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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
1729 lines
34 KiB
Text
1729 lines
34 KiB
Text
#1600
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A Wide Dirt Path~
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This path is several yards in width and the dirt is packed solid. Hundreds
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of people must have marched along this trail. It almost looks like an army was
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marched through here. A lake shrouded in fog is to the west and the city wall
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is to the east.
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~
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16 0 0 0 0 0
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D0
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~
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~
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0 0 1625
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D2
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~
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0 0 775
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E
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credits info~
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Builder : Rumble
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Zone : 16 Camelot II
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Related Zones: 7 Camelot, 17 Camelot III
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Began : 1997, one of my first zones.
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Player Level : 20-30
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Rooms : 100
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Mobs : 36
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Objects : 21
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Shops : 1
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Triggers : 1
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Theme : Medieval
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Plot : The zone is based off the theme of Camelot. Based off the theme
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of Camelot, king arthur, the knights, the round table merlin,
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etc. Only reachable by teleport. Originally started with zone 16
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and 17, ran out of room so also used a few rooms in zone 7. zone
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7 is now used for extra rooms where needed.
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Zone 16 is linked to the following zones:
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7 Camelot at 1600 (south) ---> 775
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7 Camelot at 1602 (south) ---> 777
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7 Camelot at 1603 (south) ---> 778
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7 Camelot at 1604 (south) ---> 779
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7 Camelot at 1605 (south) ---> 780
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7 Camelot at 1609 (south) ---> 784
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7 Camelot at 1611 (south) ---> 786
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7 Camelot at 1612 (south) ---> 787
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7 Camelot at 1614 (south) ---> 789
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7 Camelot at 1615 (south) ---> 790
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17 Camelot III at 1623 (south) ---> 1727
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7 Camelot at 1624 (south) ---> 799
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7 Camelot at 1644 (south) ---> 795
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7 Camelot at 1648 (south) ---> 785
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17 Camelot III at 1671 (west ) ---> 1796
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~
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S
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#1601
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East Lane~
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Another tower rises above the battlements to the south. This one is
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positioned over the main gate. More guards and lookouts are keeping watch
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above you. They must be awaiting an attack, but who or what could make it
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across that lake?
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~
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16 0 0 0 0 0
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D0
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~
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0 0 1626
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D3
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~
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~
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0 0 1602
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S
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#1602
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Courtyard~
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You hear a loud clashing of metals from the north where an open door leads
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into a smoke filled room. The courtyard extends to the south and west while to
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the east a path runs along the castle wall.
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~
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16 0 0 0 0 0
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D0
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~
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~
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0 0 1627
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D1
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0 0 1601
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D2
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0 0 777
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D3
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0 0 1603
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S
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#1603
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Courtyard~
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Two guards are escorting a raving lunatic out of the courtyard. The lunatic
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is screaming about the walking undead. The guards look around nervously then
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club him in the head with the hilt of their swords, knocking him out.
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~
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16 0 0 0 0 0
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D1
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~
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0 0 1602
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D2
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0 0 778
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D3
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~
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0 0 1604
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S
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#1604
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Courtyard~
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You have reached the northwest corner of the courtyard. A beggar is sitting
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here asking for money. You ignore him but then you look at his eyes. He
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motions you over and you obey, but not of your own will. He hands you a note
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and tells you to read it which you do without any questions.
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~
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16 0 0 0 0 0
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D1
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~
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~
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0 0 1603
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D2
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~
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~
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0 0 779
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E
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note~
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The note reads: The king hides the truth from his followers. He fears that
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if they knew the truth they would all leave him and Camelot would be
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defenseless. The threat comes from a time portal to the northwest where the
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dead have returned and seek to gain possession of Camelot. Very few know the
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truth..... The note suddenly dissolves in your hands.
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~
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S
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#1605
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Main Hall~
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The hall continues north and south. You hear a commotion of whining voices
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to the north. To the south it looks like another hall intersects this one. A
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noblewoman storms by you in a rage. What is wrong with these people?
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~
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16 8 0 0 0 0
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D0
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~
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0 0 1630
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D2
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0 0 780
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D3
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~
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~
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0 0 1606
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S
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#1606
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Meeting Room~
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This is where the nobles meet to discuss their stately matters and try to
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feel important. The room is empty right now and doesn't look like it has been
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used in quite some time.
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~
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16 8 0 0 0 0
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D1
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~
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~
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0 0 1605
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S
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#1607
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Scullery~
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A miserable looking servant who is scrubbing pots and pans splashes you with
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some soapy, brown water. He smirks as you try to rub out the brown stains on
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your clothes, then he continues scrubbing at the dirty pans.
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~
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16 8 0 0 0 0
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D0
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~
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~
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0 0 1632
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D3
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~
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~
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0 0 1608
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#1608
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Kitchen~
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A servant suddenly appears out of the wall to the south, a hidden door
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closing behind him. This must be how they carry the food to the different parts
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of the castle since servants aren't allowed to pass through the main halls of
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the castle.
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~
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16 8 0 0 0 0
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D0
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~
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~
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0 0 1633
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D1
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~
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~
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0 0 1607
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D2
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~
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door~
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1 0 1621
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S
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#1609
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Center Lane~
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Tall stone walls rise above you to the east and west. Guards are patrolling
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the battlements above you. This area seems to be deserted. The guards look
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down at you distrustfully. You get the feeling that they don't want you here.
