During the night, something wakens Kailyn and he hears ‘Kailyn, you said I wouldn’t survive, but here I am. I have survived….of sorts’. A battle begins. It’s a vampire (of Brant Mercer). The Vampire eventually turns to mist and disappears. Yesne is aware that should a vampire turn to mist then it can return to its resting place and will regenerate very very slowly. Kailyn has puncture wounds on his neck which worries the party. Yesne decides that she must visit Thokeen to find out more information. Yesne manages to fix the holes in the wall and floor thanks to the material provided by the guards. Bjorn and Nisus try and help Kailyn but it doesn’t work. Yesne knows we can’t help and asks that we take him to Thokeen immediately. Kailyn is dragged, to Thokeen in the early hours of the morning and Yesne insists he is woken quickly. They explain to him that Kailyn has been bitten by a vampire. Thokeen whispers to some of the others and they run out of the door. Kailyn is taken into the temple and through a stone door. The room appears to be air tight. Some of the party hear quick footsteps running down the corridor behind us. Thokeen closes and magically locks the door. Inside the room is a large solid table and a large font full of water trickling forwards. Thokeen asks Kailyn to lie down. Fang notices the air starting to get thinner in the room. Thokeen goes to the font and picks up a chalice. Fang asks if he is intending to suffocate us. No, I just need to make sure no gas escapes. He throws the water on to Kailyn. The colour starts to come back into his cheeks. Thokeen pulls a lever by the font and a thin strip starts pouring water down onto Kailyn. The edges of the door open ‘you’re going to be ok’. At the door are four dwarves in full plate with a singular weapon – a wooden stake. Thokeen, clearly sapped of energy is passed over to the dwarves, they will take him to rest. Fang asks if there are any texts regarding vampires that we could access. The acolyte says there are and takes us to the catacombs where he unlocks the room which holds notes on any abominations / undead / fiends etc. There doesn’t appear to be any kind of index, frustratingly, but Yesne is adamant she can work it out. It is also very very dry. Yesne and Nisus figure it out. RE the mist; true vampires are able to change, at will, into mist. The other time they change into mist is when they have been physically destroyed. It then cannot turn back into its true vampire form unless it reaches its original resting place within 2 hours. It can move at the same speed as a human. Vampires are bound to what they call their resting place (crypt, coffin, grave etc.). There appears to be research for some time ago that discovered that they can move their location as long as they take a significant amount of the grave or burial dirt with them. By having the ability to use a significant site they can create more than one. The mist can be contained in something air tight. In its resting place it is paralysed there and can be destroyed in its burial place. Stake to heart only paralyses it then cuts off its head. Only enchanted weapons can harm it. Sunlight and running water – if it starts its turn in either of these it will damage it quite significantly. Fang wishes to find out information about Lychs’ but all the records point to is people who have been to find them and not returned. Fang writes out our account of meeting the Dutchess of Rot and places it in the archives. Nisus wants to understand Hags and why they may be involved in the death curse. Hags have been in the peninsula or Chult. There are three classifications. Green Hags – deemed less powerful, Sea Hags – also less powerful, Night Hags – so evil that they actually got rejected out of the Fey wild and resided within Hades they are actually Fiends. There is note of a coven of 3 night hags, Widow Groat with descriptions of gold coins over her eyes and creatures and insects that crawl around her skull. Peggy Deadbells, a necklace of children’s teeth and yellow gas that seeps from her orifices. The only reference to Baggy Nanna is a strange creature with a sack sewn over the head, but the head writhes and twists as if something is trapped inside. It is known that Refuge Bay is where there are Sea Hags.