Volume 1 Number 2
Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky
Abstract
Because so little primary historical work has been done on the classic text computer game "Colossal Cave Adventure", academic and popular references to it frequently perpetuate inaccuracies. "Adventure" was the first in a series of text-based games ("interactive fiction") that emphasize exploring, puzzles, and story, typically in a fantasy setting; these games had a significant cultural impact in the late 1970s and a significant commercial presence in the early 1980s. Will Crowther based his program on a real cave in Kentucky; Don Woods expanded this version significantly. The expanded work has been examined as an occasion for narrative encounters [Buckles 1985] and as an aesthetic masterpiece of logic and utility [Knuth 1998]; however, previous attempts to assess the significance of "Adventure" remain incomplete without access to Crowther's original source code and Crowther's original source cave. Accordingly, this paper analyzes previously unpublished files recovered from a backup of Woods's student account at Stanford, and documents an excursion to the real Colossal Cave in Kentucky in 2005. In addition, new interviews with Crowther, Woods, and their associates (particularly members of Crowther's family) provide new insights on the precise nature of Woods's significant contributions. Real locations in the cave and several artifacts (such as an iron rod and an axe head) correspond to their representation in Crowther's version; however, by May of 1977, Woods had expanded the game to include numerous locations that he invented, along with significant technical innovations (such as scorekeeping and a player inventory). Sources that incorrectly date Crowther's original to 1972 or 1974, or that identify it as a cartographic data file with no game or fantasy elements, are sourced thinly if at all. The new evidence establishes that Crowther wrote the game during the 1975-76 academic year and probably abandoned it in early 1976. The original game employed magic, humor, simple combat, and basic puzzles, all of which Woods greatly expanded. While Crowther remained largely faithful to the geography of the real cave, his original did introduce subtle changes to the environment in order to improve the gameplay.
Introduction
Taking Inventory of "Adventure"
You get to wander around until you've located all fifteen treasures, although you need not have taken them yet. After that, you enter a new level of complexity: A global variable called clock1 starts ticking downwards, every time you take a turn inside the cave. When it hits zero, we start closing the cave; then we sit back and wait for you to try to get out, letting clock2 do the ticking. [Knuth 1998, 80]
The year was 1972. Crowther, an amateur spelunker distraught over a recent divorce, wanted to create a game that he and his kids could play on the computer together. He whipped up a computer text simulation of the Mammoth Caves in Kentucky... Of course there were no puzzles in Crowther's version, just a mighty underground realm to explore. Enter Don Woods, who found a copy of the game on the primitive Internet. He asked permission to play with the source code and the result was Adventure (sometimes called Colossal Caves). He added treasures to collect, monsters, traps, puzzles, and more. [Gamespy n.d.]
Cultural and Commercial Impact
The day I discovered Dungeon [the mainframe, pre-commercial version of Zork] I decided the computer room was the best place at school….We had no color monitors, no videogames to play. Everything here was text, blocky white letters on black screens. Yet the words were seductive because they revealed a hidden order behind everything... [Bennahum 1998, 106, 108]
Story, Rules, and Interactive Fiction
