You are on page 1of 26

Of Vampires and Witches

by

Author: Constantine "Kelfecil" Christakis

Featured Artist: Rachel Eaton (RayleeArts)

Map Artist: Cze & Peku

Token Artist: Printable Heroes

Extra Audio by: McRoMusic

First Release: March 2021 Version 1.0


2
A Writer's Story and a Letter to Rachel

E
ver since December of 2020, I have been writing adventures and stories for tabletop RPGs, specifically for
the 5th edition of the world's most famous roleplaying game. I have published 18 modules in a period of just
3 months and I have so much more to share with the world, both ready and in the works. Despite my
background and experience in narrative writing and the two decades of being a Game Master for all sorts of
campaigns and adventures, I never thought I would be here right now doing what I do.
All of this, would have not been possible without Rachel Eaton's push back in December.
I always loved homebrewing my own adventures for the campaign I run with some of my friends online and when I stumbled
across Rachel's art on Instagram, I had the idea of creating some puzzles with her art and poetry. I messaged her immediately
about it and she was very positive about me using her art for our campaign.
One week later and my players were absolutely in love with the puzzles and Rachel's art. They asked me if this was a pre-made
adventure and when I told them that I made it, they also asked if I was planning to release it as a module.
I was surprised, humbled and at the same time enthusiastic, because the idea of releasing written RPG content under my name
had never occurred to me before this. So I messaged Rachel about it. I knew I had to do everything right; art credits, copyrights
for using the RPG system and all the other stuff that need to be respected when publishing something, even non-commercially.
Rachel was super positive... again!
It took me about 3 weeks of learning how to write with CSS, learning how to use photoshop and other relevant software,
reading and being inspired by how others write RPG adventures, learning how to use Homebrewery and last but not least,
establishing a good way to do this in the future.
Only 3 weeks later, my first ever module, The Tower of the Starlight Knight, was released to the public. A module filled to the
brim with the beautiful artwork made by Rachel herself. The story, completely inspired by Rachel's stunning art and evocative
poetry. I had not been that happy with a creation of my own, in a very long time.
Rachel, posted about it on her Instagram and thousands of people reacted, expressing how much they liked the story and the
idea behind Rachel's art being used for an RPG adventure. I was blown away by the response and I actually cried that night,
because, once again, I had never before felt this way.
I have been running a Patreon page and creating tons of adventures and supplement stuff since then, with my list of contacts
always growing. What I learnt from having worked with Rachel, I am improving every single day through my interaction with
map makers, illustrators and other creators. Collaborations, proper commercial licenses and so much more happening,
keeping me inspired and motivated. Art-ventures, have now become my new favorite thing.
Rachel has been enthusiastic, kind and supportive, every step of the way. The person I at first thought would be
unapproachable, due to me being a small-time freelance writer and her being a super busy artist, ended up being the person
that would push me into what has now become my main career path and what fuels me with joy and self-fulfilment on a daily
basis.
Happy birthday Rachel and congratulations on your continuous success, which is more than deserved for the amount of work,
talent and effort you put into what you do. I am honored and humbled to be an acquaintance of yours and even more so to be
someone that has worked with your art in such inspiring ways to create stories.
I have been thinking, since December, how I could ever repay you for the creative push you gave me back then. This adventure
module, is my gift and tribute to you. I hope you love reading through it as much as I loved writing it.

With love,
~Kelfecil
Art Credits
Table of Contents Vampire: Rachel Eaton ...........................................................Front
A Writer's Story and a Letter to Rachel .......................................3 Used under agreement.
Threads of Fate .................................................................................5 Pittock Mansion: Mike Krzeszak ................................................ 4
Part 1: Introduction ......................................................6
Adapted and licensed under CC BY 2.0.
Quick Adventure Info .......................................................................6 Raylee 10k: Rachel Eaton ............................................................. 5
Adventure Summary ........................................................................6 Used under agreement.
Running the Adventure ................................................................... 6 A Home For Haunting - Cloverlawn: Ron Frazier ................. 7
Background Audio ........................................................................... 6 Adapted and licensed under CC BY 2.0.
Special Thanks ................................................................................. 6 Inktober Day 2 - Mindless: Rachel Eaton .................................8
Used under agreement.
Part 2: The Adventure .................................................. 7 Knightober Day 26 - Forest: Rachel Eaton ..............................8
Background ....................................................................................... 7 Used under agreement.
Alythra Nightsinger ..........................................................................8 Stream Vampire: Rachel Eaton ...................................................9
Vivienne Lightheart ......................................................................... 8 Used under agreement.
Countess Rachel Von Eaton ...........................................................9 Day 9 - Magic Cabin in the Woods: Rachel Eaton ...............10
Adventure Hooks ..............................................................................9 Used under agreement.
"The Third Star" Store .................................................................10 Day 20 - Magic Merchant: Rachel Eaton ................................10
Prologue .......................................................................................... 11 Used under agreement.
Act 1: Infiltrating the Mansion .................................................... 12 Vampire Mansion: Cze & Peku ................................................. 11
Act 2: Melody of Death ..................................................................15 Used under specific commercial license.
Act 3: Still-Loving Heart ............................................................... 16 The Snowdrop Knight: Rachel Eaton .....................................12
Epilogue ...........................................................................................17 Used under agreement.
Part 3: Extra Information ..................................... 17 Potions and other Items: Direquest ........................................13
Extended Variant ........................................................................... 17 Used through purchases content that is available for
The Maps .........................................................................................17 commercial use.
Potions and other Items: Direquest ........................................14
Part 4: Appendix A, Monsters .............................. 18 Used through purchases content that is available for
Part 5: Paladin: Oath of Stars ...........................23 commercial use.
Part 6: Open Game License .....................................25 An Organ Console: Craig Stanfill .............................................15
Adapted and licensed under CC BY-SA 2.0.
Part 7: Afterword ........................................................... 26 Knightober Day 28 - Blood: Rachel Eaton .............................16
Used under agreement.
Daffodil Knight: Rachel Eaton .................................................. 17
Used under agreement.
Software Used Wolf: Printable Heroes .................................................................18
Homebrewery: This is what I use to make the PDFs look Used under commercial license agreement with creator.
the way they do. I will be using Affinity Publisher from Swarm of Bats: Printable Heroes .............................................18
next month as well. Used under commercial license agreement with creator.
Vampire: Printable Heroes ..........................................................19
Twine: An amazing tool that I use extensively to create Used under commercial license agreement with creator.
narrative trees and organize my writing. Day 12 - Dragon: Rachel Eaton .................................................20
Used under agreement.
Roll20: I plan on bringing a lot of the short adventure Knightober Day 24 - Stars: Rachel Eaton ............................. 23
modules as marketplace items in the future so I test a lot Used under agreement.
of things on the platform. Knightober Day 22 - Sun: Rachel Eaton ................................24
Used under agreement.

4
Threads of Fate

A
lythra dusted one of the many books that were
around her and opened it to see what is inside.
Cleaning the attic was most probably one of her
favorite things, since it allowed her to find
knowledge of the past that she may have
previously thought was of no value. In many
cases, she was right, but today...
Today was different.
Alythra sought to find a book that talked about the knights of
old. The fabled, Starlight Knights. She wished to know more
about them, for her heart belonged to one that had recently
taken the sacred path to becoming a paladin and wanted to
seek the guidance of the stars more than anything. Alythra
knew that such a task was near impossible, since a lot had
tried to unlock the secrets of the stars, but none had
managed to do so.
"With the help of a Fate-Weaver, anything is possible"
thought Alythra as she continued to search through her huge
pile of books.
It was Vivienne's birthday, so Alythra really wanted to
surprise her with something big. She had not proclaimed her
love for her yet, but she planned to do so soon. The two were
very close to one another but Alythra had been afraid to
express her feelings for quite a long time, afraid of being
resented by the knight. She was not sure of how her beloved
friend felt about her and even more so, was afraid that her
feelings would not be met.
While Alythra browsed through her books, she suddenly
felt an intense pain in her heart. She looked around in panic
and focused to try and see through the threads of fate. She
put a lot of effort into finding it, but she was eventually able to
see Vivienne's fate-thread. She touched the thread and saw a
vision of her beloved friend, lying unconscious in front of
what seemed to be the silhouette of another creature.
The vision was not very clear, but Alythra saw enough of it to
understand where her friend might be.
She immediately stood up, prepared herself and went out to
seek help with her quest of saving her friend. She was in a
hurry, but she knew she had to be smarter than to head into
unknown places on her own. Especially a place that legends
tell is the home of a vampire...

