The adventure ahead

Campaign Overview

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A classic horror adventure for level 2 adventurers. The village of Ravenmoor lies under a creeping curse: villagers vanish on moonless nights, and the dead do not rest. The source is a vampire who has claimed the ruined castle above the valley. The party must cross the haunted wilds, breach the castle's defenses, and destroy the vampire before the village is bled dry. But this vampire is only a servant — destroying it reveals the first hints of a far greater darkness stirring in the world.

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Player Handout

Ravenmoor was a quiet farming village until the nights grew long. First the livestock died, drained of blood. Then people began to vanish — the miller's daughter, two shepherds, the old priest. The village council has pooled a reward of 200 gold pieces for anyone brave or foolish enough to end the curse. The old folk whisper that the master of the ruined castle on the ridge has returned after a hundred years of silence.

You have each come to Ravenmoor for your own reasons — coin, vengeance, faith, or curiosity. Tonight, the moon is rising red, and the village elder has asked you to meet her at the shrine at dusk. This is a tale of gothic horror: creeping dread, ancient evil, and heroes with torches and courage against the dark.

Free Act I Preview
Levels 2 3 Sessions 2 sessions (approximately 4-6 hours total; the opening session alone runs at least one hour)

Crimson Vigil: The Shadow of Ravenmoor Castle

Behind the screen

DM Overview: The vampire Lord Aldric Veyne is the central villain of Act I, a lesser vampire bound in service to an unseen master called only 'the Crimson Hierophant.' Aldric feeds on Ravenmoor to fuel a ritual that will open his master's path into the region. The party's journey takes them from the terrified village, through the mist-shrouded Barrowwood, to the castle gates and finally inside its chapel sanctum. Aldric should be played as cunning and theatrical: he offers bargains, uses wolves and servants as screens, and retreats to his coffin rather than fight to the death.

His character sheet is generated separately — do not substitute an SRD monster stat block for him. When destroyed (or driven to mist), the party finds correspondence bearing the Hierophant's seal: a wax stamp of a chalice dripping into an open eye, plus a map fragment pointing toward a distant city. This is the hook for the wider campaign. Progression: Act I spans levels 2–3, with the milestone awarded for defeating Aldric or forcing him to flee his castle.

Adventure Hooks

Hook 01

The Council's Coin

Elder Maren offers the village council's pooled reward of 200 gold pieces to anyone who ends the curse of Ravenmoor. Greedy or desperate adventurers sign on — but the dead don't rest, and the castle's master is waiting.

Hook 02

The Miller's Debt

A letter found in the miller's ransacked house speaks of a 'debt owed to my master.' Someone in the miller's family or a village contact hires the party to learn what debt could cost a man his life — and his soul.

Act Structure

Act I: The Blood Moon of Ravenmoor

Recommended level: Levels 2-3

The party arrives in the doomed village of Ravenmoor, learns the nature of the curse from terrified townsfolk, crosses the monster-haunted Barrowwood, breaches the castle's outer defenses, and confronts the vampire Lord Aldric Veyne in his chapel sanctum. Aldric's defeat reveals the first clue of a greater evil behind him.

Objectives

  • Meet Elder Maren at the village shrine and accept the council's charge
  • Investigate the miller's empty house and the desecrated graveyard for clues about the vampire's nature and weaknesses
  • Cross the Barrowwood and survive the vampire's wolf-servants
  • Enter Ravenmoor Castle through the graveyard crypt or the broken drawbridge
  • Confront and destroy Lord Aldric Veyne in the castle chapel
  • Recover the sealed letter bearing the Crimson Hierophant's sigil

Scene 1: The Shrine at Dusk

Ravenmoor village, the stone shrine at the center of town

Read aloud

The village of Ravenmoor huddles in the valley like a frightened animal. Doors are barred even at this hour, and garlic bundles hang from every lintel. At the center of town stands a weathered shrine to a god of light, its candles guttering in the evening wind. An old woman waits there, leaning on a cane, her face carved with grief. 'You came,' she says. 'Bless you, or curse you — I no longer know which.