According to Poole, narrative-driven games that aim to model personality are advancing an effort begun by text-adventures, which were, during the 80s, "the most promising avenue for success in this field" [Poole 2000, 106] . Poole's intimate knowledge of contemporary gaming culture offers more first-person acuity than the influential Hamlet on the Holodeck [Murray 1997], which draws more insight from gamer narratives (and analyses of game-like experiences in Star Trek) than from the games themselves. Eskelinen is, however, too harsh [Eskelinen 2002] when he takes Murray to task for interpreting the Russian "Tetris" as a commentary on disorder in the overly-scheduled American lifestyle. To Eskelinen, Murray commits "interpretive violence" by ignoring "the actual game" and instead trying "to interpret its supposed content, or better yet, project her favourite content on it." Murray's approach fails, according to Eskelinen, because "consequently we don't learn anything of the features that make Tetris a game". By dismissing the value of examining his subject through any critical lens other than strict digital formalism, Eskelinen cleaves exclusively to one side of an unnecessary fissure between rules-based (ludological) and story-based (narratological) modes of games scholarship.[14] This apparent opposition illustrates the postmodern assertion that, owing to the socially-constructed nature of "meaning," different readers will inevitably find different meanings in a given text. For example, Buckles (1985) investigates the unique narratives that "Adventure" players constructed, examining how these stories helped players construct a working understanding of the game's puzzles. Such an approach privileges the perspective of a payer without access to the source code, yielding insights that differ from those achieved through Knuth’s code-based approach, which does not examine the role imagination plays in retaining (or losing) the player’s interest when the rules seem impenetrable. When discussing the postmodern emphasis on the reader's interpretive act rather than the writer's authorial power, Hutcheon (1988) offers the textual variability of interactive fiction as "the most extreme example I can think of" [Hutcheon 1988, 77] . A binary approach to digital formalism does not mesh well with the axiom, familiar to literary critics, that seeking out diverse and indeed conflicting interpretations of a bounded text is a normal component of the acquisition of knowledge (so long as these interpretations are supported by evidence, thereby anchoring the interpretation on the safe side of the slippery slope).new pragmatism among video game designers: concentrating on what they alone can provide, rather than chasing the fashionable dream of interactive narrative, or uncritically seeking convergence with the cinema. Instead, especially in their concentration on character, videogames are carefully strip-mining our conventional notions of narrative and storytelling for what can be usefully simulated in their own, utterly different, medium. [Poole 2000, 111]
Exploring Colossal Cave in Code
Historical and Cultural Context
Analysis of Crowther’s Source Code
Table 1 [Long Descriptions]
- 1 YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK
- 1 BUILDING. AROUND YOU IS A FOREST. A SMALL
- 1 STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY.
- 2 YOU HAVE WALKED UP A HILL, STILL IN THE FOREST
- 2 THE ROAD NOW SLOPES BACK DOWN THE OTHER SIDE OF THE HILL.
- 2 THERE IS A BUILDING IN THE DISTANCE.
- 3 YOU ARE INSIDE A BUILDING, A WELL HOUSE FOR A LARGE SPRING.
- 20 YOU ARE AT THE BOTTOM OF THE PIT WITH A BROKEN NECK.
- 21 YOU DIDN'T MAKE IT
- 22 THE DOME IS UNCLIMBABLE
- 23 YOU CAN'T GO IN THROUGH A LOCKED STEEL GRATE!
Table 2 [Short Room Labels]
- 1 YOU'RE AT END OF ROAD AGAIN.
- 2 YOU'RE AT HILL IN ROAD.
- 3 YOU'RE INSIDE BUILDING.
- 18 YOU'RE IN NUGGET OF GOLD ROOM.
- 19 YOU'RE IN HALL OF MT KING.
- 33 YOU'RE AT Y2
- 35 YOU'RE AT WINDOW ON PIT
Table 3 [Map Data]
Table 1.
1 2 2 44 1 3 3 12 19 43 1 4 4 5 13 14 46 30 1 5 6 45 43 1 8 49 2 1 8 2 12 7 43 45 30 2 5 6 45 46 3 1 3 11 32 44 3 11 48 3 33 65 3 79 5 14
Table 4 [Grouped Vocabulary Keywords]
- 2 ROAD
- 3 ENTER
- 3 DOOR
- 3 GATE
- 4 UPSTR
- 5 DOWNS
- 6 FORES
- 1001 KEYS
- 1001 KEY
- 1002 LAMP
- 1002 HEADL
- 1003 GRATE
- 1004 CAGE
- 1005 ROD
- 1006 STEPS
Table 5 [Static Game States]
- 201 THERE ARE SOME KEYS ON THE GROUND HERE.
- 202 THERE IS A SHINY BRASS LAMP NEARBY.
- 3 THE GRATE IS LOCKED
- 103 THE GRATE IS OPEN.
- 204 THERE IS A SMALL WICKER CAGE DISCARDED NEARBY.
- 205 A THREE FOOT BLACK ROD WITH A RUSTY STAR ON AN END LIES NEARBY
- 209 ROUGH STONE STEPS LEAD UP THE DOME.
