Lord Aldric Veyne

Level 3 Lesser Vampire (custom) Warlock (The Crimson Chalice patron โ€” custom) (The Crimson Chalice (custom patron, balanced against SRD 5.2 warlock patrons))

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STR
8 (-1)
DEX
15 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
10
CHA
17 (+3)

Defense

Armor Class 15 (Studded leather (vampiric leather) + Dex)
Hit Points 21 (3d8 + 3 (Con) + 9 (vampiric vitality, custom) +1)
Speed 30 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws charisma, wisdom
Skills Stealth +4, Religion +3, Survival +2, Deception +5, Persuasion +5

Features

Vampiric Weaknesses (custom)

species Level 1
always

Sunlight: in direct sunlight, Aldric has disadvantage on attack rolls and ability checks and takes 5 radiant damage at the start of each of his turns. Forbiddance: he cannot enter a residence without an invitation. Running water: entering it deals 5 acid damage per turn. Staking: a wooden stake driven into his heart while he is incapacitated in his coffin destroys him instantly. Holy symbols presented by a faithful creature force him to make a DC 13 Wisdom save or be Frightened until the end of his next turn.

Lesser Vampire Lineage (custom species)

species Level 1
at-will

Darkvision 120 ft. +2 Charisma, +1 Dexterity. Spider Climb (move across ceilings and walls, hands free). Vampiric Bite (fanged unarmed strike, 1d4 piercing plus 2d4 necrotic; Aldric regains hit points equal to the necrotic damage dealt; the target must succeed on a DC 13 Constitution save or be Charmed until the end of Aldric's next turn). Undead Nature: doesn't require air, food, drink, or sleep; advantage on saves against exhaustion.

Gaseous Escape (custom, CR-balanced)

species Level 1
1/long rest (or when reduced to 0 hit points)

As a bonus action (or automatically when reduced to 0 hit points), Aldric transforms into a cloud of mist (as the Gaseous Form spell, no concentration) and moves up to 20 feet toward his coffin. In this form he cannot attack or cast, and he cannot pass through the Coffin Nail of Severing's seal or running water. He must reach the coffin within 2 rounds or begin dying.

Pact Boon โ€” Pact of the Chalice (custom, based on Pact of the Tome)

class Level 3
at-will

A silver chalice bound to Aldric by the Hierophant. It functions as a Book of Shadows containing two extra cantrips (Chill Touch and True Strike) and stores the blood tithe. If the chalice is destroyed, Aldric takes 3d6 psychic damage and cannot regain warlock spell slots until he completes a long rest in his coffin.

Gracious Host (custom)

custom Level 1
at-will

Aldric has advantage on Charisma (Deception and Persuasion) checks made against a creature that has accepted his hospitality (food, drink, or shelter) within the last 24 hours. A willing victim he has Charmed this way counts as an invitation for him to enter any building the victim dwells in.

Eldritch Invocations (2)

class Level 3
at-will

Aldric knows two invocations: Devil's Sight (sees in dim light and darkness out to 120 feet, ideal for his shadow-haunted hall) and Misty Visions (can cast Illusory Script at will โ€” he forges the courteous invitations that lure villagers to the castle 'to settle a debt').

Feinting Retreat (custom, replaces a feat slot for CR tuning)

custom Level 3
1/short rest

When Aldric hits with an attack and then moves at least 15 feet away from the target, the target cannot make opportunity attacks against him this turn, and Aldric gains 10 feet of movement.

Noble Background: Retainers & Position of Privilege

background Level 1
at-will

Aldric is treated with deference by common folk of Ravenmoor (who remember the Veyne name from a century past), and three goblin 'servants' obey his minor requests.

Spellcasting

charisma DC 13 +5 to hit Level 1: 0 slots Level 2: 2 slots

Pact Magic: 2 spell slots, both 2nd level, regained on a short rest. All slots are 2nd level at character level 3.

Chill Touch

Cantrip warlock cantrip
necromancy 1 action 120 ft. V, S

Ghostly hand; 1d8 necrotic, target can't regain hit points; undead have disadvantage on attacks against Aldric until end of his next turn.