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~
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16 0 0 0 0 0
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D0
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~
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~
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0 0 1634
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D2
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0 0 784
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S
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#1610
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Noble's Bedroom~
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These chambers seem to have been vacated long ago. Layers of dust cover
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everything and the air has a stale uncirculated stench. A closet and several
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bureaus are overflowing with discarded clothes that went out of style long ago.
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~
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16 8 0 0 0 0
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D3
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0 0 1611
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S
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#1611
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Nobles' Quarters~
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You are trespassing in the Nobles' Quarters. They negligently forgot to lock
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all the doors, relying upon the honor of all within Camelot to protect their
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possessions.
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~
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16 8 0 0 0 0
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D0
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~
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0 0 1636
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D1
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0 0 1610
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D2
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0 0 786
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S
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#1612
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Knights' Quarters~
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You have entered the knights' barracks. Cots and armor stands fill the room.
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Some knights are here sleeping and healing from their war wounds. A simple wash
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stand is at the end of the quarters and the windows are shaded to darken the
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room.
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~
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16 8 0 0 0 0
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D0
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~
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0 0 1637
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D2
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0 0 787
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D3
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0 0 1613
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S
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#1613
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Meeting Room~
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Several knights sit around a rickety table on unstable chairs that look
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like they will shatter to pieces at any minute from the weight of the
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knights and their armor. They are quietly discussing the last battle they
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were in. You catch a few words about the walking dead and some invincible
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foe.
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~
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16 8 0 0 0 0
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D1
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0 0 1612
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S
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#1614
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Squires' Quarters~
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Activity swirls around the long wooden benches and tables where at present
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people are eating. There is a rudimentary camp kitchen, with a roster of the
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day. Bunks line the walls and an ad hoc table has been setup for quick meals
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between chores for the ever busy squires. To the south is a quick exit to the
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outside of the city for the squires longer errands.
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~
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16 8 0 0 0 0
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D0
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~
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0 0 1639
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D2
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~
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0 0 789
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S
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#1615
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Knights Way~
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You stand on Knights Way. Knights' pennons are stuck in the ground on both
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sides of the road, with their coats of arms flapping in the breeze. There are
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available slots for other coats of arms. A small alley to the west leads into
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darkness.
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~
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16 0 0 0 0 0
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D0
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~
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0 0 1640
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D2
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0 0 790
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D3
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~
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~
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0 0 1616
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S
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#1616
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Dark Alley~
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You walk in the shadows of the alley, looking around cautiously. No matter
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how honorable the people in this castle must be, you're sure there are thieves
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among them. You stop in surprise as you see a tower appear to the west where a
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second before you hadn't seen anything.
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~
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16 0 0 0 0 0
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D1
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~
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~
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0 0 1615
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D3
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~
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~
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0 0 1617
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S
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#1617
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Merlin's Tower~
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You have found Merlin's tower. It is a jumbled mess of books, scrolls, wands
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and staves. There are rickety worn out tables and chairs upon which a variety
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of curiosities rest. You take a glimpse out the open window of Merlin's tower
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and see the tournament yard below.
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~
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16 8 0 0 0 0
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D1
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~
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~
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0 0 1616
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D4
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~
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~
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0 0 1618
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S
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#1618
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Merlin's Tower~
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Merlin has specimens of this and that in crocks on wooden shelves. Several
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animals are around the room. A cat purrs softly, a crow cocks its head sideways
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while staring up at you and a toad croaks from inside one of the jars.
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~
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16 8 0 0 0 0
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D4
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~
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~
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0 0 1619
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D5
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~
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~
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0 0 1617
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S
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#1619
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Merlin's Tower~
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You sift through the books, scrolls, wands, and staves that line the walls
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and clutter the floor. All are inscribed in a strange runic language which you
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can't even begin to fathom.
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~
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16 8 0 0 0 0
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D4
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~
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~
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0 0 1620
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D5
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~
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~
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0 0 1618
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S
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#1620
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Merlin's Tower~
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Crocks line the shelves, giving off strange odors. You fumble through
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Merlins crockery but all you accomplish is getting a black itchy substance all
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over your fingers and clothing.
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~
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16 8 0 0 0 0
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D4
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~
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~
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0 0 1645
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D5
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~
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~
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0 0 1619
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S
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#1621
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Hidden Passage~
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This passage is dark and narrow. Cobwebs hang from the ceiling and dust
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covers the floor. Hopefully you won't meet anybody. There isn't even enough
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room for two people to walk abreast. Torches are spaced too far apart to really
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help.
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~
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16 8 0 0 0 0
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D0
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~
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door~
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1 0 1608
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D3
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~
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~
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0 0 1622
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S
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#1622
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Hidden Passage~
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The narrow passage continues. You've lost all sense of direction since the
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walls seem to be slightly curved and you can't see more than a dozen feet ahead.
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You hear people talking through the thin walls, but you can't quite understand
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what they are saying.
