Zork I The Underground Empire A Difficult Dungeon Crawling Exploration Quest for Level 4-7 Characters (Adaptable for any skill level)

Introduction Zork (Later renamed Zork I, after sequels were released) is a text adventure game released in the 80's for the Commodore 64. The game had players navigate the world of Zork by using simple commands such as "Get sword", "Lamp on", or "Attack Spirits". This module is an exact recreation of Zork I: The Underground Empire. It uses the original text from the game, so prepare to become more imaginative in the descriptions if you are DM'ing. The players will find various treasures throughout the adventure and have to put them in the Living Room's Trophy Case, the number of treasures collected at the end of the story will determine the reward. Brief DM Note Text in italics is to be read aloud to the players. Do not discuss any of what happens in the adventure to the players before hand! make it a suprise.

For extra Nostalgia, tell the players they can only use their actions if they speak then in two word commands, such as "Get Torch", or "Go North".

Above all, have fun! Adventure Hooks Here are some ideas for how the Characters have met. They are part of an archaeology team, and have been sent here to seek the treasure that lies wihthin the house.

They are venturing into this dangerous land in search of wealth and adventure, that they can take back home.

They have heard legends of the house at the local inn, and have decided to investigate If you don't like these examples, feel free to use your own! Regarding the Thief There is a pesky character in this adventure, known simply as the thief, he will steal items (Mostly treasures) from rooms and from the characters. Upon entering each room in the underground, the DM will roll 1d10 for the movement of the thief, who will start in the Cellar once the players first leave the room. The DM should keep the position of the Thief a secret. However, there is are a few exceptions to Thief Movement, the Thief cannot exit The Underground, enter the Frigid River, or Enter the Treasure Room. However, when the Players enter the Treasure Room, the Thief will be there. If there is an item in the room, the Thief may pick it up. The Thief can hold a maximum of three (3) items. Including those dropped by the players or loot from fallen enemies. If the Thief picks up a fourth item, it will have to drop one of the items. Thief Rolls Roll Result 1-2 Thief does not move. 3-4 Thief may move from one room to an adjecent room. 5-6 Thief may move through two rooms. 7-8 Thief may move through three rooms. 9-10 The Thief enters the room the players are currently in. After rolling the 1d10, unless you roll a 9 or 10, roll a 1d4 for each movement direction. Thief Direction Rolls. Roll Result 1 North 2 South 3 East 4 West If a direction is rolled that does not lead to another room, that roll is not re-rolled, the Thief simply does not use that move. Praying (An Optional Feature) In the orignal version of Zork, the player could pray at a coffin, and wind up in the forest. However, this ability is altered in the game as a means of shortening the length of the scenario. If the players choose to pray at any point (Unless a situation does not permit it, such as in combat, or there is a statement forbidding it.) Depending on the rolls, in the following table, their rolls choose the outcome. (A D6 is used) However, there is a limit. You can only pray in the Underground, and you must wait three hours to pray again. Praying Rolls Roll Result 1 The gods are not pleased. Nothing happens. 2 As you kneel down to pray, you find yourself back in the forest. 3 You fold your hands, and find yourself in the front of the house. 4 You barely begin your prayer and find yourself in the cellar 5 6 Before you even kneel down to pray, you find yourself in front of the Trophy Case Outside of House West of House You are standing in an open field west of a white house, with a boarded front door. From here, the players can explore the outside of the house, and walk around it. If the players try to open the door: The door is securely boarded and you cannot pull it open, no matter how hard you try.

If the players try to take the mailbox (for some reason): It is securely anchored down.

If the players try to take the boards off of the house: The boards are securely fastened, it's no use.

History Checks Roll Result 1-5 It's just an old house 6-8 The house is very elegant, but you notice nothing strange about it 9-10 Hmm, I wonder how that old house is standing. 11-12 Whoever owns the house must be very wealthy 13+ It's a beautiful colonial house which is painted white, it is clear that the owners must have been extremely wealthy North of House You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north, a narrow path winds through the trees From here, the players can explore the outside of the house, and walk around it, they can also access the forest path [See Forest]. If the players try to open the windows: The windows are boarded and cannot be opened.