5
Introduction Background Audio
The awesome SeanMcRo, has provided a unique music track
Kelfecil's Tales is all about stories and adventures inspired by to go with this adventure. If you are playing this adventure
art. Each adventure focuses on a different featured artist. with your friends through an online Virtual Tabletop
Unlike the traditional way of creating adventures and then platform, or even if you are just using voice chat to play, then
finding art that suits what the story is all about, I get inspired you can easily implement this in your adventure and make it
by the art of a certain artist and then create something based even more dramatic, interactive and engaging.
on the art itself. The following tracks can be found at the links below:
This module's featured artist is: Rachel Eaton (RayleeArts) Dinner at the Vampire's Mansion - Church Organ
A track that you can play as background music in various
parts of your adventure.
Quick Adventure Info Organ Puzzle Chord Sequence
Astral Invitation is one of the many short adventures I release The sequence that plays when the adventurers interact
on a weekly basis for free. Some quick information about it: with the Organ for the first time.
Night Spawn Puzzle Sequence
Recommended Average Party Level (APL): 4 to 5 The sound that the Night Spawn creatures make when
Experience from Completion: ~4,650 they are attacking, one by one.
General Theme: Search and Rescue McRoMusic is creating epic fantasy music for tabletop
Setting: Any, Starlight Chronicles RPGs. You can find his work over on his Patreon page where
Time - Sessions to Finish: x1 3-hour session he has a wide selection of amazing tracks that can help you
bring more life to your RPG sessions!
Adventure Summary
The adventurers find a witch at her shop or some other place Special Thanks
asking for help with a quest. She wants to venture north to a
place where she believes a vampire lives. She seeks to help I would like to extend my gratitude to a few people that really
her friend who she believes is in danger and she knows better helped this module come to life.
than to venture in vampire territory on her own. The story My caring partner, Anna, who has continuously
has a big revelation in the end and quite a bit of drama supported me, every step of the way.
involved. My good friend and co-writer, Philip, who is always
there to give feedback and help me out with anything.
Running the Adventure Rachel Eaton, who once again gave life to another one of
my adventures.
This adventure is easily adaptable and can easily be run as a Sean McRoberts, Cze & Peku and Printable Heroes,
One-Shot, as an added adventure in your campaign or as for providing me with their amazing audio, map art and
part of the Starlight Chronicles setting created by Kelfecil's token art that helped bring this adventure to life.
Tales. All my patreon supporters who continue to give me
feedback and all their love and support.
Patreon Support
If you wish to support me with writing more RPG
modules in the future, you are more than welcome to
This adventure takes place during the "Rise of Astromancy" do so through my Patreon page.
era in the Astral Chronicles timeline and setting. Patreon supporters get weekly exclusives like
variants to all the short adventures, extra supplements
More information on the custom Kelfecil's Tales campaign and also additional stories!
setting can be found in the available for free Of Starlight and
Void supplement.
Patreon Supporters
It is generally suggested that you read through this entire Mart, Karolina O., Keks_Adr, KataiAkuma, Calithiliel, Emma
module if you plan on running it. Unlike other one-shots Kate, Fey Ma, Claire Buzzelli, Ian Achzenick, Matthew
where you can read some things on the go, it is a good idea to Lougheed, Naomai Alexander, AStarryFox, JC Ramin,
know more or less everything about this adventure before Sigurds Eglitis, Silvio Rene Lopar, Bri, Howie Taylor, Yogi,
you start running it for your group. For example, the players Patrick Møller, Jos, Mr Krane, Hanna Brown
might explore the mansion in a very different order than the
order that is given for the rooms in the instructions.

6
Background
The story of the adventure revolves around the relationship The adventure takes the players on a journey with Alythra to
between the witch Alythra and the paladin Vivienne as well the north, where they try to infiltrate a vampire mansion. This
as the later to be discovered relationship between Vivienne is the place where Vivienne has been taken to. Alythra
and the vampiress Rachel. though, does not know that this vampire is female and also
Alythra is trying to find ways to help her friend and also the does not know that Vivienne arrived there at her own will,
person she secretly loves, Vivienne. Vivienne is specifically with the goal of becoming a vampire, so that she may have
looking for ways to understand how a paladin can become a more time to find a way to become a Starlight Knight.
Starlight Knight. These knights are legendary warriors that Vivienne of course, does not understand that this is not
were blessed by the deities of the realm with Starlight Magic. really the way and although she has feelings for the
They were blessed in ways that allowed them to protect and vampiress Rachel, she is going through this ritual for her own
help those in need. Alythra believes that her friend deserves selfish goals as well.
this, since she sees her as the most kind and loving person It is a story of drama, affection and selfish behaviors with
she has ever met in her life. what I believe could provide a life lesson for a lot of people
What is true though, is that, no paladin has managed to that read or play through it.
become a Starlight Knight in a very long time, because none
were noble and virtuous enough to qualify in the eyes of the
Astral Siblings for that sort of empowerment. Alythra is
blinded by her love for Vivienne and is therefore not able to
see how Vivienne is way too zealous about being able to
become a Starlight Knight, so much, that she has lost sight of
her true purpose as a paladin and as a protector of others
who cannot protect themselves.

7
Characters Vivienne Lightheart
Vivienne is a human paladin that seeks to become a Starlight
Alythra Nightsinger Knight. She has heard of the legends around Starlight
Alythra is a half-elf Fate-Weaver sorceress. She sees the Knights and although she knows it is difficult, she is trying
threads of fate around her and is able to sometimes alter her best to discover a way to become one.
them to her will. Her power is still limited, but she is also able
to cast some more, common, sorcerer spells. If you would like to know more about Starlight Knights, then
check out the last few pages of this module or the free Of
If you would like to know more about Fate-Weavers, then Starlight and Void supplement.
check out the free Of Starlight and Void supplement. A
complete explanation of the Sorcerer subclass, as well the Vivienne, no matter how Alythra sees her, is way more selfish
powers of Fate-Weavers, are given through a lot of the pages than she appears to be. Although she has become a paladin
in the supplement. to help those in need, she still seeks to gain power so that she
may become stronger and therefore able to protect herself
Alythra is secretly in love with Vivienne. Although it is very and those close to her. She is in love with the vampiress
common and accepted in this part of the realm for people to Rachel and has been seeing her for a few months already.
love anyone of any gender and be involved in romantic Vivienne was told by Rachel that there is a way for her to
relationship, she fears that the her friend Vivienne will not have more time to find what she is looking for. Although
respond well to her feelings. It is not because she does not Vivienne loves Rachel, she has agreed to taking part in the
believe she could be in love with another female creature, but blood ritual, mostly because she wants to become immortal
more because she knows Vivienne is a very dedicated paladin and have more time to discover how she can become a
who is always focused on her missions and even more so on Starlight Knight. She is also doing it because she loves
her constant efforts to become better at what she does. Rachel, but that is still not the main reason why she agreed to
Alythra talks with great affection about Vivienne, but her lose her mortality.
love has blinded her, not allowing her to see how zealous and
obsessed Vivienne has become with finding a way to become The name Vivienne is a girl's name of French origin meaning
a Starlight Knight. "life" which makes it even more ironic that she is willing to
give up her mortality for the sake of extending the time she
Unique Phrase: Alythra will often say "if fate wills it." has to fulfill her goals.
Desire: Alythra wishes to be with Vivienne but also for Unique Phrase: Vivienne will rarely speak through the
Vivienne to be happy. adventure so feel free to make something up.
Fear: Alythra's biggest fear is being rejected by Vivienne. Desire: Vivienne wishes more than anything to become a
Misbelief: Alythra believes that when one loves another Starlight Knight.
creature, then only good can come out of it. Fear: Vivienne fears that she will not be able to find the
secrets to becoming a Starlight Knight before she dies.
Misbelief: Vivienne does not believe that one is tied to any
other creature's existence.

