In the small room we find ourselves facing a grotesque mosaic of a bat with one red eye. We see a small silver chalice suspended by a chain. Randyll forces our captive to deactivate the trap (beam). He fills the chalice with blood and offers it as a sacrifice to deactivate the beam for an hour. Randyll investigates the walls and finds a round spot of different colored stone. It turns out to be a switch to open a hidden door. Colder air leaks out. The room is cold, and there is a purple fog clinging to the ground. Vampires appear to form from the mist. Randyll enters and flicks some holy water on to the altar. It starts to melt and we hear screeching noises.
We retreat and open the other door. Inside we find a badly beaten man in a cage. Two vials of an incendiary potion are tossed on Tholir and Ketres as they inspect the cage. Three bat-creatures emerge to fight us. We fight them with vicious force. Randyll handily destroys 2 of the bat creatures and our prisoner. One of the bat creatures is left unconscious.
The caged man is Garen. He came to the manor with his girlfriend to sell jewels. He was beaten and bled, and the vampires are storing his blood in vials. They’ve been gone for over a week from town. Straff searches the room and finds 2 vials of alchemist’s fire. Also we find 2 daggers – one shaped like a large scalpel, the other is large and curved, with an ivory handle. Finally we uncover two vials of silver sheen and a wand. Garen indicates the rituals happen in caves. We remember there are cliffs and caves behind this side of town.
We investigate beyond the second door. We come to a double iron door with two bowls set in it. On the sides, we see bowls containing: brain, eyes, heart, legs, wings, and liver. After several failed attempts, Straff is maddened by the noise and swings at Tholir. He shakes it off, and realizes the poem we saw indicates that at least one of the things is wings, based on the first letter of the words. Adding eyes makes the door open. In the room we find a room lit by blue candle light. Inside we find more bat statues on pillars, inscriptions on the floor, a bookcase containing scrolls on black magic and rituals, and a leather book chained to the wall. Under the altar we find a hidden alcove with a black pouch. Straff retrieves it cautiously, looks inside cautiously, and is relieved to find lots of gold coins and a gold necklace. Using Detect Magic, the wand, pouch and the scalpel dagger (+1) are magical. Ral realizes that the blue flames are made from an evil blood ritual. We retrieve 2 rubies worth 100 GP each from the vile obsidian bat creature statues. At this point we go back upstairs and take Garen and the prisoner with us. We take a short rest in the home. Garen warns us not to trust the innkeeper, who we already killed.