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~
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16 8 0 0 0 0
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D1
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~
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~
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0 0 1621
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D3
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~
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~
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0 0 1623
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S
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#1623
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Hidden Passage~
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Another hidden door is barely visible to the west. You brush the cobwebs out
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of your hair and the dust off your armor. You hear more voices through to the
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west. It sounds like an argument is going on.
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~
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16 8 0 0 0 0
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D1
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~
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~
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0 0 1622
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D2
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~
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door~
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1 0 1727
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S
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#1624
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Open Field~
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More farmers are cultivating the fields for planting. They are looking
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around nervously and don't seem to be enjoying their work very much. You wonder
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whose land this really is. The castle sits on an island to the east but you
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don't see any means to reach it. The path continues north and south.
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~
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16 0 0 0 0 0
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D0
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~
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~
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0 0 1649
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D2
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~
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~
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0 0 799
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S
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#1625
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A Wide Dirt Path~
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The path continues. In some of the softer spots in the road you can see
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footprints that sink deep into the mud. Whoever went through here was either
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wearing a lot of armor or carrying a lot of weight. The lake and the city wall
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are still forcing you north or south along the trail.
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~
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16 0 0 0 0 0
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D0
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~
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~
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0 0 1650
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D2
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~
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~
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0 0 1600
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S
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#1626
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East Lane~
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A beggar lies on the side of the road in a gutter. He motions to you to come
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over. You reluctantly kneel down to hear what he has to say. He immediately
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starts rambling on crazily about his dead friends that are coming back to kill
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him to get back the money he owes them. You walk away in disgust.
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~
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16 0 0 0 0 0
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D0
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~
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~
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0 0 1651
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D2
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~
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~
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0 0 1601
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S
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#1627
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Blacksmith~
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The blacksmith looks up hoping to make another sale but when he sees your
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clothes he immediately dismisses you. You continue into the room but he ignores
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you. He negligently points to a sign on the wall and tells you to get out.
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~
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16 8 0 0 0 0
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D2
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~
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~
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0 0 1602
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E
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sign~
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Blacksmith closed, by order of the King.
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~
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S
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#1628
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Armory~
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You stand in the Armory of Camelot. The master blacksmith and his three
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apprentices are busy constructing a suit of armor for a knight. Various pieces
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of armor are here in varying states of repair. There is a large weapons rack on
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the eastern wall. To the west is Knight's Way. The smith looks at you and
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says, 'Can't you read? I'm closed. All my work is done for the king's army
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now.'
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~
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16 8 0 0 0 0
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D0
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~
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~
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0 0 1653
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S
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#1629
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Waiting Room~
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More nobles are here pacing back and forth or shuffling their feet in
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irritation. One of them paces by muttering about having to pay the king more of
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his hard earned taxes. This room has only a couple chairs and looks to be more
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like a servants quarters than a waiting room for nobles. Something big must be
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happening to bring in all these nobles at once.
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~
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16 8 0 0 0 0
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D3
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~
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~
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0 0 1630
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S
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#1630
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Main Hall~
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Doors to the east and west are open and you see people waiting patiently
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inside. The hall continues north and south. A noble walks from one room to
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the other muttering about not being told the truth and being treated like a
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commoner.
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~
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16 8 0 0 0 0
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D0
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~
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~
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0 0 1655
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D1
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~
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~
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0 0 1629
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D2
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~
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~
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0 0 1605
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D3
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~
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~
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0 0 1631
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S
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#1631
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The Temple of Camelot~
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The walls of the room are a bright white and polished to a shine. A
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magnificent altar fills the far side of the room with short pews on each side of
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the main aisle. Candles line both walls and a peaceful quiet fills the room.
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~
|
|
16 24 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1630
|
|
S
|
|
#1632
|
|
Kitchen~
|
|
Rows of pots, pans and utensils line the walls. The cooks and servants push
|
|
you out of their way and look at you as if you were last week's meatloaf. This
|
|
kitchen is humongous and continues to the south and west.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1607
|
|
D3
|
|
~
|
|
~
|
|
0 0 1633
|
|
S
|
|
#1633
|
|
Kitchen~
|
|
The pleasant aromas hit you with a blast of heat as you walk by the ovens and
|
|
a large pot over a fire. Cooks and servants run around preparing meals and
|
|
adding spices. One extremely fat cook is walking around with a large spoon,
|
|
sampling the various soups with it, then hitting anyone who isn't moving fast
|
|
enough for her liking.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1632
|
|
D2
|
|
~
|
|
~
|
|
0 0 1608
|
|
D3
|
|
~
|
|
~
|
|
0 0 1634
|
|
S
|
|
#1634
|
|
Center Lane~
|
|
A tall stone wall rises above you to the west. Guards patrolling the
|
|
battlements above you stare down distrustfully. An open doorway to the east
|
|
carries the delicious smell of baking bread and roasted meat.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1659
|
|
D1
|
|
~
|
|
~
|
|
0 0 1633
|
|
D2
|
|
~
|
|
~
|
|
0 0 1609
|
|
S
|
|
#1635
|
|
Noble's Quarters~
|
|
You are standing in vacated chambers. Perhaps you will stay a while since
|
|
the bed looks extremely comfortable. It looks like a down mattress with a
|
|
fleece blanket spread over it. A closet and several bureaus are overflowing
|
|
with colorful clothes that you wouldn't be caught dead in.