8
Countess Rachel Von Eaton Adventure Hook
The Countess Rachel is named after the artist herself, Rachel A few possible ways to introduce this adventure as part of
Eaton. That however, does not mean that the fictional your campaign or just as a one-shot:
character's personality is based on the real person's too.
Special. One of the adventurers seeks a special ingredient
Rachel von Eaton is a vampiress who was sired about for a recipe that must be made either for a quest or for
three hundred years before the time this adventure takes personal reasons. The adventurer has information that
place. She has lived through many battles, witnessed a lot of suggests the ingredient is sold by a Witch's store in the
important historical events and plans on living even longer to heart of the forest. The Witch's Shop is called "The Third
expand her knowledge and power. Star".
Rachel has felt lonely for a very long time. Many vampires
tend to move from one place to another in order to keep a Curiosity. The adventurers are wandering in the woods
fresh perspective on life and everything that happens around when they come across a shop called "The Third Star",
them. The mortal creatures that they make friendships and which is a Witch's store. They can buy a couple magical
alliances with, eventually die and so does everything they items but before they decide to head out, Alythra the witch
have emotionally built with them. Rachel, has finally decided will approach them and offer them the quest.
to give in to her feelings. She has the utmost admiration and Reward./Kindness. The adventurers may have heard of a
also romantic feelings for the paladin Vivienne. witch that seeks help with something. Once they visit her
Vivienne feels the same way for the vampiress but also has store in the heart of the forest, they will be told the story of
her own goals (as explained in the previous page). Rachel how a vampire kidnapped her friend. They can either
wants nothing else but for Vivienne to be happy and has told choose to complete the quest out of the goodness of their
her that she could perform a blood ritual that will allow hearts, or ask for a reward in return for accomplishing the
Vivienne to become a vampire with her own free will. task of bringing back the witch's friend.
Vivienne agreed to it and on the day of Vivienne's birthday,
they decided to meet at the chapel near Rachel's mansion to
perform the ritual.
Rachel will go out of her way to protect the ritual that she
is performing even if the ritual-casting has weakened her a
lot. She is determined to protect Vivienne and finish the
ritual so that they may be together till the end of time.
Unique Phrase: Rachel is much more eloquent than
other creatures due to her experience and age and speaks
in a rather elegant manner. She uses words like "alas",
"mirthfully" and "plead".
Desire: Rachel wishes nothing but to be happy with the
one she loves so dearly.
Fear: Rachel fears that if she does not put any effort into
connecting with other creatures, she may end up going
through this long and immortal life all by herself.
Misbelief: Rachel does not believe that creatures can be
truly kind. She has seen far too much in her long life that
she now finds it difficult to connect with others due to the
small amount of trust that she is able to put in other
creatures.

Stat Blocks
For the stats of all the characters, make sure you check out
Appendix A.
Alythra's Stat Block
Rachel's Stat Block

9
"The Third Star" Store
Here, the adventurers can buy a variety of magical items. The
person behind the store's counter is a frogfolk named Merv.
Merv has worked at Alythra's shop for almost a year now.
Alythra met Merv in one of settlements near her shop when
he was trying to find food to survive. Instead of food or
money, she offered him a job and Merv was immediately
delighted at the idea of working for someone to earn an
honest living and be able to buy his own food.
A year later, Merv is now extremely happy and also
extremely loyal to Alythra. He will go out of his way to make
sure that the shop is clean, runs well and Alythra is always
happy with the state of business.
Merv has a very friendly personality and will go in detail
about each and every one of the things that the shop offers to
its customers.
The goods offered at The Third Star are listed below:

The Third Star's Items for Sale


Names Cost Effect
Sword of 3000gp A very, VERY fancy sword.
Ages
Skull 50gp When consumed, this potion turns you
Potion into a skeleton for 10 minutes. You are
undead for the duration.
Fate- 200gp A very important item for Fate-Weavers
Weaver's that use Crystallomancy to see visions
Crystal of the future.
Ham- 5gp A very tasty hamburger. Heals for 1d4
Burg Of when consumed.
the Er
Third 1gp A little star that shines a dim yellow
Star light. You may spend a bonus action to
Charm hold one in your hands and use its
power. You get +1 on your next
Wisdom saving throw. No more than
one charm can be active at a time.

10
Prologue
Once the adventurers are done shopping, Alythra the witch "You have traveled through the forest and up a hill, close to
will approach them and tell them of the tragedy that has the snowy mountains of the north lands. The travel was not
struck her friend. difficult, but the weather is getting colder with every step you
take up towards the vampire's mansion. Soon enough, you
find yourselves in front of a snow-covered 2-floor mansion
"She was kidnapped by a vampire! I cannot imagine what with a small chapel to the right of it. There seems to be light
horrors await her wherever she has been taken. I must find coming from inside the windows of both buildings but you
her and rescue her. Will you help me adventurers?" are not able to discern what is going on inside.
Alythra, turns to you and says, "I can sense the Vampire's
The players may ask for a reward in return for completing the presence in the chapel! But... I can also sense a magical
barricade around it... This MUST be where my friend is being
quest and Alythra will oblige, saying the following: kept. I believe that the best way to do this, would be by
investigating the main building first. What do you think we
should do?"
"I will gladly reward you with enough credit for purchasing
pretty much anything you need from my store. Your help
would be very valuable and we do not have much time, so I The following pages will take you through a room by room
am willing to compensate you for helping me with my quest
to rescue my friend, as soon as possible!" description of what is in the mansion and all the encounters
and puzzles the adventurers will find within it.
Alythra mentions that she knows where the vampire's You may now move to Act 1: Infiltrating the Mansion.
mansion is. It is a two hours' journey through the forest, from
her store to the mansion.
I would suggest skipping through the traveling part if you
are playing this as a one-shot since it will save you some time.
Once the adventurers and Alythra arrive at the mansion, read
the following:

Get a full-sized version of this map (plus gridless


and other variants) from Cze & Peku's Patreon.

11
Act 1: Infiltrating the 1. The Entrance Hall
As soon as the adventurers make it inside the mansion, read
Mansion the following.
There are multiple ways to infiltrate the Vampiress's
mansion. There is a front door, but also an unlocked back You manage to get indoors and you immediately notice five
door. Peeking through the windows, the players will see statue busts of different creatures, all dressed up in formal
attire as if they were to attend a Victorian era ball. Along the
candles lighting up the various rooms of the mansion, but no walls, are lit candles held by steel holders. The crimson color
creatures whatsoever. The front door of the mansion is of the carpet perfectly matches the wallpaper and the whole
actually locked and there are a few ways the adventurers place gives off a very eerie and at the same time empty
feeling. The air is cold, even inside the building. Three closed
could go about dealing with the door. doors seem to lead to several sides of the mansion.
Lock-picking the front door requires a successful DC 18
Dexterity check. Lock-picking the door will allow the
party to silently infiltrate the mansion. If the roll fails, the ⦿ ''Sense Undead.'' If there is anyone that can sense
butler Damien is notified of the intrusion and rushes to Undeath, then you should let them know that they do at this
the entrance hall to open the door and attack the party. point, very intensely.
With a successful DC 23 Strength check, a creature can
break the lock holding the door locked. with 30 points of
damage dealt to it, the half-wooden and half-steel door
breaks apart. The butler Damien will rush to the door
after 2 attacks on the door to deal with the intruders.
Using the spell Knock will immediately open the door, but
will make enough noise to alert Damien of the party's
intrusion. Damien will rush to the entrance hall to attack
the party. If asked, Alythra will say that she knows how to
cast the Knock spell.
Some other brilliant way that your players might come up
with and make sense. In any case, make sure you take into
account how much sound the adventurers are making.
If you want to make it easier for the party to have a
direction, have Alythra suggest that they should try the front
door, mentioning that it might be too dangerous to go looking
for a backdoor at a vampire's area since vampires tend to
attract all sorts of dangerous creatures like wolves and bats.
All of the doors inside the mansion are unlocked unless it
is noted that they are not in some of the following room
descriptions. All the outside doors are locked, except for the
one that leads to Room 6. which is also the backdoor that the
players may use as an alternative way to enter the mansion.
If the party decides to go around the back, in the hopes of
finding another way to get inside, they will be attacked as
soon as they enter the mansion's back yard.
🢂 ''Encounter!'' x1 Winter Wolf that was hiding in the
corner of the mansion's back yard and x1 Swarm of Bats that
was resting on the tree in the yard will attack the party at the
same time. No matter how much noise is made during the
encounter, Damien will look at the window and notice the
fight. He will immediately go towards the back door, so that
he may stop the adventurers from going any further into the
mansion.
The party may then try the doors and find that they are all
locked, except for the one that leads to Room 6.