Minor Illusion

Cantrip warlock cantrip
illusion 1 action 30 ft. S, M

Aldric's theatrical flourishes: phantom footsteps in the gallery, a host's voice from an empty chair.

True Strike

Cantrip pact of the chalice
divination 1 action self S

Advantage on his next attack roll against a creature this turn.

Charm Person

Level 1 warlock known spell (upcast to level 2 slot)
enchantment 1 action 30 ft. S, M

His signature 'invitation.' Cast with a 2nd-level slot: two targets, Wisdom save DC 13, Charmed for the duration with no save from his further words.

Arms of Hadar

Level 1 warlock known spell (upcast to level 2 slot)
conjuration 1 action self (10-ft. radius) V, S

Shadowy tendrils erupt from him as he withdraws: 2d8 necrotic, Strength save DC 13 for half, no reactions on a failed save โ€” perfect for screening his retreat.

Misty Step

Level 2 warlock known spell
conjuration 1 bonus action self V

Teleports 30 feet to an unoccupied space he can see โ€” vanishing between pillars, reappearing behind the party's front line or beside the iron stair.

Behind the character

Character Information

Lord Aldric Veyne is the master of Ravenmoor Castle, and he wants you to know it โ€” he will tell you himself, twice, while pouring wine he cannot drink. A century dead and still dressed for dinner, Aldric is a lesser vampire bound in service to a master he has never met: the Crimson Hierophant, whose letters arrive sealed in wax stamped with a chalice dripping into an open eye. He fills that chalice with Ravenmoor's blood, one courteous invitation at a time.

Aldric's weapon is hospitality. He offers bargains before violence โ€” gold, safe passage, even immortality โ€” because a willing victim is sweeter than a screaming one. He is cunning, theatrical, and genuinely charming; his pleasantries are practiced, his smile warm, his eyes like banked coals. He fights the way he hosts: elegantly, from the shadows, never committing, always angling toward the door. He will spend his goblins, his wolves, his skeletons, and even the boy who serves him โ€” Maren's son, risen โ€” to buy himself one more night.

Beneath the elegance is a coward, and he knows it. He dreams of elevation at the Hierophant's side and dreads the letters in equal measure, for the newest one whispers that 'the vessel will no longer be needed.' His retreats are not tactics but terrors; his charm is a mask stretched over the fear that he is, and has always been, someone else's tool. Give him a choice between pride and survival, and he will choose survival every time โ€” then write his master a letter pretending it was strategy.

He is the gracious host of a house where every guest is a vintage, and the cellar is nearly full.

Before the adventure

Character Background

Aldric Veyne was born the third son of a minor noble house in Ravenmoor valley a hundred and twenty years ago, and he spent his mortal life perfecting the art of mattering less than he wished. The Veyne name owned the castle on the ridge and little else; the elder sons took the land, the church took the second son, and Aldric โ€” clever, charming, and entirely without courage โ€” took the ledgers. He became the family's man of correspondence, the one who wrote to merchants and magistrates and, eventually, to strangers whose letters arrived bearing a strange seal: a chalice dripping into an open eye.

They called themselves the red-robed travelers, and they came to Ravenmoor when Aldric was forty. They did not threaten; they invited. They spoke of 'the great work' and 'the first city' and of valleys across the world being prepared like cellars before a harvest. Aldric, who had spent his life signing things on behalf of greater men, signed on as a financier. Then as a host. Then, the night he failed to meet a quota and the red robes stopped smiling, as a vessel.

He remembers little of the transformation โ€” only cold, and a voice like a ledger being balanced, and waking hungry in a coffin he had not commissioned. The Hierophant's gift of undeath was framed as elevation. The letters that followed made clear it was employment. Aldric Veyne, lord of Ravenmoor Castle, was a provincial tool: useful, disposable, and โ€” he understood with perfect clarity โ€” meant to remain so until the first chalice was full.

For a century he slept, and Ravenmoor forgot him. Then the red-robed travelers passed through again, a month ago, inspected the castle, left a silver chalice on the desecrated altar, and departed for a city called Duskhaven. The letters resumed. The quota resumed. The miller went willingly, flattered by an invitation 'to discuss a debt owed to my master,' and did not come home. The elder's son followed, and rose again as Aldric's spawn โ€” the finest vessel yet, Aldric wrote, and meant it as praise.