I am Maren, elder of this village. The dead walk our graveyard, and something in the castle on the ridge drinks our blood. Help us, and you will have our gold and our gratitude. Fail, and there will be no one left to bury.'

Running this scene

Elder Maren answers questions honestly but knows only folklore: the castle's master is 'Lord Veyne,' returned after a century; he takes victims on moonless and blood-red nights; holy symbols seem to ward his wolves. She gives the party 3 vials of holy water from the shrine and the key to the village crypt. If the party asks about weaknesses, a successful DC 12 Intelligence (Religion) check or roleplaying with Maren recalls classic vampire lore: sunlight, running water, wooden stakes, and invitations.

A nervous young villager, Tam, offers to guide them to the Barrowwood edge for 5 gold. If the party lingers past midnight, run a brief scare: 2 Skeletons shamble out of the fog toward the shrine and must be driven off before the village panics.

Checks
  • DC 12 Intelligence (Religion): recall vampire weaknesses (sunlight, stakes, running water, needing invitations). Success grants advantage on later lore checks about Lord Veyne.
  • DC 13 Wisdom (Insight) while speaking with Maren: she is hiding that her own son was the first victim taken, and she blames herself. Success reveals a hidden detail — her son's body was never found, foreshadowing the Vampire Spawn in the castle.
  • DC 11 Wisdom (Perception) during the midnight scare: the party hears the skeletons coming 2 rounds early, allowing an ambush or preparation.
Clues
  • Maren's holy water vials — the vampire's servants fear consecrated things
  • Tam mentions strange red-robed travelers who passed through a month ago heading for the castle, the first hint of the Crimson Hierophant's cult
  • The crypt key: the graveyard crypt connects to a tunnel that leads up toward the castle
Where next
  • If the party investigates the miller's house or graveyard first, proceed to Scene 2
  • If the party heads straight for the Barrowwood, skip to Scene 3 but they miss the crypt tunnel shortcut and the lore clues

Scene 2: The Empty Miller's House and the Desecrated Graveyard

The miller's house on the village edge, and the graveyard beyond the low stone wall

Read aloud

The miller's house stands with its door torn from its hinges — not broken, but opened, as if something walked calmly inside. Inside, the furniture is untouched, but the smell of old copper hangs in the air. On the table sits a cold supper, set for two, though the miller lived alone. Beyond the house, the graveyard gate hangs open. Earth lies scattered beside several graves, and among the leaning headstones, pale shapes move in the fog, dragging their feet through the wet grass.

Running this scene

This is the investigation and first combat scene. In the graveyard, 4 Skeletons and 2 Zombies shamble among the graves (use exact SRD stat blocks). The mist grants them advantage on their first ambush unless the party succeeds on a DC 13 Wisdom (Perception) check to spot them first. In the miller's house, clues reveal the vampire's methods: two wine glasses (one with dried residue that a DC 12 Intelligence (Investigation) check identifies as blood), and a letter under the floorboard (DC 11 Wisdom (Perception) to notice the loose board) inviting the miller to the castle 'to discuss a debt owed to my master' — signed A.V., sealed with a chalice-and-eye sigil.

In the graveyard, one freshly dug grave is empty: Maren's son's grave. The crypt door (Maren's key opens it) contains a stone stair leading up into the hill toward the castle — the secret approach of Scene 4.