12
If Damien was alerted, then read the following.
Before you are able to notice anything else or even make a
decision on where to go, you hear the sound of someone
running towards you from the northern door of the room.
The door opens abruptly and you see what seems to be a
black haired man with dark brown skin, his eyes glowing red
and his hands held up to his chest.
He is wearing a crimson suit and he seems quite angry. He
yells, "who daaaaaaaaaares break into this plaaaaaaaaaace?!"

🢂 ''Encounter!'' Damien, Rachel's butler is a loyal Vampire


Spawn who serves his mistress and guards the mansion at all
times, night and day. He is a formidable opponent but will try
to flee from combat if he drops below 1/3 of his HP.
⦿ ''History.'' A successful DC 16 History check will allow
someone to identify some of the statue busts. They are old 4. Guest Room
nobles of the land, some actually known to have been Once the adventurers enter this room, read the following.
sentenced to death after it was found that they are vampires.
You could either include an important NPC's name from your
campaign here or mention that the statues are of members of Yet another small room, this time with a bookcase filled with
old novels and a bed, all tidied up. The room seems more like
the Von Sid family. a guest room rather than any chamber of importance.

The Von Sid family is a family that is soon to be revealed in The room has a bookcase to the left that acts as a secret
an upcoming Kelfecil's Tales adventure that is set in the doorway to one room, the cellar of the mansion. The only way
Starlight Chronicles campaign setting. to open the secret doorway is by reciting Rachel's favorite
poem:
2. Waiting Room
Once the adventurers enter this room, read the following. She wanted the blood
of the red flower bud
Perhaps in death she would return her love
You find yourselves inside a small room with two armchairs
and a sofa, all dressed in bright red textiles. The room sees to
the outside of the mansion through a large window that is The cellar has a variety of wine bottles but most importantly,
half-covered by long crimson drapes. Other than that, the
room seems empty. it has x6 more bottles of The Lady's Blood.

This room is indeed empty and has nothing of interest. 5. Dining Hall
Once the adventurers enter this room, read the following.
3. Small Kitchen Area
You enter what seems to be a dining room with a large table,
Once the adventurers enter this room, read the following. extending from one of the room to the other. Decorative
items are seen at the corners of the room, vases and what
seems to be dead plants. The table is empty, but the chairs
A small room, filled with few kitchenware. You hear Alythra seem to be in a position that would suggest that they were
say, "I guess, even vampires need to season and prepare their left this way by someone that was in a hurry.
food..."

You may place random kitchenware items here if you want to This room is haunted and in some ways enchanted so that
for the adventurers to pick up, but the only item of value that the Countess Rachel Von Eaton may talk with dead spirits.
they can find here is an old wine bottle. She does so with the help of a Necromancer.
In terms of the Starlight Chronicles setting, the room is
''History.'' A successful DC 17 History check will allow enchanted in a way that a Fate-Weaver sorcerer is able to see
⦿
someone to recognize the bottle as a very rare pinot noir, The the threads of fate much more clearly.
Lady's Blood. This type of wine was brewed five centuries ago ''Investigation.'' A successful DC 14 Investigation check
and it is regarded as the drink of nobles. Each bottle can ⦿
will allow anyone to find that there are stains of wine on the
fetch a selling price of 500 gold pieces. On a failed roll, the crimson cloth covering the dining table. What is more
adventurers think of the wine as just another average wine curious, is that the stains are still wet and the wine seems to
bottle. It is also very likely that if they try to sell the bottle, if be constantly dripping on the edge of the table, on to the
the merchant recognizes the wine and sees that the carpet below.
adventurers do not, the players will be swindled price-wise.
In terms of the Starlight Chronicles setting, the wine bottle is
before the Astral Conflict took place.
13
🢂 ''Encounter!'' If anyone moves any of the items in the 7. The Dead Garden
dining hall, they will be disturbing the enchanted state of the Once the adventurers enter this room, read the following.
room and in turn the unseen spirits that lurk within it. As
soon as that happens, x3 Specters will appear and attack the As you walk inside this room, you notice the glass ceiling and
adventurers. The specters spawn wherever you want them to immediately understand that this is a small greenhouse. A
in the room. preserved garden that, although it has the perfect
atmosphere to help plants of all sorts grow, it seems like it is
not doing its job. That is because, all of the plants around
6. The Main Kitchen you, look very much withered and dead.

Once the adventurers enter this room, read the following. The door that leads to the yard is locked and can be unlocked
from the inside if the adventurers wish to do so.
You find yourselves in a simple kitchen, filled with mostly
clean plates and pots. In the middle, there is a table with an
apple basket on top of it. The apples seem to be bright red in ⦿ ''Investigation.'' A successful DC 17 Investigation check
color. will allow anyone to find a rose that glows with a dim pink
color, buried in one of the flower pots. Parts of its petals are
If anyone tries out the apples, they find that they taste very somewhat visible, which is why someone would notice it in
delicious and are not magical in any way whatsoever. They the first place. This the Rose of the Valley.
are simple apples. Not everything needs to be magical.
⦿ ''Investigation.'' A successful DC 16 Investigation check
will allow anyone to find what seems to be a small potion
behind the big keg at the southeast corner of the kitchen.
Rose of the Valley
The door to the east is locked. If the adventurers do decide A beautiful pink rose that is a very rare find in the
they really want to go inside that room, then they will find valley to the south. It is said that these roses only
that there is nothing of interest in that room except for some grow in the sacred place where a Starlight Knight is
supplies. Plenty of fruit and some average quality red wine. buried.
It's a storage room. Use (1): You may hold the flower and say the name
of a creature. No matter what time of the day it is, a
star will shine very bright in the sky and it will shed a
Small Vampire Potion beam of light towards the location of the creature.
The liquid inside the potion is of bright red color and
it smells like fresh blood. The truth is that, it is blood.
However, it can have a magical effect on a creature
that would consume it.
Consume: When consumed, the potion makes a
creature feel rejuvenated, healing for 2d12 points of
damage. On top of that, the creature's senses are
heightened for the next 5 minutes allowing for certain
ability checks to be rolled with advantage (at the GM's
discretion).