Now Aldric hosts. He sets the long table with rotting food and red-burning candles, and he waits for the adventurers the elder woman will surely summon, because prepared, proud guests make the sweetest wine. He offers gold before fangs and bargains before blood. And when the fighting turns against him โ€” as it did once before, a century ago, the night of his making โ€” he will pour himself into mist and flow to the black coffin behind the altar, and he will curse the cowardice he cannot cure, and he will write his master another letter pretending it was all part of the plan.

The newest letter lies under the floorboard of the miller's house, sealed with the chalice-and-eye. It says: 'The first chalice is nearly full. When Ravenmoor is emptied, bring the vessel to Duskhaven. The great work begins with the first city.' And beneath it, in a smaller hand, the sentence Aldric has read a hundred times: 'The vessel will no longer be needed.'

Threads to follow

Unresolved Plots

  • The black coffin behind the chapel altar is older than Aldric โ€” carved with the chalice-and-eye sigil. Someone made it for him, or for what he was meant to become. Who built it, and what is buried beneath its false bottom?
  • Red-robed travelers passed through Ravenmoor a month ago and inspected the castle. They left a list of names โ€” villagers ranked by 'vessel quality' โ€” in a hand that is not Aldric's. The list ends with Elder Maren circled twice.
  • The crypt tunnel connecting the graveyard to the castle undercroft predates the Veyne family. Something older than Aldric used it once, and the scratch marks on the tunnel walls are not from wolves.
  • Aldric's ledger of victims ends with the entry 'The elder's son was the finest vessel yet' โ€” but the earlier pages name three victims whose bodies were never found in the graveyard, taken somewhere other than the crypt.
  • The Hierophant's latest letter mentions 'the first city' โ€” Duskhaven โ€” and 'the others like you, in other valleys.' Aldric is not the only servant filling a chalice, and at least one of them has already succeeded.

Beneath the surface

Secrets

  • Aldric was never made a vampire by the Hierophant directly โ€” he was bitten by a previous 'vessel' who failed, and the Hierophant merely claimed him afterward. Aldric has never met his master face to face, and privately suspects the Crimson Hierophant may not be a single being at all.
  • Aldric keeps the letters he pretends to fear under the altar, wrapped around the Coffin Nail of Severing โ€” a tool he stole from a hunter's corpse. He fears the nail more than the letters; if the party finds it, he will bargain anything to keep them from learning it can seal his coffin.
  • The Vampire Spawn still wears a locket with his mother's portrait. Aldric knows this and has not taken it โ€” not from kindness, but because he believes grief makes the spawn easier to aim at the party, and because some buried remnant of Aldric the man cannot bring himself to rob a mother's memory twice.

What haunts them

Fears

  • The letters with the chalice-and-eye seal โ€” each one arrives colder, and the newest one implies he is disposable once the chalice is full.
  • Consecrated ground and the shrine's candles: Maren's nightly prayers physically bar him from the village, and the faith behind them reminds him of the priest he drained first.
  • The coffin: not death itself, but the two rounds of helplessness between his mist form and its lid โ€” the only moments in his unlife when he is truly prey.

What drives them

Aspirations

  • To be elevated by the Crimson Hierophant โ€” to shed 'lesser' from his title and stand at his master's side in Duskhaven as an equal, not a vessel.
  • To fill the first chalice so completely that the Hierophant has no further use for Ravenmoor โ€” and thus no reason to punish him for the village that resisted.
  • To be remembered: a century from now, to have his name spoken in the valley again with the same fear the old Veyne name once carried โ€” a legacy written in blood rather than ledgers.

Personal quest ยท 1

The First Chalice Must Be Full

The Crimson Hierophant's latest letter demands Ravenmoor be 'emptied' before the next blood moon. Aldric must drain the village โ€” starting with its strongest-willed elders โ€” and fill the silver chalice. If the party confronts him before the ritual, this quest becomes the ticking clock of Act I: every night they delay, another villager vanishes.

Current Stage

Complete the tithe: take the chalice to Duskhaven, gaining the Hierophant's favor and a permanent +1 to his Charisma score (maximum 18) as the ritual's power floods him.

