#1600 A Wide Dirt Path~ This path is trampled, hundreds of people must have marched along this trail. The dirt is packed solid and is several yards in width. It almost looks like an army was marched through here. A lake shrouded in fog is to the west and the city wall is to the east ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1625 D2 ~ ~ 0 0 775 E credits info~ Builder : Rumble Zone : 16 Camelot II Related Zones: 7 Camelot, 17 Camelot III Began : 1997, one of my first zones. Player Level : 20-30 Rooms : 100 Mobs : 36 Objects : 21 Shops : 1 Triggers : 1 Theme : Medieval Plot : The zone is based off the theme of Camelot. Based off the theme of Camelot, king arthur, the knights, the round table merlin, etc. Only reachable by teleport. Originally started with zone 16 and 17, ran out of room so also used a few rooms in zone 7. zone 7 is now used for extra rooms where needed. Zone 16 is linked to the following zones: 7 Camelot at 1600 (south) ---> 775 7 Camelot at 1602 (south) ---> 777 7 Camelot at 1603 (south) ---> 778 7 Camelot at 1604 (south) ---> 779 7 Camelot at 1605 (south) ---> 780 7 Camelot at 1609 (south) ---> 784 7 Camelot at 1611 (south) ---> 786 7 Camelot at 1612 (south) ---> 787 7 Camelot at 1614 (south) ---> 789 7 Camelot at 1615 (south) ---> 790 17 Camelot III at 1623 (south) ---> 1727 7 Camelot at 1624 (south) ---> 799 7 Camelot at 1644 (south) ---> 795 7 Camelot at 1648 (south) ---> 785 17 Camelot III at 1671 (west ) ---> 1796 ~ S #1601 East Lane~ Another tower rises above the battlements to the south. This one is positioned over the main gate. More guards and lookouts are keeping watch above you. They must be awaiting an attack, but who or what could make it across that lake? ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1626 D3 ~ ~ 0 0 1602 S #1602 Courtyard~ To the north an open door leads into a smoke filled room, the courtyard extends to the south and west. While to the east a path runs along the castle wall. You hear a loud clashing of metals to the north. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1627 D1 ~ ~ 0 0 1601 D2 ~ ~ 0 0 777 D3 ~ ~ 0 0 1603 S #1603 Courtyard~ Two guards are escorting a raving lunatic out of the courtyard. The lunatic is screaming about the walking undead, the guards look around nervously then club him in the head with the hilt of their sword, knocking him out. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1602 D2 ~ ~ 0 0 778 D3 ~ ~ 0 0 1604 S #1604 Courtyard~ You have reached the northwest corner of the courtyard, a beggar is sitting here asking for money, you ignore him but then you look at his eyes. He motions you over and you obey, but not of your own will. He hands you a note and tells you to read it, you do without any questions. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1603 D2 ~ ~ 0 0 779 E note~ The note reads: The king hides the truth from his followers. He fears that if they knew the truth they would all leave him and Camelot would be defenceless. The threat comes from a time portal to the northwest where the dead have returned and seek to gain possesion of camelot. Very few know the truth..... The note suddenly dissolves in your hands. ~ S #1605 Main Hall~ The hall continues north and south, you hear a comossion of whining voices to the north. To the south it looks like another hall intersects this one. A noblewoman storms by you in a rage. What is wrong with these people? ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1630 D2 ~ ~ 0 0 780 D3 ~ ~ 0 0 1606 S #1606 Meeting Room~ This is where the nobles meet to discuss their stately matters and try to feel important. The room is empty right now and doesn't look like it has been used in quite some time. A Letter is lying on a table in the middle of the room, ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1605 S #1607 Scullery~ A miserable looking servant who is scrubbing pots and pans splashes you with some soapy brown water. He smiles as you try to rub out the brown stains on all your clothes then he continues scrubbing at the dirty pans. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1632 D3 ~ ~ 0 0 1608 S #1608 Kitchen~ A servant suddenly appears out of the wall to the south. A hidden door closing behind him. This must be how they carry the food to the different parts of the castle, servants aren't allowed to pass through the main halls of the castle. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1633 D1 ~ ~ 0 0 1607 D2 ~ door~ 1 0 1621 S #1609 Center Lane~ Tall stone walls rise above you to the east and west, guards are patrolling the battlements above you. This area seems to be deserted. The guards look down at you distrustfully, you get the feeling that they don't want you here. