, into the chasm created from the collapsed passage floor nearby, automatically kills them. A number of the traps can also be avoided by use of the Dimension Door spell, so it is recommended to have a party member with this spell available.
 * Standard: The only mode accessible when first entering this dungeon, and the one covered for most of this page.
 * This is the only mode that grants favor.
 * Extended: This includes content that can't be reached in Standard mode.
 * Commentary: This is Extended mode with interview commentary by Ed Greenwood at various spots.
 * Collapsing floors
 * Spikes
 * Moving spinning blades
 * Pressure plates (lots)
 * Blades
 * Spell Wards
 * Statue traps (lightning damage)
 * Rivior's Animate Object Ward
 * False doors
 * Falling doors
 * Grease
 * Poison

{{:The Haunted Halls of Eveningstar/Skill DC}} | misc= This quest is vast, consisting of many areas which you can access in almost any order. Think of this as another kind of Dr. Rushmore's Mansion. There are a lot of secret doors to find, and some of them have DCs low enough to be discovered with True Seeing, but not all, or the most important ones (Search DC).

The first gate "Rusted Gate" requires a Minimum Strength value of {{Xpcolors|enormal=20|ehard=30|eelite=40}} to open (it shows the actual Minimum Strength value required on the Gate itself, if focused upon). If your character lacks the strength to open it, you can still access the dungeon by the secret doors on the left and right wall. The Secret door on the wall to the left of the gate sends you behind the gate, and can be found with True Seeing.

Jewelled Keys can be acquired from various locations. They are used to open Jewel Locked doors and Jewel Locked chests. However, there are only just enough of these keys provided in the quest to unlock all the Jewel-locked doors and chests, and three can only be obtained with skill checks, magic or, in one case, pure luck, so use any Jewelled Keys you find wisely.
 * Every Jewel Locked; chest, door, or lever in the quest can be opened using a Jewelled Key, or picked (Lock DCs).
 * Be careful when recalling from the quest with Jewelled Keys in your inventory. These items drop on leaving the quest, and are required to progress through certain sections unless another character present has a very good Open Lock skill. Recalling in certain positions (especially the Necromancer's corridor; see below) may leave your keys in an inaccessible position.
 * In total, a careful party can reach all optionals in this quest by obtaining any five of the seven keys; as one can reach the Ancient Mummy without using one by opening a secret door, it is possible to reach all six named chests in the quest with just five keys without picking any locks. See below for more.
 * The possible keys are:
 * One drops from the miniboss Keytos.
 * One is in a room off the main corridor. This room fills with poisonous gas when the key is taken; additionally, a gate that requires a Jewelled Key to unlock drops over the door. A Rogue with a high Fortitude save and Evasion or any character immune to poison may be able to pick this lock, or you can use Dimension Door. Otherwise, the key you must use is lost.
 * One can be obtained from Estrel, if you prevent her from being raised and remove the dagger successfully.
 * One spawns in the Ju-Ju Zombie room, when all the zombies are slain.
 * One is found at the end of the Kobold warren, after difeating the High Priest.
 * One is hidden in a fireplace.
 * One is in the Privy, on a collapsing floor. A fast player may be able to catch it on their first run across the floor; when the floor drops, though, it cannot be accessed.