Choice
If Aldric is destroyed before the chalice is delivered, the ritual fails โ€” but the party inherits the sealed letter and the map to Duskhaven.
The Hierophant's great work stalls by months, seeding Act II's urgency.
Mechanical Rewards
  • +1 Charisma (permanent)
  • Vampiric Ascension: Aldric's bite heals an additional 1d4 hit points
Narrative Rewards
  • The Hierophant's favor โ€” and the promise of elevation beyond his lesser state

Personal quest ยท 2

The Boy in the Chapel

Maren's son, now his Vampire Spawn servant, is Aldric's most useful and most dangerous possession. The boy remembers his mother's voice. Aldric must either fully break his will before the party arrives โ€” or destroy him as a liability.

Current Stage

Complete the binding ritual at the desecrated chapel altar during the blood moon, or stake the spawn and blame the 'hunters' for his loss.

Choice
If the party appeals to the spawn's humanity (DC 15 Charisma), he hesitates โ€” and Aldric must choose: save the ritual or save his servant.
Aldric's hesitation reveals his cowardice to the Hierophant's spies.
Mechanical Rewards
  • A loyal Vampire Spawn bodyguard (if the ritual completes)
  • Or: the Hierophant's approval for 'pruning a weak branch'
Narrative Rewards
  • A servant who will follow him to Duskhaven

Personal quest ยท 3

Letters I Dare Not Burn

Aldric has kept every letter the Hierophant ever sent โ€” evidence of his service, or leverage against his master, he isn't sure. He wants them hidden beyond the castle, in the Barrowwood barrows, in case the Hierophant decides he is expendable.

Current Stage

Secret the correspondence in the oldest burial mound, guarded by two of his wolves, before the party breaches the castle.

Choice
If the party finds the cache, they learn the Hierophant's name, the phrase 'the great work,' and that Aldric fears his master more than death.
The party can use the letters to turn Aldric against the Hierophant โ€” or bait him into a desperate alliance.
Mechanical Rewards
  • Insurance: once per act, Aldric may force a reroll of a death save (the master's leash pulls him back)
Narrative Rewards
  • A bargaining chip against the Crimson Hierophant

Major Decision

Context

The Parley at the Long Table

Choice Made
Aldric offers the party 200 gold (the council's own reward, doubled) and safe passage to leave Ravenmoor forever โ€” or offers one willing character immortality as his ward.
Impact

If the party accepts the bribe, Ravenmoor dies and Aldric completes the First Chalice quest, gaining +1 Charisma permanently. If a character accepts immortality, they gain the Lesser Vampire Lineage species traits but gain the Sunlight Vulnerability and become an NPC under Aldric's control at the next full moon. If the party refuses, combat begins โ€” but Aldric remembers who refused, and who hesitated.

Major Decision

Context

The Night of the Blood Moon

Choice Made
Aldric may complete the tithe ritual at the chapel altar (spending his 2nd-level slots and his action for three consecutive turns) to empower himself and the spawn โ€” or abandon it to flee with his unlife intact.
Impact

Completing the ritual: Aldric gains 15 temporary hit points, his bite deals +1d4 necrotic, and the Vampire Spawn gains Pack Tactics โ€” but he cannot retreat until the ritual ends. Abandoning it: he triggers Gaseous Escape immediately, forfeiting the Hierophant's favor (losing the permanent Charisma increase) and marking himself as a failure in his master's eyes.

Major Decision

Context

The Coffin and the Stake

Choice Made
When reduced to 0 hit points, Aldric's mist form flees to the black coffin. If the party reaches it, they may stake him (destroying him permanently and finding the sealed letter and map fragment) โ€” or spare him in exchange for testimony against the Crimson Hierophant.
Impact

Staking: Aldric crumbles to dust; the party gains the campaign's Duskhaven hook and 120 gp plus the silver chalice (50 gp). Sparing: Aldric becomes a reluctant informant, losing his spellcasting (the chalice bond severs, spell slots and patron spells permanently removed) but retaining his vampiric powers โ€” and his treachery, as he plots to reclaim the chalice and betray both the party and the Hierophant in Act II.

