Going down the hall another 50 feet there is another set of double doors on either side. The doors on the left are locked. As before there are three separate locks that need to be opened in the proper order.
The top, the lower left then the lower right. This can be figured out with divination magic or by making three successful Find Traps rolls. Inside this room is a coffin on a dais. There is a desk and many books about vampires. Inside the coffin there is a vampire chained down with silver chains.
The vampire has been experimented on for centuries. The tomes nearby detail every experiment done. Whoever was doing this was looking for a way to make vampires even more powerful.
This vampire was a failure.
After a few minutes, the vampire will stir and then begin to scream. The vampire begs the party to kill him.
Killing the vampire is not difficult. He is completely immobile, so no rolls to hit are needed, and the vampire only has 6 hp. A wooden stake will end him.
If the vampire is released then he will attack the party for blood.
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GMs should not grant full XP for killing this vampire. But XP can be given for finding and reading the vampire books.