We carry on towards Wearne manor. It is a pretty decrepit place. Barns, sheds, and a fence topped by animal and human heads. On the porch, there’s a creak, and all the heads on the posts screech and dispel magic, which sucks for our wizard. Randyll picks the lock, but his tools are ruined. Once inside, we explore the house. The library is stocked with well-known collectable first editions of history books and some horror and romance titles. Straff decides to take 4 of the choicest books. The rest are distributed amongst the party. Straff finds a Wearne family tree. They are heavily inbred, with what appears to be increasing infant mortality in more recent generations. In the kitchen, Straff and Tholir notice on the eastern wall a hidden door. Behind the secret door we find a small room with a rough-hewn stone staircase descending into the darkness. We find a short hall with an iron door that needs a key of some kind.

We retreat to investigate the 2nd level. We find two vampires, kill one, and the 2nd surrenders. They were the ones we fought earlier. Gavin Wearne. We killed Maren, a cousin of Gavin. Talek and Tanna appear to be the current heads of the family. Tanna is flying on watch. Talek is doing the work of bringing their god back. Gavin and Maren were here to look for treasures Talek was hiding. We suspect that Randyll might be on his way to being a vampire.

After knocking out Gavin, we find a creepy undead girl in a bedroom and attack. While attacking disturb some of the dolls that speak. Randyll gets his voice stolen. Straff obliterates it with a fire bolt and Randyll gets his voice back. Straff kills Gavin after this.

While investigating, Ral finds a paper with something written about praising a bat god. A young man comes up, Tholir whacks him, and then we tie him up. He says he will die for Camezots. In the bedroom Straff finds more parchment mentioning the bat god Camezots. Ral takes a closer look and sees them as mantras for entering an enlightened state. We collect silver daggers and a silver barbed whip.

Straff and Ral enter the master suite, and Straff firebolts a portrait (of Vannen Wearne, Talek’s father). It doesn’t go well and a bunch of ghostly visions of his greatest fears appear. He decides to leave. Ral is a tad distracted by all this and takes a very long time to find a book written in code, a bone disk, and a lantern from a were-bat skull.

We go back down to the catacombs. The iron door is unlocked. Behind the door we find a circular corridor. We find a large stone door and a humanoid covered in rags etched in runes. It has glowing eyes that instill fear in its victims. Ral lights up the room, and Straff lights up the undead with a lovely firebolt. It turns out the runes were part of a spell to animate the undead. We get the young man to open the stone door, which lit up with lots of red eyes.