- 210 THERE IS A LARGE SPARKLING NUGGET OF GOLD HERE!
- 11 A HUGE GREEN FIERCE SNAKE BARS THE WAY!
- 112 A CRYSTAL BRIDGE NOW SPANS THE FISSURE.
Table 6 [Hints and Events]
- 1 SOMEWHERE NEARBY IS COLOSSAL CAVE, WHERE OTHERS HAVE FOUND
- 1 FORTUNES IN TREASURE AND GOLD, THOUGH IT IS RUMORED
- 1 THAT SOME WHO ENTER ARE NEVER SEEN AGAIN. MAGIC IS SAID
- 1 TO WORK IN THE CAVE. I WILL BE YOUR EYES AND HANDS. DIRECT
- 1 ME WITH COMMANDS OF 1 OR 2 WORDS.
- 1 (ERRORS, SUGGESTIONS, COMPLAINTS TO CROWTHER)
- 1 (IF STUCK TYPE HELP FOR SOME HINTS)
- 2 A LITTLE DWARF WITH A BIG KNIFE BLOCKS YOUR WAY.
- 3 A LITTLE DWARF JUST WALKED AROUND A CORNER,SAW YOU, THREW
- 3 A LITTLE AXE AT YOU WHICH MISSED, CURSED, AND RAN AWAY.
Notes on the Woods Expansion
- 1 SOMEWHERE NEARBY IS COLOSSAL CAVE, WHERE OTHERS HAVE FOUND
- 1 FORTUNES IN TREASURE AND GOLD, THOUGH IT IS RUMORED
- 1 THAT SOME WHO ENTER ARE NEVER SEEN AGAIN. MAGIC IS SAID
- 1 TO WORK IN THE CAVE. I WILL BE YOUR EYES AND HANDS. DIRECT
- 1 ME WITH COMMANDS OF 1 OR 2 WORDS.
- 1 (ERRORS, SUGGESTIONS, COMPLAINTS TO CROWTHER)
- 1 (IF STUCK TYPE HELP FOR SOME HINTS)
- 1 SOMEWHERE NEARBY IS COLOSSAL CAVE, WHERE OTHERS HAVE FOUND FORTUNES IN
- 1 TREASURE AND GOLD, THOUGH IT IS RUMORED THAT SOME WHO ENTER ARE NEVER
- 1 SEEN AGAIN. MAGIC IS SAID TO WORK IN THE CAVE. I WILL BE YOUR EYES
- 1 AND HANDS. DIRECT ME WITH COMMANDS OF 1 OR 2 WORDS. I SHOULD WARN
- 1 YOU THAT I LOOK AT ONLY THE FIRST FIVE LETTERS OF EACH WORD, SO YOU'LL
- 1 HAVE TO ENTER "NORTHEAST" AS "NE" TO DISTINGUISH IT FROM "NORTH".
- 1 (SHOULD YOU GET STUCK, TYPE "HELP" FOR SOME GENERAL HINTS. FOR INFOR-
- 1 MATION ON HOW TO END YOUR ADVENTURE, ETC., TYPE "INFO".)
- 1 - - -
- 1 THIS PROGRAM WAS ORIGINALLY DEVELOPED BY WILLIE CROWTHER. MOST OF THE
- 1 FEATURES OF THE CURRENT PROGRAM WERE ADDED BY DON WOODS (DON @ SU-AI).
- 1 CONTACT DON IF YOU HAVE ANY QUESTIONS, COMMENTS, ETC.
- 51 I KNOW OF PLACES, ACTIONS, AND THINGS. MOST OF MY VOCABULARY
- 51 DESCRIBES PLACES AND IS USED TO MOVE YOU THERE. TO MOVE TRY
- 51 WORDS LIKE FOREST, BUILDING, DOWNSTREAM, ENTER, EAST, WEST
- 51 NORTH, SOUTH, UP, OR DOWN. I KNOW ABOUT A FEW SPECIAL OBJECTS,
- 51 LIKE A BLACK ROD HIDDEN IN THE CAVE. THESE OBJECTS CAN BE
- 51 MANIPULATED USING ONE OF THE ACTION WORDS THAT I KNOW. USUALLY
- 51 YOU WILL NEED TO GIVE BOTH THE OBJECT AND ACTION WORDS
- 51 (IN EITHER ORDER), BUT SOMETIMES I CAN INFER THE OBJECT FROM
- 51 THE VERB ALONE. THE OBJECTS HAVE SIDE EFFECTS - FOR
- 51 INSTANCE, THE ROD SCARES THE BIRD.