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1634 D2 ~ ~ 0 0 784 S #1610 Nobles Bedroom~ You are standing in vacated chambers. Perhaps you will stay a while, the bed looks extremely comfortable. It looks like a down mattress with a fleece blanket spread over it. Several bureaus and a closet is overflowing with colorful clothes that you wouldn't be caught dead in. ~ 16 0 0 0 0 0 D3 ~ ~ 0 0 1611 S #1611 Nobles Quarters~ You are tresspassing in a the Nobles Quarters. They negligently forgot to lock all the doors, relying upon the honor of all within Camelot to protect their posessions. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1636 D1 ~ ~ 0 0 1610 D2 ~ ~ 0 0 786 S #1612 Knights Quarters~ You have entered 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, and the windows are shaded to darken the room. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1637 D2 ~ ~ 0 0 787 D3 ~ ~ 0 0 1613 S #1613 Meeting Room~ Several knights sit around a rickety table on unstable chairs that look like they will shatter to pieces at any minute from the weight of the knights and their armor. They are quietly discussing the last battle they were in. You catch a few words about the walking dead, and some invincible foe. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1612 S #1614 Squires Quarters~ Activity swirls around the long wooden benches and tables where at present people are eating. There is a rudimentry camp kitchin, with a roster of the day. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1639 D2 ~ ~ 0 0 789 S #1615 Knights Way~ You stand on Knight's Way. Knights pennons are stuck in the ground on both sides of the road, with their coat of arms flapping in the breeze. There are available slots for other coats of arms. A small alley to the west leads into darkness. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1640 D2 ~ ~ 0 0 790 D3 ~ ~ 0 0 1616 S #1616 Dark Alley~ You walk in the shadows of the alley, looking around cautiously. No matter how honorable the people in this castle must be you're sure there are thieves among them. You stop in suprise as you see a tower appear to the west where a second before you hadn't seen anything. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1615 D3 ~ ~ 0 0 1617 S #1617 Merlins Tower~ You have found Merlin's tower. It is a jumbled mess of books, scrolls, wands, staves. There are rickety worn out tables and chairs upon which a variety of curiosities rest. You take a glimpse out the open window of Merlin's tower and see the tournement yard below ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1616 D4 ~ ~ 0 0 1618 S #1618 Merlins Tower~ Merlin also has several animals and specimens of this and that in crocks on wooden shelves. A cat purrs softly staring up to you, a crow cocks it's head sideways and a toad croaks from inside one of the jars. ~ 16 0 0 0 0 0 D4 ~ ~ 0 0 1619 D5 ~ ~ 0 0 1617 S #1619 Merlins Tower~ Books scrolls wands staves line the walls and clutter the floor. You sift through Merlin's books, scrolls, wands, and staves. All are inscribed in a strange runic language which you can't even begin to fathom. ~ 16 0 0 0 0 0 D4 ~ ~ 0 0 1620 D5 ~ ~ 0 0 1618 S #1620 Merlins Tower~ Crocks line the shelves giving off strange odors. You fumble through Merlins crockery, and all you accomplish is getting a black resiny substance which itches all over your fingers and clothing. ~ 16 0 0 0 0 0 D4 ~ ~ 0 0 1645 D5 ~ ~ 0 0 1619 S #1621 Hidden Passage~ This passage is dark and narrow, cobwebs hang from the ceiling and dust covers the floor. Hopefully you won't meet anybody. There isn't even enough room for two people to walk abreast. Torches are spaced too far apart to really help. ~ 16 0 0 0 0 0 D0 ~ door~ 1 0 1608 D3 ~ ~ 0 0 1622 S #1622 Hidden Passage~ The narrow passage continues, you've lost all sense of direction since the walls seem to be slightly curved and you can't see more than a dozen feet ahead. You hear people talking through the thin walls, but you can't quite understand what they are sayin ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1621 D3 ~ ~ 0 0 1623 S #1623 Hidden Passage~ Another hidden door is barely visible to the west, You brush the cobwebs out of your hair and the dust off your armor. You hear more voices through to the west. It sounds like an argument is going on. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1622 D2 ~ door~ 1 0 1727 S #1624 Open Field~ More farmers are cultivating the fields for planting, they are looking around nervously and don't seem to be enjoying their work very much. You wonder who's land this really is. The castle sits on an island to the east but you don't see any means to reach it. The path continues north and south. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1649 D2 ~ ~ 0 0 799 S #1625 A Wide Dirt Path~ The path continues, in some of the softer spots in the road you can see footprints that sink deep into the mud. Who ever went through here was either wearing alot of armor or carrying alot of weight. The lake and the city wall is still forcing you north or south along the trail. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1650 D2 ~ ~ 0 0 1600 S #1626 East Lane~ A beggar lies on the side of the road in a gutter. He motions to you to come over. Reluctantly you kneel down to hear what he has to say. He immediately starts rambling on crazily about his dead friends that are coming back to kill him to get back the money he owes them. You walk away in disgust. