The players then lit their last 3 candles (with Telemere's tindebox)- and Fea-bella pulled out her stick of glowing fungus - so they could go to the doors they hadn't yet ventured through. Fea-bella instinctually read the Elvish writing on the door (successful Scholar test): it said "Here lies Celedhring, in communion with the Outer Dark". There was some discussion of what this might mean - demons, liches, portals, etc. The playes decided that it was worth checking out. Korvin inspected the doors and (with a successful Criminal test, though he would probably have preferred to fail) identified that they were not locked and would open easily. So the PCs went through.
They saw the black tapestry hanging at the end of the hall (pack 5). Golin rolled it up and tied it with a rope, ready to haul it out in a hurry if necessary. I treated this as a good idea.
Korvin took the silver cup (pack 1, draught 1, 2D) from the altar and put it in his pack.
Telemere the Elven Ranger was intrigued by the Ritual tools (bespoke tools, for performing rituals to the Outer Dark) that were also on the altar, and put them in his pack.
Then - with a bit of goading from me, reminding them that every sarcophagus they'd looked in so far has had something valuable in it - they decided to lift the lid of the sarcophagus that was sitting in the middle of the room. This freed Celedhring the Barrow Wight. The players thought this was a bad idea, and so tried to put the lid back on - a capture conflict!
Golin as conflict captain rolled 5 hit points for the players, while I rolled 8 for the Wight. I was feeling a bit confident, and the players were feeling a bit worried. But my Wight got hosed!
Golin equipped the sarcophagus lid as his weapon (+1s Attack). Telemere equipped the ritual tools that he'd taken from the altar to Darkness in the sarcophagus chamber - the players' point was that a Barrow Wight is the result of an improper burial, and so the Wight would be sensitive to the possibility of more ritual, and after some discussion I agreed these granted +1D Feint and Manoeuvre. More importantly, Telemere's player - in only his third session - worked out that paying 1 persona to put his 5 Nature dice into an unopposed attack roll might work. And so the PCs won the conflict with no hit points lost: their previous action was a Defence with lots of open-ended and so everyone rallied behind the Skald and his Voice of Thunder (even Megloss, who prior to being knocked out of the conflict had not been helping, my view being that he was too scared). They couldn't actually capture the Wight as per their intention (3 vs 5 Might) but shoved the lid back on long enough to get clean away. (The rules for what happens if an opponent's Might is to high for the players to get their conflict goal expressly say that a successful capture conflict might allow the PCs to escape, and that's what they wanted.)
The Wight did get three successes on a Manoeuvre, disarming Telemere and taking back its ritual tools. And shoving the Wight back into its sarcophagus did mean that the PCs missed out on scoring its mithril sword (+1 Might to a mortal wielder). I offered as consolation that they now knew the location of a mithril sword; Golin's player retorted that they knew the location of a wielder of a mithril sword!
The PCs decided to leave the dungeon - which meant going back up the rope into Megloss's house - Golin successfully hauling the tapestry behind him (Ob 3 Labourer).