|
|
~
|
|
16 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 1636
|
|
S
|
|
#1636
|
|
Common Room~
|
|
This room is where the nobles gather to discuss all of their "important
|
|
matters". Servants stand around waiting to fetch some wine or carry a message
|
|
for their masters.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1661
|
|
D1
|
|
~
|
|
~
|
|
0 0 1635
|
|
D2
|
|
~
|
|
~
|
|
0 0 1611
|
|
S
|
|
#1637
|
|
Knights' Quarters~
|
|
The knights' barracks continues to the north and south. More cots and suits
|
|
of armor fill the room. Several knights are healing from their war wounds.
|
|
The only conversation is in hushed tones.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1662
|
|
D2
|
|
~
|
|
~
|
|
0 0 1612
|
|
D3
|
|
~
|
|
~
|
|
0 0 1638
|
|
S
|
|
#1638
|
|
Barracks~
|
|
Uncomfortable looking cots line the walls. These knights have given up all
|
|
creature comforts to serve the kingdom and its king. The room smells of
|
|
leather, sweat and metal. Many knights are lying wounded in the cots.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1637
|
|
S
|
|
#1639
|
|
Squires' Barracks~
|
|
You stand in the squires' barracks. It is here that all of the lackeys of
|
|
the knights of the round table reside while their lords are in court. The place
|
|
is a jumble of beds, lockers and tables.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1664
|
|
D2
|
|
~
|
|
~
|
|
0 0 1614
|
|
S
|
|
#1640
|
|
Knights Way~
|
|
More pennons are stuck in the ground on the sides of the road, flapping in
|
|
the breeze. You look at the coats of arms. You recognize a few of the devices
|
|
as belonging Gawaine, Tristram and, of course, Lancelot.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1665
|
|
D2
|
|
~
|
|
~
|
|
0 0 1615
|
|
D3
|
|
~
|
|
~
|
|
0 0 1641
|
|
S
|
|
#1641
|
|
Feast Hall~
|
|
You have arrived in the feast hall of Camelot. You are in luck. A feast is
|
|
in progress. There are many open bench-type tables with servants scurrying to
|
|
and fro. The smell is intoxicating and you are drawn towards the huge table
|
|
running through the center of the room, laden with food.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1640
|
|
D3
|
|
~
|
|
~
|
|
0 0 1642
|
|
S
|
|
#1642
|
|
Feast Hall~
|
|
Some tables hold knights while others have ladies. A bard's song adds to the
|
|
festive air of celebration. A huge fire rages in a great stone hearth, over
|
|
which a whole boar is being slowly cooked to perfection.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1641
|
|
D3
|
|
~
|
|
~
|
|
0 0 1643
|
|
S
|
|
#1643
|
|
Feast Hall~
|
|
At the head of the table is another throne which stands empty. Everyone is
|
|
trying to celebrate but they all look severely depressed. The assorted foods
|
|
and drinks make your mouth water but a servant shoos you away as soon as you
|
|
approach the table.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1642
|
|
S
|
|
#1644
|
|
West Lane~
|
|
This lane travels north and south along the western wall of Camelot. Two
|
|
towers rise above you to the east. You see no entrance on this side. A few
|
|
knights are out on the streets but otherwise it seems deserted.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1695
|
|
D2
|
|
~
|
|
~
|
|
0 0 795
|
|
S
|
|
#1645
|
|
Merlin's Tower~
|
|
You notice a large pulsating pentagram in the northern part of the room which
|
|
throbs and hums in time to your heartbeat. There is also a SIGN here with
|
|
unearthly glowing red lettering which blink over and over as if to say LOOK AT
|
|
ME! Your inner voice, which has always served you well so far, screams at you
|
|
to LEAVE IT ALONE!
|
|
~
|
|
16 12 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1670
|
|
D5
|
|
~
|
|
~
|
|
0 0 1620
|
|
E
|
|
sign~
|
|
At first the sign is indecipherable, but then the lettering adjusts to a
|
|
language you understand. It says: BEWARE OF DEMON! I have imprisoned a FOUL,
|
|
NASTY, EXTREMELY POWERFUL demon in this pentagram. THERE IS NOTHING OF WORTH IN
|
|
THE PENTAGRAM. - Merlin
|
|
~
|
|
S
|
|
#1646
|
|
Northeast Tower~
|
|
Across the lake you see the city of Bellau Woods. It looks so peaceful
|
|
from here and you wonder how these guards can stand up here for hours on
|
|
end without falling asleep. A guard whispers something to one of the
|
|
lookouts, you catch a couple words, something about putting you to work in
|
|
the army.
|
|
~
|
|
16 0 0 0 0 0
|
|
D5
|
|
~
|
|
~
|
|
0 0 1651
|
|
S
|
|
#1647
|
|
North Tower~
|
|
Guards stare across the lake, ignoring you. You try to figure out what
|
|
they are staring at, but all you see are open fields and a decrepit stone
|
|
tower. Nothing threatening. You try to strike up a conversation with the
|
|
guards, but they ignore you.