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1651 D2 ~ ~ 0 0 1601 S #1627 Blacksmith~ The blacksmith looks up hoping to make another sale, he looks at your clothes and immediately dismisses you. You continue into the room but he ignores you. He negligently points to a sign on the wall and tells you to get out. ~ 16 0 0 0 0 0 D2 ~ ~ 0 0 1602 E sign~ Blacksmith closed, by order of the king. ~ S #1628 Armory~ You stand in the Armory of Camelot. The master blacksmith and his 3 apprentices are busy fabricating a suit of armor for a knight. Various pieces of armor are here in varying states of repair. There is a large weapons rack on the eastern wall. To the west is Knight's Way. The smith looks at you and says, 'can't you read, I'm closed, all my work is done for the king's army now. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1653 S #1629 Waiting Room~ More nobles are here pacing back and forth or shuffling their feet in irritation. One of them paces by muttering about having to pay the king more of his hard earned taxes. This room has only a couple chairs and looks to be more of a servants quarters than a waiting room for nobles. Something big must be happening to bring in all these nobles at once. ~ 16 0 0 0 0 0 D3 ~ ~ 0 0 1630 S #1630 Main Hall~ Doors to the east and west are open and you see people waiting patiently inside. The hall continues north and south. A noble walks from one room to the other muttering about not being told the truth and being treated like a commoner. ~ 16 0 0 0 0 0 D0 ~ ~ 0 0 1655 D1 ~ ~ 0 0 1629 D2 ~ ~ 0 0 1605 D3 ~ ~ 0 0 1631 S #1631 Teleport Room~ The walls of the room are a bright white and polished to a shine. From here adventurers can travel around the realm through use of teleport rooms. These rooms were created as many found normal travel difficult and dangerous. This room links to the fabled castle of camelot where many adventurers go to seek audience with the King. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1630 S T 1600 #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 like last weeks meatlof. This kitchen is humungous and continues to the south and west. ~ 16 0 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 0 0 0 0 0 D1 ~ ~ 0 0 1632 D2 ~ ~ 0 0 1608 D3 ~ ~ 0 0 1634 S #1634 Center Lane~ A tall stone walls 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 Nobles Quarters~ You are standing in vacated chambers. Perhaps you will stay a while, the bed looks extremely comfortable. It looks like a down mattress with a fleece blanket spread over it. Several bureaus and a closet is overflowing with colorful clothes that you wouldn't be caught dead in. ~ 16 0 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 0 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 0 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. Thes knights have given up all creature comforts to serve the kingdom and it's king. The room smells of leather, sweat and metal. Alot of the knights are lying wounded in the cots. ~ 16 0 0 0 0 0 D1 ~ ~ 0 0 1637 S #1639 Squires Barracks~ You stand in the squire's 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 0 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 that of 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 sevants scurrying too and fro. The smell is intoxicating and you are drawn towards the huge table running through the center of the room, ladden with food. ~ 16 0 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 bards 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 0 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 severly depressed. The assorted foods and drinks make your mouth water, but as soon as you approach the table a servant shoes you away. ~ 16 0 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 0 0 0 0 0 D0 ~ ~ 0 0 1695 D2 ~ ~ 0 0 795 S #1645 Merlins Tower~ You notice a large pulsating pentagram in the northern part of the room which throbs and humms in time to your heartbeat. There is also a SIGN here with unearthly glowing red lettering which blinks over and over the message LOOK AT ME Your inner coice, which has always served you well so far, screams at you to LEAVE IT ALONE! ~ 16 4 0 0 0 0 D0 ~ ~ 0 0 1670 D5 ~ ~ 0 0 1620 E sign~ You look at the sign. At first you can't understand it, 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. To those inside, there are NO EXITS. Even Lancelot would certainly die in the pentagram. THERE IS NOTHING OF WORTH IN THE PENTAGRAM, ONLY DEATH, and nothing short of DIRECT DIVINE INTERVENTION will get you out of it. - 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 0 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 on 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 hours old. The city wall and the lake still forces 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 