Part 1: Throne Room
Your first main objective is to access the Throne Room and kill a boss there. To do that, you need to locate and place in the sockets two Crests to open the Throne Room gate.
 * One Crest is found in the Doppelgänger hallway.
 * CAUTION to stealthy players: Do NOT attempt to pick up the Crest when first entering this room while in stealth. The game mechanic for the Doppelgänger won't activate and you may make the quest incompletable.
 * Once the Doppelgänger is slain, a pair of appear next to the crest. These can be picked up and equipped by a single player; they are helpful against the optional boss Miior.
 * You can find the doppelgänger by examining the statues. The statue with the doppelgänger has a CR rating 3 levels higher than the rest.
 * One Crest is found in the Necromancer corridor.
 * At this location you are presented with three doors, plus there is a Secret door to the right of these (careful not to go too far to the right as the kobolds with the Crossbow turret will target you)
 * Two of the three corridors are trapped; the first with a dropping floor that triggers when the door is opened, and the second with spinning blade traps and gates that slam shut at either end; Dimension Door can get you out of this blade trap room. Falling into the pit will automatically kill your character. Warning: Do NOT press the Release button if killed by the pit trap or you will lose any Jewelled Keys you have in inventory; one tactic to avoid this is to go straight to this puzzle and solve it before picking up any of them, just to be safe.
 * Dimension Door can be used to dodge the pit trap, and is highly recommended to use it on every door until you get through. Get close to a door of choice, then turn slightly and cast Dimension Door to the side in a position where you can reach both it and the door you're testing. Open the door then instantly click on the Dimension Door no matter what. If that door has the pit trap you can still teleport to the entrance of the dungeon safely and avoid instant death.
 * If you are unlucky enough to get killed by the pit trap, just travel to the nearby Resurrection shrine. Because any Jewelled Keys you are carrying are removed upon death, releasing and re-entering can result in the Keys appearing in mid-air halfway down the pit trap instead of on the bone pile, and thus outside of your grab range. Since entering the pit trap kills you, this makes the keys impossible to recover.
 * The 'Reinforced gates' can't be picked, but can be opened with enough Strength (30 STR required on Epic Normal, and it displays the actual STR value required on the Gate itself, if focused upon).
 * The hidden doorway is the fastest route to the crest room; the crest can be seen on the map once you enter this doorway; clearing out the corridor of zombies using doorway-blocking or rush and kill zone techniques works well.
 * Rushing the room with the crest, picking it up once the room is clear of necromancers, and then Dimension Dooring out saves you a lot of time here.
 * The necromancers will keep summoning zombies. Kill all the necromancers to stop the zombies from spawning.
 * Once you have both crests, place them in the sockets of the doorway in the far west corridor. This opens the way to the Throne Room, and the first boss.
 * 3 Jewel Locked chests appear in the Throne Room. Each chest requires a Jewelled Key to unlock (see the "Jewelled Keys" notes above.) Alternatively, they can be picked, but bear in mind they have a particularly high Open Lock DC of 80 on Epic Normal (Lock DCs).
 * There are also 3 Jewel Locked doors standing in the way of the three bosses detailed in "Part 2: Optional Bosses" (see below). The Open Lock DCs for those 3 doors are also very high (Lock DCs). Opening the Jewel-Locked (Throne Room) door to Fallen Giant is the only way you can reach him; Miior's bedchamber door is also Jewel-Locked. There is also a Jewel-Locked (Throne Room) door leading towards the Ancient Mummy. Therefore, depending on your party's ability to cope with locks and secret doors, you may require up to 6 Jewel-Locked keys to complete choose how to use your keys carefully particularly if you're trying to farm the quest for very specific named loot.
 * One of the 3 Throne room chests has a chance to transform into Rivior's Mimic. Defeating it will make the original chest (now opened) reappear for you to loot.
 * On Standard mode, the quest completes here. On Extended and Commentary mode, you find out the final boss was actually one of the real boss's (Whisper) apprentices, and you must find him deeper in the halls to continue.

Part 2: Optional Bosses
The doorways at the back of the Throne Room lead to 3 purple named bosses. This would be your second (optional) objective, since their chests can drop named items.
 * Fallen Giant: North door
 * One person should activate him by pulling the Spear out while trash mobs keep spawning; be aware that it takes quite some time to remove the Spear.
 * Dropping the Skeleton to zero hit points does not kill him, only knock him down for a short interval. You must use the Spear again (someone with the item in his inventory simply has to double-click the body) while he is down. If you fail to do so, the Skeleton regenerates a portion of his health and resumes attacking.
 * The trash mobs are hostile towards the skeleton. Leading them into the skeleton's cleave attack may aggravate them on the skeleton.
 * A great tactic is for someone with AoE to kite all the trash around keeping it off of the spear puller, once the giant is up, use a Dimension Door to get your party out of the room, at this point all remaining trash mobs in the room aggravate the giant, return to the room and send one person in willing to die, this sets all the trash mobs on the giant. Get your party into the room and wait for him to die then put the spear back in.
 * If you have a character with good Hide and Sneak skills you can usually find some spots where it's safer to pull the spear without risking too much interruption. Going to the upper left side of the Skeleton (near his right armpit area) is one place that some people prefer.
 * May drop ,
 * Ancient Mummy: South door
 * Simply bash him down. He calls a group of Skeletal Honor Guards to defend him at 75%, 50%, 25% and 10% HP. These need to be killed to open the gate to the chest.
 * May drop ,
 * Be aware that fighting the Mummy before you reach Whisper (if you're on Extended or Commentary mode) will lock you out of the easiest ending, although t will net you more loot overall.
 * Miior: Secret door behind the throne, opens only if you open all three Jewel-Locked Chests behind the throne.
 * No trash mobs spawn with Miior, but she does massive Electric damage which increases over time (see section on lightning statues below). One person, preferably tank/aggro holder, should have the handy. Note: Boots are ML 28 to wear, and prevent the player from jumping while equipped.
 * May drop ,
 * This objective is best done with a small group - someone with a high reflex save (64+ for EH) as a tank, a healer, and a DPS caster (caster may be exchanged as Spell points runs dry). Characters with low Reflex saves should wait outside the room. Every time Miior takes damage she casts an AoE. Each time someone is hit with the AoE effect they have a chance to add a stack of lightning damage (save vs. reflex). When the tank has too many stacks of damage he/she should ask for DPS to stop. When the stacks of lightning damage wear off the tank, DPS can resume until the stacks add up again. Caster DPS should be large direct damage spells, damage over time is dangerous for the tank and makes it difficult to control the stacks of damage. Three or more melee characters attacking Miior at one time will quickly overwhelm the entire group with damage; this will quickly prove lethal.
 * A single evasive ranged character can quickly dispatch Miior with some DPS bursts, even without . Lightning damage can be evaded and keeping the distance should avoid direct damage.

