The Drunken Bloodsman
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Your group of adventurers has discovered strange goings on at a local tavern... A bar open only at night... Garlic banned from the kitchen... customers going missing in the dark caverns of the city..... The cave with the pond holds the remains of the last adventurer who tried to stop the vampire menace. They tried to make it through a hidden cave, but a cave in locked them in to starve to death. The path will be hidden from the players, although it can be found with an investigation check, and then the rocks may be cleared with a strength check. Only one of the coffins is actually occupied (with a vampire) who will be alerted to the party’s presence if the trap on the door is not disarmed. The rest of the coffins are trapped.
The small room with hay contains a human captive who can be rescued.
The northwest room is another form of prison, for a fellow vampire who betrayed the order. The path to them is guarded, but they can give helpful information and aid if they are rescued. The final room contains a ritual that must be interrupted to stop a more powerful vampire from rising