Transformative Moment

Trigger

First sight of the party's holy symbol

Transformation

Aldric's host mask slips for one heartbeat โ€” the party (DC 13 Insight) glimpses the terrified servant beneath the elegant lord.

Mechanical Changes

Transformative Moment

Trigger

The spawn hesitates at Maren's name

Transformation

Aldric realizes his servants can be turned โ€” he begins drafting contingencies, including a false coffin in the crypt.

Mechanical Changes

Transformative Moment

Trigger

Reading the newest Hierophant letter

Transformation

'When the first chalice is full, the vessel will no longer be needed.' Aldric understands he is disposable โ€” his ambition curdles into desperate self-preservation.

Mechanical Changes

Ally

Maren's Son (the Vampire Spawn)

Relationship servant / victim
Influence 3/10
Loyalty 6/10

Shared History

The boy was the first villager Aldric took โ€” not dragged screaming, but invited, flattered, made to feel chosen. Aldric let him die gently in the chapel and rose again as a spawn before dawn. Since then, the boy has stood silent guard at the chapel stair, fed the wolves, and dragged bodies to the graveyard. Aldric speaks to him with genuine warmth, calls him 'my good and faithful boy,' and has half-convinced himself this is mercy โ€” the boy's mother grieves, but her son still 'lives.'

In truth, Aldric keeps him close because a spawn who remembers the village is the perfect lure: the boy's face opens doors that Aldric's aristocratic sneer cannot. But the boy weeps blood when he hears his mother's name, and Aldric has begun to fear that grief is stronger than the bond.

Potential Breaking Points

  • If the party appeals to his humanity (DC 15 Charisma), he hesitates one round
  • If shown Maren's holy water vials, he must save or recoil โ€” and may turn

Enemy

Elder Maren

Threat Level 4/10
Conflict Type ideological / personal

Personal Stakes

Maren buried half the village the Aldric of a century ago left behind โ€” she was a child when the Veyne name was last spoken in fear, and she remembers the old stories her grandmother told. She does not know her son walks the castle as a spawn; she only knows the grave she dug him is empty, and the guilt of having let him 'go to the castle to settle the debt' gnaws her hollow.

She has armed the party with holy water and the crypt key, and she prays at the shrine every dusk with a fury that Aldric can feel from the ridge โ€” consecrated ground he cannot approach. Aldric respects her as one predator respects another: she is the only soul in Ravenmoor who might guess the truth, and her grief makes her reckless. He has forbidden the wolves from touching her โ€” not from mercy, but because killing her too soon would bring professional hunters instead of desperate adventurers. He wants the party Maren summons: prepared, proud, and perfect for the chalice.

Possible Resolutions

  • Destroy Aldric and return her son's remains โ€” or the news that he walks
  • Reveal the spawn's identity to her before the finale: her grief may break the boy's bond

Faction

The Cult of the Crimson Hierophant

Standing -2/10

Influence

Aldric's binding to the Crimson Hierophant is a century old and not of his choosing โ€” or so he tells himself. In life, Aldric Veyne was a minor noble of Ravenmoor who dabbled in letters and ledgers, and when the red-robed travelers came offering 'the great work,' he signed first as a financier, then as a host, then โ€” the night he failed to meet a quota โ€” as a vessel.

The Hierophant's gift of undeath was framed as elevation; the letters that followed made clear it was employment. Red-robed cultists passed through Ravenmoor a month ago, inspected the castle, left the silver chalice, and departed for Duskhaven. Since then the letters have grown colder: quotas, deadlines, and the phrase that haunts him โ€” 'the vessel will no longer be needed.' Aldric's faction standing is precarious: he is a provincial tool, useful, disposable, and he knows it.

His entire strategy โ€” the parleys, the charm, the retreats โ€” is built to survive long enough to become indispensable. If the party captures his correspondence, they hold the thread that unravels the entire cult.

Obligations

  • Fill the first chalice before the blood moon wanes
  • Deliver the vessel to Duskhaven
  • Never open the black coffin to anyone bearing the seal

Benefits

  • The chalice bond (Pact of the Chalice)
  • One Sending per month to his master
  • The promise โ€” never yet kept โ€” of elevation

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