Checks
  • DC 13 Wisdom (Perception): spot the undead ambush in the mist before it strikes
  • DC 12 Intelligence (Investigation): identify the dried blood in the wine glass and conclude the miller went willingly at first
  • DC 11 Wisdom (Perception): notice the loose floorboard hiding the sealed letter
  • DC 14 Intelligence (Investigation) in the graveyard: determine the empty grave was opened from the outside — something dug the grave up, meaning the occupant may walk the castle as a Vampire Spawn
Clues
  • The sealed letter with the chalice-and-eye sigil — the first physical evidence of the Crimson Hierophant
  • The empty grave of Maren's son, foreshadowing a Vampire Spawn in the castle
  • The crypt tunnel: a hidden route into the castle that bypasses the drawbridge guards
Where next
  • With the crypt key, the party can take the tunnel directly to the castle undercroft (Scene 4)
  • Otherwise, they must cross the Barrowwood to the main gate (Scene 3)

Scene 3: The Barrowwood and the Castle Gate

The mist-shrouded Barrowwood forest, climbing to the ridge where Ravenmoor Castle stands

Read aloud

The Barrowwood earns its name from the ancient burial mounds that break through its roots like rotten teeth. Mist coils between the black trunks, and the red moon bleeds through the canopy. Somewhere ahead, a wolf howls — then another, then a dozen, a chorus that circles you in the fog. Through the trees, the castle rises: a broken silhouette of towers and shattered walls, its drawbridge down, its gate dark and open. Waiting.

Running this scene

The journey through the Barrowwood is a tense wilderness gauntlet. The vampire's wolf pack hunts the party: 4 Wolves attack in the mist, using pack tactics, striking from two directions. The mist gives the wolves advantage on their opening ambush unless the party posts a watch (DC 12 Wisdom (Perception) to hear the pack closing). If the party thinks to use Maren's holy water or holy symbols, the wolves recoil from consecrated items — reward creativity by making the wolves hesitate (disadvantage on their first attacks).

After the wolves, the party reaches the castle gate. The drawbridge is down but watched: 2 Goblins — deserters who now serve the castle for coin and safety — guard the gatehouse with a warning horn. The party can fight them (they flee if reduced below half strength), sneak past them (DC 13 Dexterity (Stealth) group check), or trick them (DC 12 Charisma (Deception) — the goblins are cowardly and superstitious). If the horn sounds, Lord Aldric is forewarned and prepares a warmer welcome in Scene 4: he greets the party personally and courteously, offering a 'negotiation' before violence.

Checks
  • DC 12 Wisdom (Perception): hear the wolf pack before the ambush
  • DC 13 Dexterity (Stealth) group check: slip past the goblin gatehouse unnoticed
  • DC 12 Charisma (Deception): convince the goblins the party are expected guests of 'Lord Veyne'
  • DC 13 Wisdom (Survival): find the overgrown hunter's trail that approaches the castle from the blind side of the gatehouse, avoiding the goblins entirely
Clues
  • One goblin (if captured or bribed) reveals: 'The master sleeps in the chapel under the tower. He told us never to open the black coffin. And he's not the master either — he gets letters from someone he's scared of.'
  • Wolf tracks lead to and from the castle, confirming the pack serves the castle's lord
  • Scratch marks on the gatehouse door: previous hunters tried to barricade themselves in and failed
Where next
  • Entering through the main gate leads into the castle courtyard and great hall (Scene 4)
  • If the party took the crypt tunnel from Scene 2, they emerge in the undercroft beneath the great hall, skipping the goblins but facing the descent's own dangers — treat the tunnel exit as the start of Scene 4 with the party unnoticed

Scene 4: The Chapel of the Crimson Chalice

Ravenmoor Castle — the ruined great hall and the desecrated chapel beneath the west tower

Read aloud

The great hall of Ravenmoor Castle is a cavern of shadows. Torn banners hang from the walls, and a long table is set with rotting food and silver candelabra burning with candles that give off a faint red light. At the far end, a figure sits at the head of the table — pale, elegant, dressed in funeral black, with eyes like embers. 'Guests,' he says, smiling to reveal sharp teeth.

'How delightful. I am Lord Aldric Veyne, master of this house. Please — sit. Everything is about to be settled.' Behind him, a door of black iron leads down toward the chapel, and somewhere below, you hear the slow drip of water and something that might be breathing.

