Old Tree House. By coming closer to the tree it looks even bigger. The wind seems to be playing with its' leaves making the sound of a whispering crowd. You curiously climb up the wooden ladder to the tiny shelter which is firmly placed between three thick branches. Inside you notice a picture. People look happy in it. At the back of the picture you find a note.
Garden. The weather is mild and warm. A slight wind is blowing. You find yourself in a garden which is surrounded by a huge hedge. A light of the moon and the stars slowly seem to dissolve in the clouds. The coming darkness makes you shiver. By \"looking\" around it's impossible not to notice an enormous oak on your east. At the end of the deeply trampled down path leading to the south you see a house. You also notice a polished stone in front of you. It has some parchment stuck on it.
Doorstep. You reach the tightly locked door. The door is very tall, almost a story high, and built of heavy thick wood. Only the green key would let you in.
Kitchen. The room you are in looks like a kitchen. A large window in the wall lets the moonlight and air in. The table, in the middle, is dirty and full of unclean dishes. The leftovers suggest that whatever happened here was left in a rush.
Hall. Here you are in a murky and shadowy hall. A velvety rug lies on the polished floorboards. Corners on the ceiling are filled with spider webs, which seem to be busy rolling up flies for a dinner. Oaken table and chairs are scattered across the room.
Bedroom. The room looks as if it was someone's bedroom. Large bookcases and tapestries cover the walls. There is a wardrobe in the corner. The bed is made neatly. However, the lamp which apparently supposed to be on the bedside table is now lying on the floor, broken. On the wall, by the bed there is a slightly curved, full-length mirror. Fire crackles merrily in a fireplace. There is a little door in the north. The door is carved all over with strange signs. Curling letters spell out the words: Dead Hall.
Corridor. You walk into a long, narrow corridor which has an old grandfather clock and a wardrobe at the end of it. Shadows collect above them, where the walls meet the high ceiling.
Living Room. It is a quite plain lounge with an old beige carpet and peeling wallpapers. Newspapers lie strewn about the room. In various locations lie empty bottles of hooch, and some bladed weapons festoon the walls. The floors seem to be worn-out as much as the couch standing in the corner.
Bathroom. Through the little door you enter into a nicely decorated bathroom. However pretty much everything seems to be ruined. The floor is covered in blood.
Stairs. You come up wooden stairs which lead downwards. Some of the stair-steps are broken. Handrails seem to be covered in blood.
Shell Room. You are in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells embedded in the stone. Two shallow passages proceed to the north and the east. However trying to go north you are asked to unlock it by placing the ring on the lock.
Closet. You open the closet door expecting to see a tiny space with few shelves in it, but instead you find yourself in a huge secret room filled with bones in one corner, a few lop-sided wooden dressers and a timber door in the north.
Storage Room. Behind the firm wooden door you find a complete mess. Candles, strange instruments, as well as jars with jam and vegetables are scattered around the room. Among them you find a book. Jam is all over it. The book might tell you something useful. You also notice a huge chair placed at wall. It seems that the room could have a secret exit in the north. Although you might need to use a dead claw to open it.
Wine Cellar. You find yourself in a wine cellar. There are many unopened wine bottles and as many smashed ones. A carved wooden desk stands in front of you, overflowing with books and parchments. On your left there is an oepn crafting chest.
Dead End Room. There is nothing special in this place apart from a pile of dust and shining jewelry lying on the floor.
Secret Corridor. When you open the door, you see a long corridor. The overburnt candles line the wall.
Dead Hall. You didn't even need to push the door to open it. It seems that whoever is there expects you to come. This place is as dark as all the others. Spiders and little snakes are crawing on the floor.
Garden. The weather is mild and warm. A slight wind is blowing. You find yourself in a garden which is surrounded by a huge hedge. A light of the moon and the stars slowly seem to dissolve in the clouds. The coming darkness makes you shiver. By \"looking\" around it's impossible not to notice an enormous oak on your east. At the end of the deeply trampled down path leading to the south you see a house. You also notice a polished stone in front of you. It has some parchment stuck on it.
Doorstep. You reach the tightly locked door. The door is very tall, almost a story high, and built of heavy thick wood. Only the green key would let you in.
Kitchen. The room you are in looks like a kitchen. A large window in the wall lets the moonlight and air in. The table, in the middle, is dirty and full of unclean dishes. The leftovers suggest that whatever happened here was left in a rush.
Hall. Here you are in a murky and shadowy hall. A velvety rug lies on the polished floorboards. Corners on the ceiling are filled with spider webs, which seem to be busy rolling up flies for a dinner. Oaken table and chairs are scattered across the room.
Bedroom. The room looks as if it was someone's bedroom. Large bookcases and tapestries cover the walls. There is a wardrobe in the corner. The bed is made neatly. However, the lamp which apparently supposed to be on the bedside table is now lying on the floor, broken. On the wall, by the bed there is a slightly curved, full-length mirror. Fire crackles merrily in a fireplace. There is a little door in the north. The door is carved all over with strange signs. Curling letters spell out the words: Dead Hall.
Corridor. You walk into a long, narrow corridor which has an old grandfather clock and a wardrobe at the end of it. Shadows collect above them, where the walls meet the high ceiling.
Living Room. It is a quite plain lounge with an old beige carpet and peeling wallpapers. Newspapers lie strewn about the room. In various locations lie empty bottles of hooch, and some bladed weapons festoon the walls. The floors seem to be worn-out as much as the couch standing in the corner.
Bathroom. Through the little door you enter into a nicely decorated bathroom. However pretty much everything seems to be ruined. The floor is covered in blood.
Stairs. You come up wooden stairs which lead downwards. Some of the stair-steps are broken. Handrails seem to be covered in blood.
Shell Room. You are in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells embedded in the stone. Two shallow passages proceed to the north and the east. However trying to go north you are asked to unlock it by placing the ring on the lock.
Closet. You open the closet door expecting to see a tiny space with few shelves in it, but instead you find yourself in a huge secret room filled with bones in one corner, a few lop-sided wooden dressers and a timber door in the north.
Storage Room. Behind the firm wooden door you find a complete mess. Candles, strange instruments, as well as jars with jam and vegetables are scattered around the room. Among them you find a book. Jam is all over it. The book might tell you something useful. You also notice a huge chair placed at wall. It seems that the room could have a secret exit in the north. Although you might need to use a dead claw to open it.
Wine Cellar. You find yourself in a wine cellar. There are many unopened wine bottles and as many smashed ones. A carved wooden desk stands in front of you, overflowing with books and parchments. On your left there is an oepn crafting chest.
Dead End Room. There is nothing special in this place apart from a pile of dust and shining jewelry lying on the floor.
Secret Corridor. When you open the door, you see a long corridor. The overburnt candles line the wall.
Dead Hall. You didn't even need to push the door to open it. It seems that whoever is there expects you to come. This place is as dark as all the others. Spiders and little snakes are crawing on the floor.
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