14
8. The Corridor The Night Spawns attack in a specific order on their turn and
This is where Damien will be at when the adventurers first each time they do, they play the sound of the same chord
try to break into the mansion. There is nothing unique or sequence that the organ played when they spawned.
special about the corridor, except for the part that there is a Whenever a Night Spawn is defeated, it does not get
staircase that leads to the second floor of the mansion. destroyed, but instead it lingers in place in an incorporeal
The way to the second floor (marked B. on the map) form, idle but still making the same sound that it did
seems to be blocked by a large wooden door that is locked at whenever it is the monsters' order in initiative. Once all four
the top of the staircase. are defeated, they will still make the same sound every 15
seconds for another full minute.
The upper floor of the mansion has a few extra things to
explore and takes place on a completely different map. Those 🢂 ''Puzzle!'' The adventurers will have to play the chord
things however, are not necessary to make the adventure feel sequence on the organ. The sequence is the one that they
complete so they were not added here. If you wish to explore heard the instrument and the Night Spawns make. If you are
those extra things, then an extended version of this adventure playing this with the special audio provided for the adventure,
is available exclusively for Kelfecil's Tales' Patreon supporters then you should request that one of the players sings or hums
or Rachel's Patreon supporters! the chord sequence before they try to make a Performance
check for their character to play it on the instrument.
When the adventurers enter Room 9. then proceed to Act 2: You can make this puzzle even harder by having the Night
Melody of Death. Spawns resurrect if the sequence played or hummed is
wrong and the only way the players can dispel the magical
Act 2: Melody of Death barrier is by killing the Night Spawns in the correct order
that they make the sound for the chord sequence.
9. The Study Room
McRoMusic has prepared a dedicated file for you to play
Once the adventurers enter this room, read the following. when this scene with the organ sounds starts. There is a file
which will let you play the chord sequence at the start and at
You enter what seems to be a larger room, bookcases on the end of the encounter. There is also a file that plays the
your right and left, books all over the place. What gets your
attention right away though, is the magnificent and unique sound that the Night Spawns make whenever they attack all
looking church organ at the northern part of the room. The together.
Wind Pipes in the color of ivory and the keys of the If you are not playing with the audio files provided, then you
instrument seemingly filled with markings that show its old
age. can simplify this puzzle by asking for a Performance roll once
the players have figured out what they need to do.
This is a good place to add extra lore if you want to. If the If the adventurers do not interact with the organ at all, then
players start investigating some of the books around them, feel free to activate the encounter yourself by having the
they can find all sorts of information about people of note in whole sound start playing out of nowhere.
your campaign. It is up to the GM's discretion as to how As soon as the puzzle with the Church Organ is solved,
much information can be gathered. then Alythra will mention that she can feel that the barrier is
In the case that you are playing this in the Starlight dispelled. The party may move to the chapel for the final
Chronicles campaign setting, then the players will find a bit of confrontation in Act 3: Still-Beating Heart.
information on vampires and the old world.
In any case, Alythra will stop the adventurers from fooling
around and will tell them that they need to quickly find a way
to access the chapel before it is too late.

⦿ ''Detect Magic.'' If anyone casts Detect Magic in this


room, they will realize that the church organ (marked B. on
the map) is actually connected to some sort of magic that
helps keep the barrier around the chapel active. If nobody
detects it, then feel free to have Alythra tell the adventurers
that she can sense a connection between the organ and the
chapel's magical barrier.
🢂 ''Encounter!'' If someone touches the church organ, then
some of the pipes will start resonating and some chords will
be heard. Specifically, a series of 5 chords. Explain to the
players how they notice that some of the keys on the piano
are magically being pressed. In that moment, x4 Night
Spawns will come out of the pipes of the instrument and soar
through the air towards the adventurers, trying to attack
them.

15
As soon as you describe this, mention that Alythra will rush
In the study room, the adventurers will also notice a painting forward before everyone else and yell at the vampire. What
of a vampiress biting what seems to be a red-haired knight. follows is somewhat of a small dialogue between Alythra and
You could have Alythra point out that the knight in the picture the vampiress Rachel. Think of it as a very short cutscene
looks like Vivienne. The truth behind the painting is that that will give the players some narrative context.
Vivienne had the painting made a couple months ago and (If any player wants to interrupt and be involved in the
then gave it to Rachel as a thank you for her efforts in discussion, feel free to provide extra context, based on what
preparing the upcoming blood ritual. you want the NPCs to share with the adventurers.)
Below the painting, the adventurers can read a poem that
is written in common. Alythra: "You took her away from me! You monster! I see
what you are trying to do! I have come to end your evil ritual!
She wanted the blood Rachel: "The little witch comes to the knight's rescue. HA!
of the red flower bud Foolish fate-weaver! Despite your ability to see glimspes of
Perhaps in death she would return her love the future, you were incapable of noticing who Vivienne's
heart really beats for! Has your lust blinded you so much?"
Alythra: "She loved you once, but that does not give you the
It is the same poem that needs to be recited in order to open right to condemn her to an eternal and painful life like yours!"
the secret pathway to the cellar that is hidden behind the Rachel: "You think I am forcing her to do this? You are
bookcase in the guest room. mistaken, little witch. She agreed to this!"
Alythra: "Lies! I will never believe someone whose heart is
not even beating anymore!"
Rachel: "My heart... may beat slower... but it loves LONGER!"

As soon as Rachel says that in a louder voice, she will show


her teeth and lunge towards the witch to attack her.
🢂 ''Encounter!'' The outcome of the fight between the
Countess Rachel Von Eaton and Alythra can go either way,
depending on who the players decide to side with. The
outcome of this conflict, is explained in the Epilogue.
The encounter against the Vampiress is quite a difficult one
and will require a lot of cooperation and correct tactics. Feel
free to make this easier or harder, depending on how well you
want your players to do. Ending this encounter with the
adventurers beaten but not killed, is also an option that can
have interesting repercussions to the narrative, so do not feel
afraid to make it difficult.
Throughout the fight, the Vampiress Rachel will be able to
use her abilities to make things difficult for the adventurers.
Make sure you read through the page which has the
Vampiress's stat block carefully so that you may understand
how to play out the final encounter.
Regional Effects
The region surrounding a vampire's lair is warped by the
creature's unnatural presence, creating any of the following
effects:
Act 3: Still-Loving Heart There's a noticeable increase in the populations of bats,
rats, and wolves in the region.
10. The Chapel of Blood Plants within 500 feet of the lair wither, and their stems
The party will go outside the chapel and as soon as its big and branches become twisted and thorny.
wooden door is pushed open, you may read the following. Shadows cast within 500 feet of the lair seem abnormally
gaunt and sometimes move as though alive.
You see before you, what seems to be quite the sight. A small
A creeping fog clings to the ground within 500 feet of the
chapel, fully lit by candlelight that hangs on the walls on the vampire's lair. The fog occasionally takes eerie forms, such
sides. Drenched in a crimson and yellow-ish light, you as grasping claws and writhing serpents.
immediately notice ghost-like forms sitting at the benches all
across the chamber, all looking forward. They are all staring at
what seems to be a well-dressed woman with black hair,
standing at the middle of the chapel's larger opening in the If the vampire is destroyed, these effects end after 2d6 days.
back.
She seems to be standing on top of a red haired knight's
body.
16
Epilogue If Alythra is defeated
As soon as the encounter with Countess Rachel is over, based Rachel will spare Alythra and the party's lives and will
on the outcome of it, the following will happen. continue with finishing the ritual in front of them. Read the
following.
If Rachel was defeated You watch, helpless, as the vampiress continues the ritual
Alythra will spare her life and will look down at her with a she was performing. She is now standing over the body of
disappointing look. She will then rush to the knight that is the unconscious knight and begins chanting in a language
that you do not comprehend. A minute later, she exposes her
lying flat on her back at the chapel's altar. The following neck and leans down close to the knight's mouth. The knight,
dialogue will take place: suddenly lifts her head, grabs the vampiress's hair and pulls
her forward to bite her neck. She does so and stays there for
at least five seconds, sucking the blood out of the
Alythra: "Are you alright my dear? Are you able to stand up?" vampiress's veins.

Vivienne: "Alythra? Is that you? What are you doing here? The vampiress, falls backwards, trying to find her balance and
softly says "it is done..." Shortly after, you see the knight
Alythra: "Do not worry fair knight, you are safe now... I dealt stand up, with a now pale look on her face and her eyes wide
with the cold vampiress that sought to take your mortality." open.

Vivienne: "But... Alythra... you do not understand... I wanted She turns to Rachel and says "thank you... my love..."
this... I love her..."
Just like the ending for if Rachel was defeated, I left this part
As much as I would like to continue the dialogue between the open-ended so that you may decide for yourself what the
two NPCs here, one of my favorite things about RPGs is the reactions of each of the main NPCs will be for this outcome
fact that the GM is always free to improvise and build on the of the story.
stories that they are playing or creating. It is up to you to
decide what the characters' reactions will be from here A more defining conclusion
onwards. You could end the one-shot with the following poem:
The night gave way to the sun
and the dark was finally undone
Last night's revelations
Are now nothing but the past's illustrations
Love is painful and love is blind
But longing for it, can be just as unkind
Let these stories, these fairy tales be
As vampires, witches and knights all now knee
Before the glory of love
Eternally

Extended Variant
This entire module is more than enough to run a full one-shot
adventure. If you would like to get a bit more out of it though,
then you can find the slightly extended version that is
exclusively available for Kelfecil's Tales' Patreon supporters
or Rachel's Patreon supporters!_
The Maps
The beautiful maps by Cze & Peku can be found without GM
Notes at the following links:
1st map; Vampire Mansion

For more variants and gridless versions, make sure you


check out Cze & Peku's Patreon page.