|
|
~
|
|
16 0 0 0 0 0
|
|
D5
|
|
~
|
|
~
|
|
0 0 1659
|
|
S
|
|
#1648
|
|
Hidden Room~
|
|
Dust covers the floor, except for a few footprints that lead to the center of
|
|
the room and disappear. The rest of the room is empty, the walls are bare.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
door~
|
|
1 0 785
|
|
D5
|
|
~
|
|
door~
|
|
1 0 1691
|
|
S
|
|
#1649
|
|
Open Field~
|
|
Only a few peasants and farmers are working the fields here. They all
|
|
stop occasionally and look to the north in fear as if they expect the devil
|
|
himself to suddenly appear. The fields are neglected and it seems they are
|
|
just now starting to prepare it for planting.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1674
|
|
D2
|
|
~
|
|
~
|
|
0 0 1624
|
|
S
|
|
#1650
|
|
A Wide Dirt Path~
|
|
You start to see bits and pieces of discarded equipment. A couple of empty
|
|
supply wagons sit by the side of the trail. This army must have been moving
|
|
fast to leave all this stuff behind. The tracks look to be only a couple of
|
|
hours old. The city wall and the lake still force you north or south.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1675
|
|
D2
|
|
~
|
|
~
|
|
0 0 1625
|
|
S
|
|
#1651
|
|
North Lane~
|
|
You've reached the northeast corner of the castle, another tower with
|
|
lookouts. They are standing a vigilant watch looking outwards, as if expecting
|
|
an army to try to swim across the lake to attack the castle. Everyone in this
|
|
castle seems crazy.
|
|
~
|
|
16 0 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1626
|
|
D3
|
|
~
|
|
~
|
|
0 0 1652
|
|
D4
|
|
~
|
|
~
|
|
0 0 1646
|
|
S
|
|
#1652
|
|
North Lane~
|
|
The lane continues between the walls to the north and south. Two guards
|
|
walk by, one telling the other some outrageous story about the undead. Then
|
|
you realize he didn't seem to be joking.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1651
|
|
D3
|
|
~
|
|
~
|
|
0 0 1653
|
|
S
|
|
#1653
|
|
North Lane~
|
|
Two guards are whispering softly. You try to sneak up on them to hear what
|
|
they are saying. You just catch a couple of words. "We cannot keep this up.
|
|
We will all be dead soon." Then they see you and order you to move on.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1652
|
|
D3
|
|
~
|
|
~
|
|
0 0 1654
|
|
S
|
|
#1654
|
|
North Lane~
|
|
More people walk by with hopeless looks on their faces. What is wrong with
|
|
this castle and these people? You try to ask someone but they look at you as if
|
|
you're the stupidest person alive.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1653
|
|
D3
|
|
~
|
|
~
|
|
0 0 1655
|
|
S
|
|
#1655
|
|
North Lane~
|
|
Everyone looks at you in disgust. Now that you think about it, you haven't
|
|
seen anyone smiling or any children running around playing. This castle seems
|
|
to be under a siege of some sort, but not physically.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1654
|
|
D2
|
|
~
|
|
~
|
|
0 0 1630
|
|
D3
|
|
~
|
|
~
|
|
0 0 1656
|
|
S
|
|
#1656
|
|
North Lane~
|
|
The stone walls to the north and south are expertly crafted and are
|
|
almost seamless. It would almost seem that this castle was built with the
|
|
help of some very powerful magic.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1655
|
|
D3
|
|
~
|
|
~
|
|
0 0 1657
|
|
S
|
|
#1657
|
|
North Lane~
|
|
The wall north towers above you while a smaller wall to the south just looks
|
|
like a small stone building. Very few people are out traveling this road. You
|
|
only see a few patrolman and peasants.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1656
|
|
D3
|
|
~
|
|
~
|
|
0 0 1658
|
|
S
|
|
#1658
|
|
North Lane~
|
|
The dirt lane is once again blocked on both sides by stone walls. A
|
|
chimney juts out of the southern wall and heat waves make the rocks around
|
|
it shimmer as if alive.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1657
|
|
D3
|
|
~
|
|
~
|
|
0 0 1659
|
|
S
|
|
#1659
|
|
North Lane~
|
|
The wall turns to the east, forcing you to follow. At the intersection
|
|
of the north and west walls a small tower sits above you on the
|
|
battlements. Several figures are keeping a sharp look out. You wonder for
|
|
what?
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1658
|
|
D2
|
|
~
|
|
~
|
|
0 0 1634
|
|
D4
|
|
~
|
|
~
|
|
0 0 1647
|
|
S
|
|
#1660
|
|
Noble's Quarters~
|
|
You are trespassing in a Noble's chamber. This noble shut his door,
|
|
anticipating intrusion from scum like you. The chambers consist of a large bed,
|
|
several shelves and a closet stuffed with clothes. These nobles live a life of
|
|
luxury.