If the players try to break the windows: You can't break the windows open. Weakling. South of House You are facing the south side of a white house. There is no door here, and the windows are all boarded. Much like the North side of the house. Behind House (East side) From here, the players can explore the outside of the house, and walk around it. You are behind the white house. A path leads into the forest to the east. In one corner of the house, there is a small window which is slightly ajar. From here, the players can explore the outside of the house, and walk around it, they can also access the forest path [See Forest]. If they can succeed on a Strength (DC 10) and Athletics Check (DC 10) they can open the window and enter the house through the small window. [See Inside of House to continue, if they enter the house] Forest Forest Path From here, the players can explore the outside of the house, and walk around it, they can also access the forest path [See Forest]. If they can succeed on a Strength (DC 10) and Athletics Check (DC 10) they can open the window and enter the house through the small window. [See Inside of House to continue, if they enter the house] This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path. From here, the players can return to the house, go deeper into the forest [Forest], or climb the tree upon succeded on a an Athletics Check (DC 14). Up the tree From here, the players can return to the house, go deeper into the forest [Forest], or climb the tree upon succeded on a an Athletics Check (DC 14). You are about ten feet above the ground, nestled amoung some large branches. The nearest branch above you is above your reach > - If the players pass a Perception Check (DC 10), they will notice a birds nest above them, within reach. >- If the players can pass an Athletics Check (DC 10), they can knock the nest down, and a Jewel Encrusted Egg will fall out on to the ground. This is one of the treasures that can be placed in the Trophy Case Forest This is a forest, with trees in all directions. To the est, there appears to be sunlight From here, the players can go back to the path, to the house or continue east to a clearing. Clearing From here, the players can go back to the path, to the house or continue east to a clearing. You are in a clearing, with a forest surrounding you on all sides. A Path leads south. From here the players can go back to the House, or continue on the path to another clearing. Investigation Checks Roll Result 1-5 Look! A bird. Wait. Nevermind. 6-8 Is that a pile of leaves? 9-10 You see a pile of leaves. 11-12 Wait, what's that grate? 13+ You see a grate, it doesn't appear that it can be opened. Another Clearing From here the players can go back to the House, or continue on the path to another clearing. You are in a small clearing in a well marked forest path that extends to the east and the west. From here the players can travel all the way back to the house, or continue down the path to the canyon. Canyon View From here the players can travel all the way back to the house, or continue down the path to the canyon. You are at the top of the Great Canyon on its west wall. From here there is a marvelous view of the canyon and parts of the Frigid River upstream. Across the canyon, the walls of the White Cliffs join the mighty ramparts of the Flathead Mountains to the east. Following the Canyon upstream to the north, Aragain Falls may be seen, complete with rainbow. The mighty Frigid River flows out from a great dark cavern. To the west and south can be seen an immense forest, stretching for miles around. A path leads northwest. It is possible to climb down into the canyon from here. From here, the players can climb down into the canyon if they suceed on an Athletics Check (DC 10), or go back to the house. From here, the players can climb down into the canyon if they suceed on an Athletics Check (DC 10), or go back to the house.

Rocky Ledge You are on a ledge about halfway up the wall of the river canyon. You can see from here that the main flow from Aragain Falls twists along a passage which it is impossible for you to enter. Below you is the canyon bottom. Above you is more cliff, which appears climbable. Canyon Bottom From here, the players can climb down further, if they succeed on an Athletics Check (DC 17), or return to the house. You are beneath the walls of the river canyon which may be climbable here. The lesser part of the runoff of Aragain Falls flows by below. To the north is a narrow path. From here the players can climb back up, and go back to the house, or they can continue to the path. (End of Rainbow) End of Rainbow From here the players can climb back up, and go back to the house, or they can continue to the path. (End of Rainbow) You are on a small, rocky beach on the continuation of the Frigid River past the Falls. The beach is narrow due to the presence of the White Cliffs. The river canyon opens here and sunlight shines in from above. A rainbow crosses over the falls to the east and a narrow path continues to the southwest. From here the players can use an Investigation Check (DC 18) and spot a pot of gold. Or head back to the house. If the player wants to cross the rainbow to get the pot of gold, they must be able to fly or leviate. Otherwise: I don't think you can walk on water vapor. Inside the House Kitchen You are inside the kitchen of the white house. A table seems to have been used recently for the preperation of food. A passage leads to the west and a staircase can be seen leading upward. A dark chmney leads down and to the east is a small window which is open. There is a brown sack on the floor and a a glass bottle on the table. You can see some cabinets above the counter If the players open the cabinet: You find a box of Cap'n Crunch

If the players pick up the box of Cap'n Crunch: It feels almost empty, but there's something still inside

If the players open the box of Cap'n Crunch: You open the box and empty it. A cheap plastic whistle tumbles out of the box.