Running this scene

The climax. Lord Aldric Veyne is the central villain and uses his own character sheet (generated separately) — do not substitute an SRD stat block. He opens with words, not violence: he offers the party gold and safe passage to leave Ravenmoor and forget it, or even immortality if any character is tempted. He is genuinely charming and genuinely evil. Combat begins when the party refuses or attacks. Aldric fights with hit-and-run tactics: he uses the hall's shadows, retreats down the iron stair to the chapel, and calls his servants.

His forces: 1 Vampire Spawn (Maren's son, tragically — the party may realize what he is; if they learn it, Maren's holy water or an appeal to his memory grants a DC 15 Charisma check to make the spawn hesitate for 1 round) and 2 Skeletons in the chapel. The chapel contains Aldric's black coffin. If the party stakes him, drags him into moonlight, or destroys his coffin, he cannot retreat.

If reduced to 0 hit points without his coffin destroyed, he assumes gaseous form and flees to the coffin — the party must follow and finish him there. If the party was stealthy and never triggered the gatehouse horn, they may ambush him or catch him in his coffin (advantage on the first round). When Aldric is destroyed, his body crumbles to dust, leaving behind a sealed letter on the table: correspondence from 'the Crimson Hierophant,' instructing Aldric to prepare Ravenmoor as 'the first chalice' and bearing a map fragment pointing to the distant city of Duskhaven. This is the campaign's true hook.

Checks
  • DC 14 Charisma (any social skill) during the parley: resist Aldric's charm and extract information — success means he lets slip the phrase 'my master's great work' before catching himself
  • DC 13 Wisdom (Insight): Aldric is stalling; he grows stronger the longer the night lasts, and he fears something in the letter on his person
  • DC 12 Intelligence (Investigation) in the chapel: find the black coffin behind the altar and recognize it as his resting place
  • DC 13 Dexterity (Sleight of Hand) or combat: drive a wooden stake (any broken table leg or spear) into the coffin's lid to seal his retreat
  • DC 15 Charisma check: if the party identifies the Vampire Spawn as Maren's son and appeals to his humanity, he hesitates for 1 round, weeping blood
Clues
  • The sealed letter from the Crimson Hierophant: 'The first chalice is nearly full. When Ravenmoor is emptied, bring the vessel to Duskhaven. The great work begins with the first city.' — the first true hint of the campaign's greater villain
  • A map fragment showing Duskhaven, three weeks' travel away
  • A ledger of victims in Aldric's handwriting, with the last entry reading: 'The elder's son was the finest vessel yet. My master will be pleased.'
Where next
  • If Aldric is destroyed or permanently driven off, award the Act I milestone: the party reaches level 3, collects the 200 gp reward from a weeping, grateful Elder Maren, and holds the letter that points toward Duskhaven and the Crimson Hierophant — the beginning of the wider campaign
  • If Aldric escapes as mist and the party cannot reach his coffin, he abandons the castle and flees toward Duskhaven, becoming a recurring servant of the Hierophant in future acts

Milestone: Defeat or permanently drive off Lord Aldric Veyne and recover the Crimson Hierophant's letter. Award enough experience or milestone advancement to bring the party to level 3.

Villain Character Sheets

Lord Aldric Veyne Lord Aldric Veyne

Lord Aldric Veyne is the master of Ravenmoor Castle, and he wants you to know it — he will tell you himself, twice, while pouring wine he c…

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Monsters & Enemies

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Villain Plans

Lord Aldric Veyne Character Sheet

Central villain of Act I — a lesser vampire and servant of the Crimson Hierophant

Motivation

Aldric feeds on Ravenmoor to fill the 'first chalice' for his unseen master's ritual. He serves out of ambition and fear in equal measure: he dreams of being elevated by the Hierophant, yet dreads the letters that arrive with the chalice-and-eye seal. He plays the gracious host because a willing victim is sweeter than a screaming one.

