Before they investigate the strange plant and the room behind it, the party decide to investigate the other doors first. One has coins engraved on the door, and dirty water fonts hold old copper coins. Alvis puts some coins in them, the Gideon opens the door to reveal yet more crypts. Iral leads them in to explore, leaving Armis and Tomlinson to watch their backs. They find nothing of interest, and try the other door. This has another basin next to it, with more coins in. Iral drops a coin in, and suddenly feels somewhat healthier than he had before [+1 CON]; but when Gideon tries the same, he feels fragile [-1 CON, and a loss of 6 hit points as a result. Ouch!]
They explore another set of crypts, then regroup before the plant. Gideon tries to hack through it, but the plant fights back and whips him. As Alvis heals him, Iral lobs torch and oil, and the others follow suit and in a matter of mere minutes the plant is little more than ash. The strange, loud musical-wind stops. Suddenly, it is all silent in the dungeon. Eerily so.
They enter the room, finding a giant skeleton statue over an altar, and a pit in the floor, where the wind breathes in and out. Atop the altar are a pair of gold goblets, an ancient tome, and the relic they went sent here to find. Before they take them, everyone takes a wall and starts searching for hidden doors, compartments and traps. Both Armis and Alvis find one, but only Armis can open his. At about the same time, Gideon hears a noise from down the corridor (the that leads to the way out). He grabs a torch and investigates: out of the shadows shamble corpses; some barely walking on rotten stumps; others legless and crawling; some are children, others men and women, all long dead; and there are not just a couple, or a dozen, but many, many more, filling the corridor and everyone can hear more coming.
The party leg it through the secret door, Alvis grabbing the items from the altar. Once through they slam the door shut and spike it closed. Corridors lead away, and as the rest secure the door, the cleric starts to explore by himself and discovers more tombs, each sealed behind barred doors; many of which have the sound of something clawing and pounding on the doors. He tells the others, and they slowly explore, hoping that there is a way out. They come across a blood-stained room, an inscription on the wall that Iral reads, to himself, using the eye-glass he found. There is also one door with no bar, and peering in they see a plain old stone sarcophagus. They (again) convince Armis to go in and check for traps, while the rest search for secret doors and find nothing. As soon as Armis gives the all-clear, he and Alvis open the sarcophagus to reveal an old, simple wooden coffin inside, in which is old dirt.
And then a voice speaks: “I’d appreciate it if you didn’t disturb my coffin.”
A man, dressed in old clothes, regal-looking with a shock of white hair and piercing blue eyes, is standing next to them,having appeared out of thin air. He introduces himself as Cyris, and they quickly deduce that he is a vampire; and he offers them a deal: in exchange for their help carrying him and his coffin out of the tomb and to the nearest town, he will ensure that they can leave safely. He tells them that at this very moment there are thousands of undead now awakened in the tomb, because of the plant they have burned. He is their only hope of escape.
Naturally enough, they are not sure. Alvis, in particular, wants nothing to do with the vampire. The others aren’t so far; maybe a deal is the best idea, given their circumstances? They ask for time to consider it, and Cyris (believing they have no other option), allows them to think it through.
They head off the other way, down another corridor to a dead-end. At the end is a pit, with luminous spirals that are quite hypnotic to look at; Iral takes a loo down, shrugs off the effect, and spots a giant spider making its way up. They back off, weapons ready, and as soon as it appears they attack: Iral is bit, but avoids the venom; the others shoot it, try to hack it, but a magic missile from Iral sends it scurrying away to its pit, and the fight is over.
With no way out, they decide to head back and deal with the vampire; one way or another…
End of Session
NB: 3 1/2 hours until the swarms of zombies and other undead break down the secret doors.
Total Kills: 1 monster, 34 bandits, 1 dead man, 9 mosquito-bats, 1 giant spider, 5 ghouls, 1 troll, defeated a party of three adventurers (but let them go free), 1 gelatinous cube, 1 ape-creature, 5 ogres, 1 plant;
PC deaths: 1 (and 1 lost an arm);
NPC deaths: 1 (Bran)
Shields Splintered: 11;
Total XP: 29,049.