standing a vigilant watch are looking outwards, as if they are expecting an army to try and swim across the lake and 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 guard walks 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 and hear what they are saying. You just catch a couple words. "we cannot keep this up, we will all be dead soon" then they see you and order you to move on. A sign is hanging on a door to the south. ~ 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 and 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 with a smile on their face or 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, a smaller wall to the south just looks like a small stone building. Very few people are out travelling 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 Nobles Quarters~ You are tresspassing 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 0 0 0 0 0 D3 ~ ~ 0 0 1661 S #1661 Garden~ This must be where the noble's 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 aroma 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 0 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 comfort the knights, some of which are dying. ~ 16 0 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 0 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. You notice a scroll lying on the ground. A large building to the north has it's wide 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. There is an inscription above the archway to the tower. Knight's way is to the east. You look at the inscription. It reads: HONOR SEPERATES THE KNIGHT FROM THE CRIMINAL ~ 16 0 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 0 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 erie caress from the fire hollow in the walls. A strange tingling sensation rushes through your body. Stairs lead to the street below. ~ 16 0 0 0 0 0 D5 ~ ~ 0 0 1667 E murals~ You look at the mural of Lancelot, Gwenivere, 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 Gwenivere- You snap out of your vision [ ~ S #1669 West Lane~ The inner western wall of camelot rises above you with a tower at it's peak. Few people are you 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 Pentagram~ Well you have done it. You have stepped into the pentagram. You are blasted by a hellish heat, and cackling assails you from all sides. Your entire body is wracked in pain, and you hear yourself screaming in and endless cry of horror. You are stuck here forever!!!!!! ~ 16 0 0 0 0 0 S #1671 Beautiful Hall~ The hall turns sharply to the north, the room is lit by windows on the eastern wall, they 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 mountians in the distance. The city wall is to the east. ~ 16 0 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 inpassable. You hear something to the west, you can't discern 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 top of 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 laying before you. Hundreds of dead soldiers lay 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 the soldiers 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, vultures are starting to gather. Strange, the vultures seem to only be feeding on the corpses that aren't decayed, same with the rats and other scavengers that are feasting on this battle field. ~ 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~ Before you a battle has almost reached it's 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 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 0 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 0 0 0 0 0 D2 ~ ~ 0 0 1662 D3 ~ ~ 0 0 1688 S #1688 Barracks~ Uncomfortable looking cots line the walls. Thes knights have given up all creature comforts to serve the kingdom and it's king. The room smells of leather, sweat and metal. Alot of the knights are lying wounded in the cots. ~ 16 0 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, 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 0 0 0 0 0 D2 ~ ~ 0 0 1664 S #1690 The Round Table~ You have entered the Round Table, where warcouncil is held between Arthur and his companions. The Round Table is 30' 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 0 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 0 0 0 0 0 D3 ~ ~ 0 0 1692 D4 ~ door~ 1 0 1648 S #1692 Study~ The room is dark except for the lamp sitting on the desk that is starting to flicker out. 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 0 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 0 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 toweers 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 garnishments from the hall to the south are gone, bare stone line the walls, 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, 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 bookshelfs 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. Most of it is illegible, but one note stands out. ~ 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 $~