Part 3: Final Boss (extended and commentary mode only)
To complete the extended version of the quest, you must first find Whisper. A previously blank wall in the column forest leading to the Necromancer area is now open, revealing a chest. Be aware that several Zhentarim Wizards and their Helmed Horror minions are now roaming the halls in your way.

Opening the chest drops you into another room with four doors. Two open onto blank walls, and one drops on you, dealing fairly heavy damage. The fourth door leads you to a room containing the Zhentarim Archwizard, Whisper. Whisper has come here with two goals in mind - to loot the coffers of a Mummy entombed somewhere in the upper levels of the dungeon, and to steal an egg from a Dragon that has taken refuge in an abandoned wing of Rivior's hideout. He offers you some of Rivior's most valuable treasure if you retrieve the egg for him or defeat the mummy.

Depending on your dialogue choices, your final objective may be to complete one of Whisper's two goals (locate the dragon egg and steal it, or fight the mummy) or defeat Whisper himself. You can't fight Whisper or the dragon on Standard mode. You also cannot encounter the dragon if you kill Whisper, and Whisper will not fight you if you complete either of his quests. Finally, if you killed the Ancient Mummy before reaching Whisper, he will not offer you the quest to defeat it.
 * Fighting Whisper
 * Whisper is a powerful spellcaster. Evasion, freedom of movement and true seeing helps.
 * Each time Whisper takes a certain amount of damage, he will teleport to a random position in the room.
 * When he is down to low health, he summons 4 copies of himself, which act exactly like the original Whisper. When a copy dies, helmed horrors spawn.
 * Defeating the last copy immediately completes the quest.
 * Awards one chest with a large number of black stones, and a chance for named items.
 * Fighting the mummy
 * See the Ancient Mummy section in Part 2: Optional Bosses. Note this path is unavailable if you killed the Mummy before reaching Whisper.
 * Fighting the dragon
 * Killing the dragon awards multiple chests with a chance for named items.
 * Returning the dragon egg to Whisper awards one chest with a large number of black stones.
 * The Dragon is a tough fight, but can be made easier by tricking her into smashing pillars made of ice in her lair. Doing so will release various monsters, including kobolds, Ju-Ju Zombies, Zhentarim Wizards and Owlbears, which will attack her. Note, however, that when Lokelis dies, flies out of range, or if you damage them, these monsters will turn on you.
 * Stealing the egg
 * Killing Lokelis isn't obligatory – you can also sneak in and steal the egg, avoiding her elemental minions.
 * If a minion detects you, it will say 'Intruders'. You have a short interval to kill it, then it rushes towards the dragon and wakes her.
 * If the dragon wakes, you'll need to destroy the Cave-in to get away with the egg.

Misc: North east area puzzle

 * Solving this puzzle opens the barred Puzzle Gate if you don't have enough search skill to locate the nearby Secret door (Search DC) close to this rune locked gate; allowing you further access to the crest near the Doppelgänger. Via the north–south corridor; by Puzzle Gate, running parallel to prison cell block area.
 * Solving this puzzle quickly will shut all gates in the corridor preventing more mobs from attacking.
 * Sneaking in to solve the puzzle will give you an edge in this room.
 * The Starved Prisoners (skeletons) are hostile towards the nearby Ghosts; if they are left alone and don't notice you, they'll sometimes attack and fight their Ghost captors.

Misc: Lightning statues
This quest features several statues that release electrical energy when struck. | discreet        = 145 | onslaught       = 717 | conquest        = 736 (Extended Cut) | tamper          = 31 | neutralization  = 40 | observance      = 10 | perception      = 13 | vigilant        = 16 | mischief        = 63 | vandal          = 82 | ransack         = 102 | chest           = Main end chest contains Black Stone ingredient, purple named boss chests can contain named items. End Chests can be picked, and have an Open Lock DC of 80 on Epic Normal. | npcreward = Standard | unique   = yes | external = }}
 * Every time the statue is touched (melee or ranged, including glancing blows), all nearby characters are hit with lightning damage and receive a stacking debuff that deals increasing amounts of lightning damage every 2 seconds for 10 sec (similar to Eladar's Electric Surge). This effect can stack up to 100 times.
 * A reflex saving throw reduces the initial lightning damage, but does not prevent the debuff unless the character has evasion.
 * Due to the high number of attacks per second in a full party, players without evasion will die very quickly when standing near a statue that is being attacked.
 * Even players with evasion will sometimes receive the debuff because they fail the saving throw due to rolling a 1, unless they have a feat preventing this. In a full party, this usually happens before the debuff runs out. Consider stepping away from the statue to let the debuff run out if it stacks too high.
 * A summoned Hezrou from Summon Monster IX will attack the statues and is immune to electricity. This takes a while, especially on Elite, but allows you to destroy the statues without taking damage yourself (although if this is necessary, you're going to have a rough time with the final boss...)