Personality

Cunning, theatrical, and genuinely charming. He offers bargains before violence, speaks in courteous host's pleasantries, and retreats rather than die for pride. He is a coward at heart — his elegance is a mask over terror of his master.

Resources

  • A ruined castle with goblin gatehouse guards and a wolf pack in the Barrowwood
  • A Vampire Spawn servant (Maren's son) and animated dead in the graveyard
  • Correspondence with the Crimson Hierophant and a map to Duskhaven

Battle Plan

Aldric parleys first, offering gold and safe passage. In combat he uses shadows and pillars for cover, strikes and withdraws toward the chapel, and calls his Vampire Spawn and skeletons to screen his retreat. If reduced to 0 hit points with his coffin intact, he assumes gaseous form and flees to the coffin to regenerate — the party must pursue and stake him there.

Defeat or Redemption

When destroyed, Aldric crumbles to dust, leaving the Crimson Hierophant's sealed letter and a map fragment pointing to Duskhaven — the hook to the wider campaign. If he escapes as mist, he abandons the castle and flees toward Duskhaven as a recurring servant of the Hierophant.

Running Notes

Recommended party: 4-5 characters of mixed classes; a Cleric or Paladin is strongly recommended for turning undead and healing, but any party can succeed with preparation (holy water, fire, and sunlight are the party's greatest tools).

Session Zero

Discuss gothic horror content warnings (body horror, blood, loss of loved ones). Establish party reasons for coming to Ravenmoor: coin, faith, vengeance, or curiosity. Remind players that holy water, fire, and sunlight are their greatest tools, and that fleeing and returning prepared is a valid strategy.

Scaling Guidance

For weaker parties, reduce the graveyard to 3 Skeletons and 1 Zombie and the Barrowwood pack to 3 Wolves. For stronger parties, add 2 more Skeletons to the chapel fight or have Aldric's parley fail immediately into combat.

DM Advice

Play Aldric as charming before lethal. Let the midnight skeleton scare at the shrine establish tone early. Reward creative use of holy water, garlic, invitations, and running water. The empty grave of Maren's son is the emotional core of the finale — reveal it slowly.

Secrets & Clues

  • Lord Aldric Veyne is only a servant; his letters bear the seal of the Crimson Hierophant, a far greater evil waiting in Duskhaven.
  • Maren's son was the first victim and now serves as a Vampire Spawn in the castle chapel.
  • The graveyard crypt tunnel is a secret route into the castle that bypasses the goblin gatehouse.
  • The miller went to the castle willingly at first, invited to discuss 'a debt owed to my master.'

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Villain Character Sheets

Lord Aldric Veyne Lord Aldric Veyne

Lord Aldric Veyne is the master of Ravenmoor Castle, and he wants you to know it — he will tell you himself, twice, while pouring wine he c…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

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Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

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Villain Plans

Lord Aldric Veyne Character Sheet

Central villain of Act I — a lesser vampire and servant of the Crimson Hierophant

Motivation

Aldric feeds on Ravenmoor to fill the 'first chalice' for his unseen master's ritual. He serves out of ambition and fear in equal measure: he dreams of being elevated by the Hierophant, yet dreads the letters that arrive with the chalice-and-eye seal. He plays the gracious host because a willing victim is sweeter than a screaming one.

Personality

Cunning, theatrical, and genuinely charming. He offers bargains before violence, speaks in courteous host's pleasantries, and retreats rather than die for pride. He is a coward at heart — his elegance is a mask over terror of his master.

Resources

  • A ruined castle with goblin gatehouse guards and a wolf pack in the Barrowwood
  • A Vampire Spawn servant (Maren's son) and animated dead in the graveyard
  • Correspondence with the Crimson Hierophant and a map to Duskhaven

Battle Plan

Aldric parleys first, offering gold and safe passage. In combat he uses shadows and pillars for cover, strikes and withdraws toward the chapel, and calls his Vampire Spawn and skeletons to screen his retreat. If reduced to 0 hit points with his coffin intact, he assumes gaseous form and flees to the coffin to regenerate — the party must pursue and stake him there.