- 51 USUALLY PEOPLE HAVING TROUBLE MOVING JUST NEED TO TRY A FEW
- 51 MORE WORDS. USUALLY PEOPLE TRYING TO MANIPULATE AN
- 51 OBJECT ARE ATTEMPTING SOMETHING BEYOND THEIR (OR MY!)
- 51 CAPABILITIES AND SHOULD TRY A COMPLETELY DIFFERENT TACK.
- 51 TO SPEED THE GAME YOU CAN SOMETIMES MOVE LONG DISTANCES
- 51 WITH A SINGLE WORD. FOR EXAMPLE, "BUILDING" USUALLY GETS
- 51 YOU TO THE BUILDING FROM ANYWHERE ABOVE GROUND EXCEPT WHEN
- 51 LOST IN THE FOREST. ALSO, NOTE THAT CAVE PASSAGES TURN A
- 51 LOT, AND THAT LEAVING A ROOM TO THE NORTH DOES NOT GUARANTEE
- 51 ENTERING THE NEXT FROM THE SOUTH. GOOD LUCK!
- 51 I KNOW OF PLACES, ACTIONS, AND THINGS. MOST OF MY VOCABULARY
- 51 DESCRIBES PLACES AND IS USED TO MOVE YOU THERE. TO MOVE, TRY WORDS
- 51 LIKE FOREST, BUILDING, DOWNSTREAM, ENTER, EAST, WEST, NORTH, SOUTH,
- 51 UP, OR DOWN. I KNOW ABOUT A FEW SPECIAL OBJECTS, LIKE A BLACK ROD
- 51 HIDDEN IN THE CAVE. THESE OBJECTS CAN BE MANIPULATED USING SOME OF
- 51 THE ACTION WORDS THAT I KNOW. USUALLY YOU WILL NEED TO GIVE BOTH THE
- 51 OBJECT AND ACTION WORDS (IN EITHER ORDER), BUT SOMETIMES I CAN INFER
- 51 THE OBJECT FROM THE VERB ALONE. SOME OBJECTS ALSO IMPLY VERBS; IN
- 51 PARTICULAR, "INVENTORY" IMPLIES "TAKE INVENTORY", WHICH CAUSES ME TO
- 51 GIVE YOU A LIST OF WHAT YOU'RE CARRYING. THE OBJECTS HAVE SIDE
- 51 EFFECTS; FOR INSTANCE, THE ROD SCARES THE BIRD. USUALLY PEOPLE HAVING
- 51 TROUBLE MOVING JUST NEED TO TRY A FEW MORE WORDS. USUALLY PEOPLE
- 51 TRYING UNSUCCESSFULLY TO MANIPULATE AN OBJECT ARE ATTEMPTING SOMETHING
- 51 BEYOND THEIR (OR MY!) CAPABILITIES AND SHOULD TRY A COMPLETELY
- 51 DIFFERENT TACK. TO SPEED THE GAME YOU CAN SOMETIMES MOVE LONG
- 51 DISTANCES WITH A SINGLE WORD. FOR EXAMPLE, "BUILDING" USUALLY GETS
- 51 YOU TO THE BUILDING FROM ANYWHERE ABOVE GROUND EXCEPT WHEN LOST IN THE
- 51 FOREST. ALSO, NOTE THAT CAVE PASSAGES TURN A LOT, AND THAT LEAVING A
- 51 ROOM TO THE NORTH DOES NOT GUARANTEE ENTERING THE NEXT FROM THE SOUTH.
- 51 GOOD LUCK!