|
|
~
|
|
16 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 1661
|
|
S
|
|
#1661
|
|
Garden~
|
|
This must be where the nobles come to seek release from their "stressful"
|
|
jobs, from their never ending battle of fighting for the rights of the common
|
|
folk. The various flowers and plants are very well tended and the scent of
|
|
spring flowers is refreshing.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1686
|
|
D1
|
|
~
|
|
~
|
|
0 0 1660
|
|
D2
|
|
~
|
|
~
|
|
0 0 1636
|
|
S
|
|
#1662
|
|
Knights' Quarters~
|
|
You walk deeper into the knights' barracks. Cots and armor stands fill the
|
|
room. Some knights are here sleeping and healing from their war wounds. A
|
|
simple wash stand is at the end of the quarters.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1687
|
|
D2
|
|
~
|
|
~
|
|
0 0 1637
|
|
D3
|
|
~
|
|
~
|
|
0 0 1663
|
|
S
|
|
#1663
|
|
Barracks~
|
|
More cots line the walls, filled with the wounded. A major battle must have
|
|
recently taken place and it looks like they lost miserably. Servants are
|
|
running back and forth with bandages and fresh water, trying to tend to the
|
|
knights, some of whom are dying.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1662
|
|
S
|
|
#1664
|
|
Squires' Barracks~
|
|
A couple of squires are here testing their skills on each other by wrestling.
|
|
They throw each other across the room with little regard to life or limb. You
|
|
back out of the way. If the squires are this tough, you'd hate to fight one of
|
|
the knights.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1689
|
|
D2
|
|
~
|
|
~
|
|
0 0 1639
|
|
S
|
|
#1665
|
|
Knights Way~
|
|
Squires bustle up and down the road on various errands for their lords. A
|
|
large building to the north has its ornate double doors open wide, inviting you
|
|
to enter. A tower rises above you to the west.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1690
|
|
D2
|
|
~
|
|
~
|
|
0 0 1640
|
|
D3
|
|
~
|
|
~
|
|
0 0 1666
|
|
S
|
|
#1666
|
|
Tower of Valor~
|
|
A tower rises up from here by a winding staircase. Knights Way is to the
|
|
east. There is an inscription above the archway to the tower. You look at the
|
|
inscription. It reads: HONOR SEPARATES THE KNIGHT FROM THE CRIMINAL.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1665
|
|
D4
|
|
~
|
|
~
|
|
0 0 1667
|
|
S
|
|
#1667
|
|
Tower of Valor~
|
|
You stand in the Tower of Valor. The walls bear murals of battle scenes, of
|
|
knights fighting knights and various unearthly beasts. There is a hollow in one
|
|
of the walls in which a fire takes the edge off the cold of the room. The smoke
|
|
puts you in a strange daze in which the MURALS seem to come to life. Stairs
|
|
lead down to the street below.
|
|
~
|
|
16 8 0 0 0 0
|
|
D4
|
|
~
|
|
~
|
|
0 0 1668
|
|
D5
|
|
~
|
|
~
|
|
0 0 1666
|
|
E
|
|
murals~
|
|
You look at a mural of Saint George and the Dragon. George's armor
|
|
gleams in the sun, and from his lance flies his standard. George signals
|
|
the dragon and charges across the verdant green. The dragon raises its
|
|
serpentine head and inhales a mighty breath. George and mount thunder
|
|
though the tall grass. The dragon- You snap out of your vision
|
|
~
|
|
S
|
|
#1668
|
|
Tower of Valor~
|
|
You stand in the Tower of Honor. MURALS cover the walls and domed ceiling.
|
|
Smoke rolls out in an eerie caress from the fire hollow in the walls. A strange
|
|
tingling sensation rushes through your body. Stairs lead to the street below.
|
|
~
|
|
16 8 0 0 0 0
|
|
D5
|
|
~
|
|
~
|
|
0 0 1667
|
|
E
|
|
murals~
|
|
You look at the mural of Lancelot, Guinevere and Arthur on a picnic. A page
|
|
arrives and hands Arthur a scroll. Arthur reads the scroll and mounts his
|
|
charger, racing back along the road. Lancelot turns to mount his charger, but a
|
|
feminine hand restrains him, beckoning to the cool shade under the oaks.
|
|
Lancelot turns to face Guinevere- You snap out of your vision.
|
|
~
|
|
S
|
|
#1669
|
|
West Lane~
|
|
The inner western wall of Camelot rises above you with a tower at its peak.
|
|
Few people are walking the streets and even fewer are even acknowledging you.
|
|
Why is everyone so reclusive?
|
|
~
|
|
16 0 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1695
|
|
D4
|
|
~
|
|
~
|
|
0 0 1694
|
|
S
|
|
#1670
|
|
Inside the Pentagram~
|
|
As you step into the pentagram a blast of hellish heat and cackling assails
|
|
you from all sides. Your entire body is wracked in pain, and you hear yourself
|
|
screaming in an endless cry of horror.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1645
|
|
S
|
|
T 1600
|
|
T 1601
|
|
#1671
|
|
Beautiful Hall~
|
|
The hall turns sharply to the north. The room is lit by windows on the
|
|
eastern wall which look down onto the courtyard of the castle towards the main
|
|
gate. A servant walks by you, the padding of his feet being muffled by the
|
|
expensive woven rugs.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1672
|
|
D3
|
|
~
|
|
~
|
|
0 0 1796
|
|
S
|
|
#1672
|
|
Neglected Hallway~
|
|
More of nothing lines this barren hall. Someone has taken the time to keep
|
|
the place free from dust, but that's about it. The hall continues north and
|
|
south, without any sign of changing.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1696
|
|
D2
|
|
~
|
|
~
|
|
0 0 1671
|
|
S
|
|
#1673
|
|
Bedroom~
|
|
You have to turn sideways to enter this bedroom. Bookshelves cover every
|
|
spare inch of the room, except where a small cot sits against the wall beside a
|
|
desk. Several scrolls are rolled up and placed neatly on the desk. You look
|
|
around; no one would see you if you just took a quick peek.