Defeat or Redemption

When destroyed, Aldric crumbles to dust, leaving the Crimson Hierophant's sealed letter and a map fragment pointing to Duskhaven — the hook to the wider campaign. If he escapes as mist, he abandons the castle and flees toward Duskhaven as a recurring servant of the Hierophant.

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Encounters

The Midnight Scare at the Shrine

Suggested Level: 2-3

If the party lingers in the village past midnight, two skeletons shamble out of the fog toward the shrine, and the heroes must drive them off before the terrified villagers panic.

Creatures

Terrain Features

Fog, guttering shrine candles, narrow village lanes.

Treasure

3 vials of holy water from the shrine (if not already given).

DM Notes

A DC 11 Wisdom (Perception) check lets the party hear the skeletons coming 2 rounds early, allowing preparation or an ambush.

The Desecrated Graveyard

Suggested Level: 2-3

In the fog-shrouded graveyard, four skeletons and two zombies shamble among the leaning headstones. The mist grants them an ambush unless the party is watchful.

Creatures

Terrain Features

Open graves, low stone walls (half cover), thick fog lightly obscuring the graveyard.

Treasure

The sealed letter with the chalice-and-eye sigil hidden under the miller's floorboard, and the crypt key from Maren.

DM Notes

The undead gain advantage on their opening ambush unless the party succeeds on a DC 13 Wisdom (Perception) check. One grave — Maren's son's — is freshly dug and empty.

Wolves of the Barrowwood

Failed Difficulty unavailable

Suggested Level: 2-3

The vampire's wolf pack hunts the party through the misty forest, striking from two directions with pack tactics as the party climbs toward the castle ridge.

Creatures

Encounter enemies are unavailable.

Terrain Features

Ancient burial mounds, black tree trunks, coiling mist that lightly obscures the forest.

Treasure

None; the wolves' tracks confirm they serve the castle's lord.

DM Notes

A DC 12 Wisdom (Perception) check hears the pack closing before the ambush. Holy water or holy symbols make the wolves hesitate (disadvantage on their first attacks).

Magic Items

Vial of Consecrated Blood Vial of Consecrated Blood Completed

Vial of Consecrated Blood

uncommon
A crystal vial of holy water tinged with red light, blessed at Ravenmoor's shrine. As an action, it can be thrown as a splash weapon: undead and fiends within 5 feet of the impact point take 4d6 radiant damage (DC 13 Constitution save for half). It can also be poured on the ground to create a 10-foot line of consecrated ground that undead cannot willingly cross for 1 hour. Single use.

Location

Given by Elder Maren at the shrine, or found among the chapel's desecrated altar tools.

Attunement

none

Amulet of the Vigilant Heart Amulet of the Vigilant Heart Completed

Amulet of the Vigilant Heart

uncommon
A tarnished silver amulet shaped like a small flame. While worn, the wearer has advantage on saving throws against being frightened, and once per dawn they may cast the spell Protection from Evil and Good (self only, no concentration required, lasts 1 minute).

Location

Found on a chain around the neck of a fallen hunter in the Barrowwood, or in the gatehouse among the goblins' loot.

Attunement

required

Coffin Nail of Severing Coffin Nail of Severing Completed

Coffin Nail of Severing

rare
A black iron nail pulled from the lid of a vampire's coffin, faintly warm to the touch. When driven into a coffin, door, or portal as an action, it seals that object or portal against travel by creatures in gaseous or incorporeal form for 24 hours. A creature in gaseous form that tries to pass takes 3d6 radiant damage and is repelled. Once used three times, the nail crumbles to rust.

Location

Hidden in the chapel behind the altar, wrapped in the ledger of victims — a tool Aldric feared.

Attunement

none

Player Characters

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