17
Swarm of Bats
Appendix A: Monsters Medium swarm of Tiny beasts, unaligned
If you are looking to populate your adventures with more Armor Class 12
monsters and creatures from the world that Kelfecil's Tales Hit Points 22 (5d8)
takes place in, then make sure you check out the free Speed 0 ft., fly 30 ft.
supplement Of Starlight and Void supplement.
STR DEX CON INT WIS CHA
Winter Wolf 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
Large monstrosity, neutral evil
Damage Resistances bludgeoning, piercing, slashing
Armor Class 13 (natural armor) Condition Immunities charmed, frightened, grappled,
Hit Points 75 (10d10 + 20) paralyzed, petrified, prone, restrained, stunned
Speed 50 ft. Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1) Echolocation. The swarm can't use its blindsight while
deafened.
Skills Perception +5, Stealth +3
Damage Immunities cold Keen Hearing. The swarm has advantage on Wisdom
Senses passive Perception 15 (Perception) checks that rely on hearing.
Languages Common, Giant, Winter Wolf Swarm. The swarm can occupy another creature's space
Challenge 3 (700 XP) and vice versa, and the swarm can move through any
opening large enough for a Tiny bat. The swarm can't
Keen Hearing and Smell. The wolf has advantage on regain hit points or gain temporary hit points.
Wisdom (Perception) checks that rely on hearing or
smell. Actions
Pack Tactics. The wolf has advantage on an attack roll Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
against a creature if at least one of the wolf's allies is creature in the swarm's space. Hit: 5 (2d4) piercing
within 5 ft. of the creature and the ally isn't damage, or 2 (1d4) piercing damage if the swarm has
incapacitated. half of its hit points or fewer.
Snow Camouflage. The wolf has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
Cold Breath (Recharge 5-6). The wolf exhales a blast of
freezing wind in a 15-foot cone. Each creature in that
area must make a DC 12 Dexterity saving throw, taking
18 (4d8) cold damage on a failed save, or half as much
damage on a successful one.

Get more beautiful art,


tokens and printable minis
from Printable Heroes.

18
Specter Damien, Vampire Spawn
Medium undead, chaotic evil Medium undead, neutral evil

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 22 (5d8) Hit Points 60 (11d8 + 11)
Speed 0 ft., fly 50 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Damage Resistances acid, cold, fire, lightning, thunder; Saving Throws Dex +6, Wis +3
bludgeoning, piercing, and slashing from nonmagical Skills Perception +3, Stealth +6
weapons Damage Resistances necrotic; bludgeoning, piercing, and
Damage Immunities necrotic, poison slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, grappled, Senses darkvision 60 ft., passive Perception 13
paralyzed, petrified, poisoned, prone, restrained, Languages the languages it knew in life
unconscious Challenge 4 (1,100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but Regeneration. The vampire regains 4 hit points at the
can't speak start of its turn if it has at least 1 hit point and isn't in
Challenge 1 (200 XP) sunlight or running water. If the vampire takes radiant
damage or damage from holy water, this trait doesn't
Incorporeal Movement. The specter can move through function at the start of the vampire's next turn.
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn Spider Climb. The vampire can climb difficult surfaces,
inside an object. including upside down on ceilings, without needing to
make an ability check.
Sunlight Sensitivity. While in sunlight, the specter has Vampire Weaknesses. The vampire has the following
disadvantage on attack rolls, as well as on Wisdom flaws:
(Perception) checks that rely on sight.     Forbiddance. The vampire can't enter a residence
without an invitation from one of the occupants.
Actions     Harmed by Running Water. The vampire takes 20 acid
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one damage when it ends its turn in running water.
creature. Hit: 10 (3d6) necrotic damage. The target     Stake to the Heart. The vampire is destroyed if a
must succeed on a DC 10 Constitution saving throw or piercing weapon made of wood is driven into its heart
its hit point maximum is reduced by an amount equal to while it is incapacitated in its resting place.
the damage taken. This reduction lasts until the creature     Sunlight Hypersensitivity. The vampire takes 20
finishes a long rest. The target dies if this effect reduces radiant damage when it starts its turn in sunlight. While
its hit point maximum to 0. in sunlight, it has disadvantage on attack rolls and ability
checks.

Actions
Multiattack. The vampire makes two attacks, only one of
which can be a bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 3 (1d6)
piercing damage plus 3 (1d6) necrotic damage. The
target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the vampire
regains hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (2d4 + 1) slashing damage. Instead of
dealing damage, the vampire can grapple the target
(escape DC 13).

19
Night Spawn
Small elemental, chaotic evil

Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)

Skills Perception +2, Stealth +3


Damage Vulnerabilities bludgeoning
Damage Immunities necrotic
Condition Immunities
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 1/2 (100 XP)

Death Burst. When the Night Spawn dies, it explodes in a


burst of necrotic energy. Each creature within 5 ft. of it
must make a DC 10 Dexterity saving throw, taking 4
(1d8) necrotic damage on a failed save, or half as much
damage on a successful one.
False Appearance. While the Night Spawn remains
motionless, it is indistinguishable from any location
shrouded in darkness.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)
necrotic damage.
Necrotic Breath (Recharge 6). The Night Spawn exhales a
15-foot cone of necrotic air. Each creature in that area
must succeed on a DC 10 Dexterity saving throw, taking
5 (2d4) necrotic damage on a failed save, or half as
much damage on a successful one.

20
The New Spells
Alythra Nightsinger *The extra Starlight spells are described below or can be
Medium humanoid Half-Elf, lawful good found in the available for free Of Starlight and Void
supplement.
Armor Class 12 (15 with mage armor)
Hit Points 67 (10d8 + 20) Illuminate
Speed 30 ft. Evocation cantrip
Casting Time: 1 action
STR DEX CON INT WIS CHA Range: 10 feet
Components: V, S, L*
9 (-1) 14 (+2) 11 (+0) 15 (+2) 14 (+2) 16 (+3) Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Saving Throws Int +5, Wis +5
Skills Arcana +5, History +4 You release a cloud of shimmering gas at a creature you can
Senses passive Perception 11 see within range. The creature must succeed on a
Languages Common, Elvish, Celestial, Primordial Constitution saving throw or take 1d8 radiant damage, and
Challenge 3 (700 XP) has disadvantage on Dexterity (Stealth) checks and can't
benefit from being invisible until the start of your next turn.
Talented Fate-Weaver. Alythra is a 4th level Fate-Weaver This spell's damage increases by 1d8 when you reach 5th
(Sorcerer subclass) that uses crystallomancy to read level (2d8), 11th level (3d8), and 17th level (4d8).
through the threads of fate. Because of her talent as a Original spell found in All the Lights in the Sky are Stars
fate-weaver, she has access to the skills Eternity's Loom (ATLAS) by Haven.
and A Sealed Fate.
Crystallomancy. Once per day, Alythra may use her crystal Read Stars
orb to gaze into what the future may hold. This is up to Cantrip Starlight
the GM to use and interpet. Casting Time: 1 action
Eternity's Loom. Alythra has access Sorcerer Starlight Range: Touch
spells. Components: V
Duration: Instantaneous
A Sealed Fate. Alythra's hands illuminate every time she
casts a Starlight spell. Once per day, she is able to force
Classes: Druid, Sorcerer
someone to reroll a Saving Throw. This cannot be used You discern how a creature you touch is tied to the threads
on herself. This is normally unlocked at 6th level for a of fate held in the stars. You immediately learn what month
Fate-Weaver. and year the creature was born.
Spellcasting. Alythra is a 7th-level spellcaster. Her This is different from the kind of Fate reading that the Fate
spellcasting ability is Charisma (spell save DC 13, +3 to Weaver can do. The various Fate reading methods that the
hit with spell attacks). Alythra has the following wizard Fate Weaver subclass has allow for the character to learn
spells prepared: different things and go way more into detail than this spell
Cantrips (at will): fire bolt, illuminate, mage hand,
does.
prestidigitation
Original idea by Pastordontplay.
1st level (4 slots): detect magic, mage armor, align stars,
starlight shroud Starlight Shroud
2nd level (3 slots): misty step, knock 1st-level abjuration
3rd level (2 slots): counterspell, fireball Casting Time: 1 action
Range: Self
Actions Components: V, S, L*
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Duration: 10 minutes
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer,
2) piercing damage. Warlock, Wizard)
Ghostly starlight surrounds your body, casting bright light in
a 10-foot radius and dim light for an additional 10 feet. The
first time you take damage after casting this spell, the
starlight explodes outward and the spell ends. Each creature
within 10 feet of you, other than you, must make a Dexterity
saving throw, taking 2d10 radiant damage on a failed save, or
half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st.
Original spell found in All the Lights in the Sky are Stars
(ATLAS) by Haven.