|
|
~
|
|
16 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 1697
|
|
S
|
|
#1674
|
|
Open Field~
|
|
The fields are deserted in this area. A wind from the north carries an awful
|
|
stench with it and you see vultures circling. The lake is to the east and the
|
|
path continues north and south. Further to the north you see a tower and in the
|
|
middle of the lake to the east sits a massive castle on an island.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1699
|
|
D2
|
|
~
|
|
~
|
|
0 0 1649
|
|
S
|
|
#1675
|
|
A Wide Dirt Path~
|
|
The path makes a sharp turn along the lake shore towards the west. The
|
|
tracks follow the trail. To the north you see some foothills with mountains in
|
|
the distance. The city wall is to the east.
|
|
~
|
|
16 4 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1650
|
|
D3
|
|
~
|
|
~
|
|
0 0 1676
|
|
S
|
|
#1676
|
|
A Wide Dirt Path~
|
|
The path continues east and west. You suddenly realize all these tracks only
|
|
go in one direction. This army has never come back through here. The foothills
|
|
to the north look treacherous. To the south, small waves lap against the shore
|
|
of the lake. Through the fog blanketing the lake you think you see an island.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1675
|
|
D3
|
|
~
|
|
~
|
|
0 0 1677
|
|
S
|
|
#1677
|
|
A Wide Dirt Path~
|
|
The trail still follows the lake shore, the trees are starting to thin out
|
|
and opens into a field to the west. The foothills to the north still look
|
|
impassable. You hear something to the west but you can't identify it from this
|
|
far away.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1676
|
|
D3
|
|
~
|
|
~
|
|
0 0 1678
|
|
S
|
|
#1678
|
|
A Wide Dirt Path~
|
|
The path branches to the north and you hear some loud growling. More noises
|
|
are coming from the west. It almost sounds like a battle is being fought.
|
|
Through the fog to the south you finally can see the island and what appears to
|
|
be a castle built on it.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1677
|
|
D3
|
|
~
|
|
~
|
|
0 0 1679
|
|
S
|
|
#1679
|
|
Battle Field~
|
|
You stare in horror at the carnage lying before you. Hundreds of dead
|
|
soldiers lie across the path and you see even more to the west. These soldiers
|
|
were routed. You start to notice that some of the corpses, about one of every
|
|
ten, are in an advanced state of decomposition, while most of them are just now
|
|
beginning to bloat from the sun.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1678
|
|
D3
|
|
~
|
|
~
|
|
0 0 1680
|
|
S
|
|
#1680
|
|
Battle Field~
|
|
More mutilated bodies are scattered across the field and vultures are
|
|
starting to gather. Strange, the decayed corpses seem to be untouched by the
|
|
vultures, rats and other scavengers that feast on the fresher fare on this
|
|
battlefield.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1679
|
|
D3
|
|
~
|
|
~
|
|
0 0 1681
|
|
S
|
|
#1681
|
|
Battle Field~
|
|
You notice that all of the bloated bodies seem to have the same crest on
|
|
their uniforms while the decayed corpses wear clothes and armor that looks
|
|
ancient and is practically falling off them. Also the decayed corpses seem to
|
|
be mutilated, most of them with their heads actually lopped off.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1680
|
|
D3
|
|
~
|
|
~
|
|
0 0 1682
|
|
S
|
|
#1682
|
|
Battle Field~
|
|
More bodies clutter the path and you carefully pick your way around
|
|
them. Blood mixed with the dirt from the path covers your boots and the
|
|
stench is beginning to overwhelm you. The path continues east and west.
|
|
The lake to the south has a slight tinge of red too it.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1681
|
|
D3
|
|
~
|
|
~
|
|
0 0 1683
|
|
S
|
|
#1683
|
|
Battle Field~
|
|
More bodies. These look to be from an earlier fight. The stench of decay is
|
|
overpowering you and you think about turning back. You hear the clash of steel
|
|
and screams of pain to the west. A new battle must have just started.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1682
|
|
D3
|
|
~
|
|
~
|
|
0 0 1684
|
|
S
|
|
#1684
|
|
Battle Field~
|
|
The battle before you has almost reached its conclusion. Walking corpses are
|
|
slaughtering what's left of the army. The zombies decimate the last of the
|
|
infantry, turn around, and leave to the west. Silence once again claims the
|
|
battle field.
|
|
~
|
|
16 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1683
|
|
D3
|
|
~
|
|
~
|
|
0 0 1699
|
|
S
|
|
#1685
|
|
Foothills~
|
|
You work your way through the foothills towards the tower to the
|
|
north. Bodies are everywhere, most of them from the army. Hard to
|
|
believe the number of casualties those zombies inflicted.
