[X] Run Away
-[X] Door on undeads' side
Snip Two:
You decide that you'd rather avoid the knights. After all, they are fighting the undead, and you definitely appear to be undead as well. Actually, you're going to avoid all the fighters altogether. You're not really sure what the other undead would do to you, either.
You push yourself to your feet, catching the attention of one of the knights, a tall man holding a simple sword and shield. He yells something you don't understand, and you take off. In order to keep distance between yourself and the only combatant who has noticed you, you decide to head through the door on the opposite side.
Luckily for you, the knight is quickly preoccupied by another skeleton attacking him, so he can't chase after you immediately.
As you sprint down a series of rooms and hallways, you notice something rather odd. The place looks almost brand new—the stone is unweathered, the fabrics look new, and the torches are fresh. However, anything breakable is broken. Tables are smashed, pottery and glasswork lay in shards, and you can't see a single unburnt book.
Did those undead destroy this place? Are the knights protecting a castle or something?
Actually, that brings up another question. How are you going to get out? You'd rather not be around when those knights defeat the rest of the skeletons.
They'll probably kill you.
Now… where to go?
After about fifteen minutes of running through a long, straight series of rooms, ignoring any branching paths, you arrive to an undamaged door. It's the first unsmashed one that you have seen so far, despite having passed through tens of rooms by this point. You do kinda wonder why this place doesn't seem to have any hallways, instead preferring a series of identical rooms to branch other rooms off of, but that's a thought for later, when you aren't being chased by a bunch of people with swords.
The room is massive and heavily decorated. There's a luxurious-looking carpet that starts at your feet and leads straight to a massive pair of doors covered in gold filigree. The whole chamber is an irregular octagon, more like a square with a little bit of the corners cut off. All the walls have doorways, but only the one directly across from you is ornamented. The room itself is unusually empty.
The pair of doors are the most eye-catching part of the room. They are made out of some kind of dark wood, with big stained glass windows inset into them. The glass is a solid sheet of opaque blood red. There's no doorknob or handle to grab, so they are probably push doors. Symbols and runes made of gold cover them. They're also about three times the size of the other doors each; not big enough to prevent you from opening them, but still heavy-looking.
The sight of the doors comforts you for some reason. You feel slightly stronger in their presence.
Now you have a choice. The big doors might be the exit to this place, or they might lead further in. Or they could be a trap. Who knows?
Meanwhile, the other doors are definitely not the exit, but they are also definitely not a path to some sort of shrine to Cthulhu or something, so that's a bonus. It's a choice between high-risk/high-reward and low-risk/low-reward.
Seemingly as if to prevent you from carefully considering your options, the sound of metal clanking echoes from behind you. You've got to make a choice now, and you won't be able to go back on it.
[ ] Go through the big doors.
[ ] Go through the door on your left.
[ ] Go through the door on your right.
[ ] Go back. Maybe the knights will turn out to be friendly?