Haunted Halls of Eveningstar

Haunted Halls of Eveningstar

Haunted Halls of Eveningstar is a classic AD&D dungeon adventure set in the Forgotten Realms.

TYPE

Campaign

SYSTEM

Advanced Dungeons & Dragons 2e

LANGUAGE

English

EXPERIENCE

Beginner

AGE

All Ages
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2 NEEDED TO START
$20.00

/ Session

Details

Weekly / Wednesday - 9:00 AM UTC

Session Duration / 2–3 hours

1 / 5 Seats Filled

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This game will begin once 3 players have joined

Meet your party members

1/5

About the adventure

Haunted Halls of Eveningstar by Ed Greenwood Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King’s Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many others came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness—but they all came here first: here, to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar’s beauty. Welcome, then. Enter in, and find: • A challenging introductory-level dungeon. • A detailed countryside setting, including important local personages and local colour. • New spells. • New magical items. • New monsters. • A splendid campaign can begin here. • Those seeking an underground stronghold may even find a home in the Haunted Halls of Eveningstar. Haunted Halls of Eveningstar is a classic AD&D dungeon adventure set in the Forgotten Realms, blending old-school exploration, dangerous combat, clever problem-solving, and creeping atmosphere. Expect secret doors, rival factions, tactical encounters, and the constant tension of limited resources. Every torch burns down. Every decision matters. This game rewards players who enjoy: • Tactical, meaningful combat • Exploration and careful mapping • Old-school challenge with real consequences • Teamwork and smart play over reckless heroics I run this in a classic style with strong pacing, clear rulings, and immersive atmosphere. The dungeon is dangerous but fair, and survival depends on caution, creativity, and cooperation. This game is advertised across multiple available days. Once a particular day fills, that group will run weekly on that day and the remaining listings will be removed. Each group maintains a consistent weekly slot. If you enjoy tense dungeon crawls where the world feels grounded, the monsters feel dangerous, and treasure must be earned the hard way, the Halls are waiting.

Game style

Dungeon Crawl

Rule of Cool (RoC)

Rules as Written (RaW)

Tactical / Crunchy

Game themes

Meet the Game Master
Artist

4 years on StartPlaying

1 game hosted

Highly rated for: Creativity, Teacher, Visual Aid

About me

I have been running weekly games on Fantasy Grounds for around ten years and have hosted hundreds of sessions as a virtual Gamemaster. I run a wide range of systems and published campaigns, including Call of Cthulhu, Vampire: The Masquerade, Savage Worlds, and both classic and modern Dungeons & Dragons adventures. Much of my library has been personally converted to Fantasy Grounds from original books or PDFs, allowing me to run fully prepared material without waiting for official releases. Preparation and presentation are important to me. I take pride in creating structured, well organised sessions that maintain momentum while giving players space to explore and develop their characters. At the table, I focus on atmosphere, steady pacing, fairness, and player engagement. I aim to create a respectful, collaborative environment where both new and experienced players feel comfortable and involved.

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Character creation

Creating your character

The first session will be a free Session Zero. We’ll discuss the tone and style of classic AD&D play, set expectations, agree on table boundaries and code of conduct, and create characters together. Players can either build a new character with my guidance or choose from a selection of pre-generated adventurers prepared specifically for the Haunted Halls. Character creation will follow standard AD&D 2e rules, with ability scores rolled during Session Zero so everyone begins on equal footing. All characters will start at an appropriate level for the module (typically 1st level), equipped sensibly for an expedition into a dangerous dungeon. We’ll cover equipment, spells, proficiencies (or agreed alternatives), and party roles to ensure the group is well balanced before entering the Halls. No prior AD&D experience is required, and no additional books are necessary beyond what I provide through Fantasy Grounds. If time allows during Session Zero, we may begin the adventure so you can get a feel for the tone, danger, and style of play right away.

What to expect

Preparing for the session

Before the game, you’ll need the following: A desktop or laptop computer. This game is not suitable for phones or tablets. A headset with a microphone, set to push-to-talk. Laptop microphones, speakers, or playing from across the room won’t work for this game. A Discord account for voice chat. If you’re unfamiliar with Discord, I’m happy to help you get set up. Fantasy Grounds Unity installed and ready to go. You do not need to purchase a licence to play in this game. Don’t worry if you’ve never used Fantasy Grounds before. There’s a small learning curve, but I’ll guide you through the basics, and most players are comfortable after a session or two. It’s a powerful virtual tabletop and well worth learning.

What flashingturtle brings to the table

I provide the Fantasy Grounds Ultimate licence, so players only need the free demo to join. I have over 10 years of experience hosting D&D on the platform and am highly comfortable with its tools and automation. I maintain a large personal library of maps, tokens, handouts, and visual assets, which I stream directly to your screen to enhance immersion and clarity during play. I also occasionally use a subtle soundboard to reinforce atmosphere where appropriate. I have extensive experience teaching both new players and those new to Fantasy Grounds. For your first few sessions, I’m happy to handle rolls, skill checks, and mechanical inputs on my end while you focus on learning the system and enjoying the game. As you grow more comfortable, I’ll gradually hand over control at your pace. Whether you’re a veteran of AD&D or completely new to tabletop roleplaying, you’ll be fully supported at the table.

Homebrew rules

By default, we use AD&D 2e rules as written. However, if the group agrees, we may incorporate light modernizations inspired by later editions, such as: • Advantage / Disadvantage in place of certain situational modifiers • Simple Difficulty Classes (DCs) for ability checks instead of strict Non-Weapon Proficiency tables • Streamlined initiative handling for faster pacing Any such changes will be discussed openly and only used with full group consent. The goal is clarity and flow, not altering the core feel of AD&D. If the table prefers pure 2e with no adjustments, that is exactly what we will run.

Equipment needed to play

Internet

Computer

Microphone

Safety

How flashingturtle creates a safe table

During the free Session Zero, we’ll discuss tone, expectations, and boundaries so everyone knows what kind of experience they’re signing up for. I encourage players to speak up if something feels uncomfortable or isn’t working for them. During play, anyone can pause the game, change direction, or step away at any time. I’m happy to check in after intense scenes and make sure everyone is comfortable before continuing.

Content warnings

Safety tools used

Frequently asked questions