|
|
~
|
|
16 4 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 2200
|
|
D2
|
|
~
|
|
~
|
|
0 0 1699
|
|
S
|
|
#1686
|
|
Sitting Room~
|
|
Another room for the nobles to hang out and relax. It would seem
|
|
that's all they do. Several plump chairs line the walls and a few tables
|
|
are loaded with papers. Some of those papers have elaborate writing on
|
|
them.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1661
|
|
S
|
|
#1687
|
|
Knights' Quarters~
|
|
The knights' barracks continues to the south and west. Weapons and suits of
|
|
armor fill the room. Several knights are having a conversation in hushed tones.
|
|
They look at you reprovingly as you try to listen in.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1662
|
|
D3
|
|
~
|
|
~
|
|
0 0 1688
|
|
S
|
|
#1688
|
|
Barracks~
|
|
Uncomfortable looking cots line the walls. These knights have given up all
|
|
creature comforts to serve the kingdom and its king. The room smells of
|
|
leather, sweat and metal. A lot of the knights are lying wounded in the cots.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1687
|
|
S
|
|
#1689
|
|
Squires' Study~
|
|
This room is supposed to be a place of learning for the knights in training
|
|
and a few books are laid out on the table. But most of the desks and
|
|
bookshelves have been pushed aside so the squires could have room for some
|
|
swordplay.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1664
|
|
S
|
|
#1690
|
|
The Round Table~
|
|
You have entered the chamber of the Round Table, where war council is held
|
|
between Arthur and his companions. The Round Table is 30 feet in diameter, and
|
|
made of polished cherry. Around it are 50 chairs. The room which houses the
|
|
table is also round and, far above, you see the domed ceiling. Light streams
|
|
down in long rays to hit the gold and crystal candelabra where it is broken into
|
|
a brilliant prismatic spray.
|
|
~
|
|
16 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 1665
|
|
S
|
|
#1691
|
|
Study~
|
|
This room is secluded from the rest of the castle and the thick walls
|
|
keep all sound from reaching this part of the castle. Shelves line both
|
|
walls and a desk, lamp and chair are to the west.
|
|
~
|
|
16 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 1692
|
|
D4
|
|
~
|
|
door~
|
|
1 0 1648
|
|
S
|
|
#1692
|
|
Study~
|
|
The room is dark except for the lamp, starting to flicker out, that is
|
|
sitting on the desk. You are deep into the heart of the castle and the tons of
|
|
stone above you make you nervous. The desk and chair are made of solid oak.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1691
|
|
D5
|
|
~
|
|
door~
|
|
1 0 1693
|
|
S
|
|
#1693
|
|
Torture Room~
|
|
This secluded room has shackles and chains hanging from the walls. You stare
|
|
at some tools that must be used in torturing the helpless prisoners. Who could
|
|
be so cruel? Certainly not King Arthur.
|
|
~
|
|
16 8 0 0 0 0
|
|
D4
|
|
~
|
|
door~
|
|
1 0 1692
|
|
S
|
|
#1694
|
|
Northwest Tower~
|
|
Guards are keeping a sharp lookout to the northwest, towards a decrepit
|
|
looking tower. Fields stretch towards the south where the farmers,
|
|
peasants and serfs cultivate the fertile fields.
|
|
~
|
|
16 0 0 0 0 0
|
|
D5
|
|
~
|
|
~
|
|
0 0 1669
|
|
S
|
|
#1695
|
|
West Lane~
|
|
The lane continues north towards some towers or south to the western gate.
|
|
You sense strange powers radiating from the towers to the northeast, as if they
|
|
were alive. The dirt lane turns into cobblestone to the south.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1669
|
|
D2
|
|
~
|
|
~
|
|
0 0 1644
|
|
S
|
|
#1696
|
|
Neglected Hallway~
|
|
All of the embellishments from the hall to the south are gone. Bare stone
|
|
line the walls and no pleasantries of any kind clutter this hall. It doesn't
|
|
seem like many people use this area.
|
|
~
|
|
16 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1697
|
|
D2
|
|
~
|
|
~
|
|
0 0 1672
|
|
S
|
|
#1697
|
|
Neglected Hallway~
|
|
The hall ends to the north and small doorways are open to the east and west.
|
|
You suddenly get the feeling of no longer being alone, of being watched. It
|
|
almost feels like someone is waiting for you.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1673
|
|
D2
|
|
~
|
|
~
|
|
0 0 1696
|
|
D3
|
|
~
|
|
~
|
|
0 0 1698
|
|
S
|
|
#1698
|
|
Bedroom~
|
|
This small room is overcrowded with a small decrepit looking bed, a small
|
|
desk and various bookshelves that teeter from the weight of countless books.
|
|
The room looks more like a study than a bedroom. The desk is covered with
|
|
papers and notes that someone hastily scribbled down.
|
|
~
|
|
16 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 1697
|
|
S
|
|
#1699
|
|
Battle Field~
|
|
You see the zombies leave to the north towards a massive tower that rises
|
|
above the foothills. Bodies lie everywhere right up to the base of the tower.
|
|
There must be over a thousand dead.
|
|
~
|
|
16 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 1685
|
|
D1
|
|
~
|
|
~
|
|
0 0 1684
|
|
D2
|
|
~
|
|
~
|
|
0 0 1674
|
|
S
|
|
$~
|