21
Countess Rachel Von Spider Climb. Rachel can climb difficult surfaces, including
upside down on ceilings, without needing to make an
Eaton (Weakened) ability check.
Medium undead (shapechanger), lawful evil Vampire Weaknesses. Rachel has the following flaws:
    Forbiddance. Rachel can't enter a residence without an
Armor Class 16 (natural armor) invitation from one of the occupants.
Hit Points 72 (8d8 + 58)     Harmed by Running Water. Rachel takes 20 acid
Speed 30 ft. damage if it ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood
is driven into Rachel's heart while Rachel is incapacitated
STR DEX CON INT WIS CHA
in its resting place, Rachel is paralyzed until the stake is
16 (+3) 16 (+3) 16 (+3) 15 (+2) 13 (+1) 16 (+3) removed.
    Sunlight Hypersensitivity. Rachel takes 20 radiant
Saving Throws Dex +5, Wis +4, Cha +5 damage when it starts its turn in sunlight. While in
Skills Perception +3, Stealth +5 sunlight, it has disadvantage on attack rolls and ability
Damage Resistances necrotic; bludgeoning, piercing, and checks.
slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 14 Actions
Languages the languages it knew in life Multiattack (Vampire Form Only). Rachel makes two
Challenge 5 (1,800 XP) attacks, only one of which can be a bite attack.

Shapechanger. If Rachel isn't in sun light or running water, Unarmed Strike (Vampire Form Only). Melee Weapon
it can use its action to polymorph into a Tiny bat or a Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 +
Medium cloud of mist, or back into its true form. 2) bludgeoning damage. Instead of dealing damage,
    While in bat form, Rachel can't speak, its walking speed Rachel can grapple the target (escape DC 18).
is 5 feet, and it has a flying speed of 30 feet. Its statistics, Bite (Bat or Vampire Form Only). Melee Weapon Attack: +5
other than its size and speed, are unchanged. Anything it to hit, reach 5 ft., one willing creature, or a creature that is
is wearing transforms with it, but nothing it is carrying grappled by Rachel, incapacitated, or restrained. Hit: 5
does. It reverts to its true form if it dies. (1d6 + 2) piercing damage plus 5 (2d6) necrotic damage.
    While in mist form, Rachel can't take any actions, The target's hit point maximum is reduced by an amount
speak, or manipulate objects. It is weightless, has a flying equal to the necrotic damage taken, and Rachel regains
speed of 20 feet, can hover, and can enter a hostile hit points equal to that amount. The reduction lasts until
creature's space and stop there. In addition, if air can pass the target finishes a long rest. The target dies if this effect
through a space, the mist can do so without squeezing, reduces its hit point maximum to 0. A humanoid slain in
and it can't pass through water. It has advantage on this way and then buried in the ground rises the following
Strength, Dexterity, and Constitution saving throws, and it night as a vampire spawn under Rachel's control.
is immune to all nonmagical damage, except the damage
it takes from sunlight. Charm. Rachel targets one humanoid it can see within 30
ft. of it. If the target can see Rachel, the target must
Misty Escape. When it drops to 0 hit points outside its succeed on a DC 15 Wisdom saving throw against this
resting place, Rachel transforms into a cloud of mist (as magic or be charmed by Rachel. The charmed target
in the Shapechanger trait) instead of falling unconscious, regards Rachel as a trusted friend to be heeded and
provided that it isn't in sunlight or running water. If it protected. Although the target isn't under Rachel's
can't transform, it is destroyed. control, it takes Rachel's requests or actions in the most
    While it has 0 hit points in mist form, it can't revert to favorable way it can, and it is a willing target for Rachel's
its vampire form, and it must reach its resting place bite attack.
within 2 hours or be destroyed. Once in its resting place,     Each time Rachel or Rachel's companions do anything
it reverts to its vampire form. It is then paralyzed until it harmful to the target, it can repeat the saving throw,
regains at least 1 hit point. After spending 1 hour in its ending the effect on itself on a success. Otherwise, the
resting place with 0 hit points, it regains 1 hit point. effect lasts 24 hours or until Rachel is destroyed, is on a
different plane of existence than the target, or takes a
Regeneration. Rachel regains 10 hit points at the start of
bonus action to end the effect.
its turn if it has at least 1 hit point and isn't in sunlight or
running water. If Rachel takes radiant damage or damage Children of the Night (1/Day). Rachel magically calls 1d4
from holy water, this trait doesn't function at the start of swarms of bats or rats, provided that the sun isn't up.
Rachel's next turn. While outdoors, Rachel can call 2d6 wolves instead. The
called creatures arrive in 1d4 rounds, acting as allies of
Weakened. Rachel is
Rachel and obeying its spoken commands. The beasts
remain for 1 hour, until Rachel dies, or until Rachel
dismisses them as a bonus action.

22
Paladin: Oath of Stars Fury of Ukko. 3/day. As a bonus action, you may focus on
This is an extra section that I really wanted to include in this harnessing the powers of Starlight Magic all around you to
module, since a lot of people have been asking for this ever empower your next spell, attack or action. The effect can vary
since I made my first release with Rachel's artwork. This is based on your level. It is up to the GM's discretion for actions
the Starlight Knight subclass. and spells but when it comes to attacks and spells, you can
The Oath of Stars binds a paladin to a life of absolute follow the table below.
dedication towards the Astral Siblings. Ukko and Umi never Level Effect
reveal themselves to mortals unless it is necessary, so when it 3rd +1d6 starlight/radiant damage on hit
comes to a paladin being contacted by one of the two deities,
it is considered a huge blessing and honor. 5th +2 to hit and +1d6 starlight/radiant damage on hit
A paladin who wishes to become a Starlight Knight must 9th +2 to hit and +2d6 starlight/radiant damage on hit
dedicate themselves to a life of righteousness and justice. In
many cases, this can be translated in different ways. Not 14th +4 to hit and +2d6 starlight/radiant damage on hit
every Starlight Knight has the same understanding of justice 17th +5 to hit and +3d6 starlight/radiant damage on hit
but all of them are of a good alignment.
Unlike other Oaths, the Oath of Stars allows the paladin to Aura of Starlight
empower themselves with Starlight magic so that they may Starting at 7th level, you have proven worthy of being one of
face danger but also avoid it. The most important thing that the few blessed Starlight Knights and for that, Ukko blesses
the deities expected from a Starlight Knight is complete faith you with an aura of protection.
in them and their will to be followed whenever they have a You may cast Disguise Self at will, without expending any
task for the starlight-blessed paladin. It is quite rare for Umi spell slots and without having to move or speak. You
or Ukko to ask something of a Starlight Knight and it is magically make yourself shift form as the stars disguise you
usually Ukko that will visit an oath-bound paladin for and give you a new appearance.
something. You also emanate an aura while you are not incapacitated.
You and any creatures within 10 feet are granted resistance
Oath Spells to the first radiant and necrotic damage they will take in
You gain oath spells at the paladin levels listed in the table combat. This effect refreshes after a long rest.
below. At 18th level, the range of this aura increases to 30 feet.
Level Spells
3rd Starlight Shroud, Expeditious Retreat
5th Stardust, Ultraviolet
9th Guiding Light, Fly
14th Far Sight, Greater Invisibility
17th Golden Glow, Planar Binding