If the players try to blow the whistle: No sound emits from the whistle. Strange. The players can also take the Glass Bottle and the the Brown Sack, which has a clove of Garlic in it. Attic From here, the players can go up the staircase to the Attic, or enter the Living Room. This is the attic. Not much here but a rope and a Nasty Knife. (1d6 Slashing. Sells for 2 sp) The only exit is a staircase leading down Living Room You are in the living room. There is a doorway to east, a trophy case, and a large oriental rug in the center of the room. A battery-powered brass lantern is on the trophy case and there is an issue of US NEWS & DUNGEON REPORT dated 28/JUL/80 here. On hooks above the mantelpiece hangs an elvish sword of great antiquity. (1d12 Piercing Damage) This is the most important room in the house, it leads to the underground. If the players cannot figure out how to find the enterance, they cannot continue! There is only one sword and one lantern. Important actions take place in this room. If the players try to put a treasure in the Trophy Case: It seems like it belongs here. Once you've placed it, you don't feel like removing it.

If the players try to open the trophy case: The case doesn't want to open. Seems like it's locked shut.

If the players try to take the carpet: The rug is too heavy to lift, but in trying to take it, you have noticed an irregularity beneath it.

If the players try to look under the carpet: Underneath the rug is a closed trap door. As you drop the corner of the rug, the trap door is once again concealed from view.

If the players decide to sit on the carpet: As you sit, you notice an irregularity underneath it. Rather than be uncomfortable, you stand up again.

If the players try to move the carpet, they must first succeed on a Strength Check (DC 17), if one player fails, they will have to lift together on a Strength Check of (DC 20), afterwards they may continue to retry. Upon succeding: With a great effort, the rug is moved to one side of the room, revealing the dusty cover of a closed trap door.

After moving the carpet, if the players try to open the trap door, they must succeed on a Strength Check (DC 13), upon succeeding: The door reluctantly opens to reveal a rickety staircase descending into darkness. [See Cellar to continue once the players enter] The Underground Cellar The trap door crashes shut, and you hear someone barring it. You are in a dark and sdamp cellar with a narrow passageway leading north, and a crawlway to the south. On the west is the bottom of a steep steel ramp which is unclimbable . From here, the players can continue North to the Troll Room, or South to East of Chasm.

Troll Room This is a small room with passages to the east and south, and a forbidding hole leading west. Bloodstains and deep scratches (Perhaps made by an ax) mar the walls. If the players try to go east or south: A troll fends you off with a menacing gesture. From here, the players will have to fight one or both of the trolls to continue. (For monster stats, see Appendix A) The path to the west leads to the Maze, while the path to the east leads to the East-West Passage. East-West Passage This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room. From here, the players can head North to the Chasm, or East to the Round Room. East of Chasm You are on the east edge of a chasm, the bottom of which cannot be seen. A narrow passage goes north, and the path you are on continues to the east. If the players try to jump: ) This was not a very safe place to try jumping. In the movies, your life would be passing before your eyes. The players need to complete an Athletics Check (DC 14) to avoid taking 1d4 + 1 Scraping Damage. From here the players can continue North back to the Cellar, or East to the Gallery. Gallery This is an art gallery. Most of the paintings have been stolen by vandals with exceptional taste. The vandals left through either the north or west exits. If the Thief has not entered the room before the players: There is one painting left on the wall The players may take the painting with them The players may continue West back to East of Chasm, or North to the Studio Studio This appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the south end of the room is an open door (also covered with paint). A dark and narrow chimney leads up from a fireplace; although you might be able to get up it, it seems unlikely you could get back down. If the players decide to climb up the chimney, they cannot do so with the painting. Otherwise, if they succeed on an Athletics Check (DC 17), they end up back in the Kitchen. Maze Chasm Round Room This is a circular stone room with passages in all directions, several of them have unfortunately blocked by cave-ins. There are only five passages still intact, leading West, North, South, East, and Southeast. From here the players can continue West, back to the East-West passage, South, to the Narrow Passage, East, to the Loud Room, or South-East to the Engravings Cave. Narrow Passage *This is a long and narrow corridor where a long north-south passage narrows even further. From here, the players can go North, to the Round Room or South, if they succeed on a Dexterity Check (DC 12) to the Mirror Room (South) Loud Room This is a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. (The room is deafeningly loud with an undetermined rushing sound. The sound seems to reverberate from all of the walls, making it difficult even to think. If the players return after exorcising the Demons: The room is eerie in it's quietness There is a platnium bar here that the players can take if they succeed on a Strength Check of

The players cannot communicate verbally with each other in this room unless they exorcised the demons, it is way too loud. Engravings Cave Mirror Room (South)

Appendix A Monster Stats

Feel Free to lower stats of the Monsters to suit your the levels of your players.

Appendix B Maps