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Starlight Infusion. 1/day. As an action, you can imbue one
weapon you are holding with Starlight Magic using your
Channel Divinity. This effect lasts for 2 minute or until you
are no longer wielding the weapon. The effects of this
infusion vary based on various conditions:
Bright Your weapon emits bright yellow light in a 30-
Sunlight foot radius and dim light 10 feet beyond that.
You gain a +2 to all of your attack rolls.
Dim As above but all values are halved.
Sunlight
Clear Your weapon emits dim white light in a 20-
Moonlight foot radius. You gain +2 to all of your saving
rolls while wielding this weapon.
Dim As above but all values are halved.
Moonlight
Darkness Your weapon takes the color of the night-sky,
with stars shining dimly on it. You gain +1 to
your AC while holding this weapon.
23
The Cosmos Endures
Starting at 15th level, you understand that the only thing
that is eternal is the cosmic bodies that the Astral Siblings
created themselves. You understand what it means to be one
with the essence of Starlight Magic around you.
You gain a permanent +1 to your AC and the following
effects.
Sunlight As a reaction, you may strike a creature that
enters or exits your melee range with 1d6
radiant damage
Moonlight As a reaction, you may strike a creature that
enters or exits your melee range with 1d6
force damage
Darkness As a reaction, you may strike a creature that
enters or exits your melee range with 1d4
force damage

Champion of the Stars


Starting at 20th level, you learn have proven yourself as the
true champion of Ukko, the Sun God. He and Umi both are so
proud of you that they have decided to bless you even more.
You understand everything about the essence of Starlight
Magic around you, allowing you to learn one new Starlight
Wizard spell every month. You may cast that spell with same
requirements a wizard would and only once a week.
In addition to that, you also gain the following bonuses:
You may cast invisibility as a reaction after being hit by an
attack or a spell.
As a bonus action, you may once a day make your Aura of
Starlight radiate intensely, harming any targets of your
choice that are within its radius. The aura deals 3d6
points of radiant damage to anyone who enters the aura's
radius or starts their turn in it.
At the start of your turn, you may force any targets of your
choice in your Aura's radius to roll a Wisdom saving throw
and be blinded on a failed roll.
The Of Starlight and Void supplement has information for:
Ukko and Umi as deities
All the Starlight spells
Other subclasses that are relevant to the Starlight Knight

24
6. Notice of License Copyright: You must update the
OPEN GAME LICENSE COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game
Version 1.0a Content You are copying, modifying or distributing, and You
The following text is the property of Wizards of the Coast, Inc. must add the title, the copyright date, and the copyright
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All holder’s name to the COPYRIGHT NOTICE of any original
Rights Reserved. Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
1. Definitions: (a)”Contributors” means the copyright and/or Identity, including as an indication as to compatibility, except
trademark owners who have contributed Open Game Content; as expressly licensed in another, independent Agreement with
(b)”Derivative Material” means copyrighted material including the owner of each element of that Product Identity. You agree
derivative works and translations (including into other not to indicate compatibility or coadaptability with any
computer languages), potation, modification, correction, Trademark or Registered Trademark in conjunction with a
addition, extension, upgrade, improvement, compilation, work containing Open Game Content except as expressly
abridgment or other forms in which an existing work may be licensed in another, independent Agreement with the owner of
recast, transformed or adapted; (c) “Distribute” means to such Trademark or Registered Trademark. The use of any
reproduce, license, rent, lease, sell, broadcast, publicly display, Product Identity in Open Game Content does not constitute a
transmit or otherwise distribute; (d)”Open Game Content” challenge to the ownership of that Product Identity. The owner
means the game mechanic and includes the methods, of any Product Identity used in Open Game Content shall
procedures, processes and routines to the extent such content retain all rights, title, and interest in and to that Product
does not embody the Product Identity and is an enhancement Identity.
over the prior art and any additional content clearly identified 8. Identification: If you distribute Open Game Content You must
as Open Game Content by the Contributor, and means any clearly indicate which portions of the work that you are
work covered by this License, including translations and distributing are Open Game Content.
derivative works under copyright law, but specifically excludes 9. Updating the License: Wizards or its designated Agents may
Product Identity. (e) “Product Identity” means product and publish updated versions of this License. You may use any
product line names, logos and identifying marks including authorized version of this License to copy, modify and
trade dress; artifacts; creatures characters; stories, storylines, distribute any Open Game Content originally distributed
plots, thematic elements, dialogue, incidents, language, under any version of this License.
artwork, symbols, designs, depictions, likenesses, formats, 10. Copy of this License: You MUST include a copy of this License
poses, concepts, themes and graphics, photographic and other with every copy of the Open Game Content You Distribute.
visual or audio representations; names and descriptions of 11. Use of Contributor Credits: You may not market or advertise
characters, spells, enchantments, personalities, teams, the Open Game Content using the name of any Contributor
personas, likenesses and special abilities; places, locations, unless You have written permission from the Contributor to do
environments, creatures, equipment, magical or supernatural so.
abilities or effects, logos, symbols, or graphic designs; and any 12. Inability to Comply: If it is impossible for You to comply with
other trademark or registered trademark clearly identified as any of the terms of this License with respect to some or all of
Product identity by the owner of the Product Identity, and the Open Game Content due to statute, judicial order, or
which specifically excludes the Open Game Content; (f) governmental regulation then You may not Use any Open
“Trademark” means the logos, names, mark, sign, motto, Game Material so affected.
designs that are used by a Contributor to identify itself or its 13. Termination: This License will terminate automatically if You
products or the associated products contributed to the Open fail to comply with all terms herein and fail to cure such
Game License by the Contributor (g) “Use”, “Used” or “Using” breach within 30 days of becoming aware of the breach. All
means to use, Distribute, copy, edit, format, modify, translate sublicenses shall survive the termination of this License.
and otherwise create Derivative Material of Open Game 14. Reformation: If any provision of this License is held to be
Content. (h) “You” or “Your” means the licensee in terms of unenforceable, such provision shall be reformed only to the
this agreement. extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2. The License: This License applies to any Open Game Content 2000, Wizards of the Coast, LLC.
that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You System Reference Document 5.0 Copyright 2016, Wizards of
must affix such a notice to any Open Game Content that you the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Use. No terms may be added to or subtracted from this Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
License except as described by the License itself. No other Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
terms or conditions may be applied to any Open Game based on original material by E.Gary Gygax and Dave Arneson.
Content distributed using this License. Kraken Beach Scavengers: Copyright 2020, Hamrick Brands,
3. Offer and Acceptance: By Using the Open Game Content You LLC
indicate Your acceptance of the terms of this License. END OF LICENSE
4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have suɝcient rights to grant the rights conveyed by
this License

25
Afterword If you would like to support me with my adventure
writing, I have set up a Patreon. Patrons get access
Thank you for taking the time to download, read and to various exclusives! I release content like:
maybe even play this module. Every story I write, every ▷ FREE Monthly big Art-venture modules
character I create, every comment you leave on my ▷ Exclusive Supplement for each Art-venture
posts, every piece of feedback I receive, everything is
motivating me to write more. I am loving every ▷ FREE Supplement that is updated monthly
moment I put into this and I have all of you to thank for
this. Thank you for your support. ▷ FREE Weekly short Adventure module
▷ Exclusive Variant for each free Adventure
I would like to thank the featured artist, Rachel Eaton ▷ Exclusive Adventures
once again and wish her a happy birthday. She is an
absolutely fantastic and extremely kind person that I ▷ FREE and Exclusive Interactive Gamebooks
am lucky to have had the chance to work with for my
adventure writing. I wish you all the best in your life Find all of Kelfecil's Tales published content here!
and your career as an artist.

Do not forget to also visit:


Cze & Peku - for beautiful maps
Printable Heroes - for amazing printable minis
McRoMusic - for tabletop music

You might also like