While the player is informed that the chamber is "splendid," the text does not explicitly state what emotional effect the height of the chamber or the proximity of the "frozen rivers of orange stone" is supposed to have. Rather, we see this location through seasoned, critical eyes, duly noting the presence of geological wonders, but then immediately evaluating the next possible move, as one must do when exploring in a real cave. As it happens, the "awkward" exit from the Orange River Room is the way back to the surface, and the "good passage" leads deeper into the cave. Without clumsily announcing something like, "The west exit looks so intriguing that you can hardly wait to explore it," the text subtly discourages the player's premature exit, and reinforces the exploratory premise of classic text adventures. [Jerz and Thomas 2005]
Exploring Colossal Cave in Kentucky
Bedquilt Entrance, Colossal Cave
Crowther's Map and Game
Woods's Co-Authorship
- host% /usr/games/Adventure
- Welcome to Adventure!! Would you like instructions?
- yes
- Somewhere nearby is Colossal Cave, where others have found fortunes in treasure and gold, though it is rumored that some who enter are never seen again. Magic is said to work in the cave. I will be your eyes and hands. Direct me with commands of 1 or 2 words. I should warn you that I look at only the first five letters of each word, so you'll have to enter "northeast" as "ne" to distinguish it from "north". (Should you get stuck, type "help" for some general hints. For information on how to end your adventure, etc., type "info".)
- This program was originally developed by Will Crowther. Most of the features of the current program were added by Don Woods. Address complaints about the UNIX version to Jim Gillogly (jim@rand.org).
- You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.
- enter
- You are inside a building, a well house for a large spring. There are some keys on the ground here. There is a shiny brass lamp nearby. There is food here. There is a bottle of water here.
- get keys
- OK
- get lamp
- OK
- exit
- You're at end of road again.
Comparative Sample: Words, Code, Map, and Images
- You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression. The grate is locked.
- open grate
- The grate is now unlocked.
- down
- You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the west. The grate is open.
- west
- You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage. There is a small wicker cage discarded nearby.
- west
- It is now pitch dark. If you proceed you will likely fall into a pit.
- lamp on
- Your lamp is now on. You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says "Magic word XYZZY". A three foot black rod with a rusty star on an end lies nearby.
- east
- You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage. There is a small wicker cage discarded nearby.
- get cage
- OK
- west
- You're in Debris Room. A three foot black rod with a rusty star on an end lies nearby.
- get rod
- OK
- west
- You are in an awkward sloping east/west canyon.
- west
- You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber. A cheerful little bird is sitting here singing.
- 9 YOU ARE IN A SMALL CHAMBER BENEATH A 3X3 STEEL GRATE TO THE
- 9 SURFACE. A LOW CRAWL OVER COBBLES LEADS INWARD TO THE WEST.
- 10 YOU ARE CRAWLING OVER COBBLES IN A LOW PASSAGE. THERE IS A
- 10 DIM LIGHT AT THE EAST END OF THE PASSAGE.
- 11 YOU ARE IN A DEBRIS ROOM, FILLED WITH STUFF WASHED IN FROM
- 11 THE SURFACE. A LOW WIDE PASSAGE WITH COBBLES BECOMES
- 11 PLUGGED WITH MUD AND DEBRIS HERE,BUT AN AWKWARD CANYON
- 11 LEADS UPWARD AND WEST.
- 11 A NOTE ON THE WALL SAYS "MAGIC WORD XYZZY".
- 12 YOU ARE IN AN AWKWARD SLOPING EAST/WEST CANYON.
- 13 YOU ARE IN A SPLENDID CHAMBER THIRTY FEET HIGH. THE WALLS
- 13 ARE FROZEN RIVERS OF ORANGE STONE. AN AWKWARD CANYON AND A
- 13 GOOD PASSAGE EXIT FROM EAST AND WEST SIDES OF THE CHAMBER.
- 9 YOU ARE IN A SMALL CHAMBER BENEATH A 3X3 STEEL GRATE TO THE
- 9 SURFACE. A LOW CRAWL OVER COBBLES LEADS INWARD TO THE WEST.
- 10 YOU ARE CRAWLING OVER COBBLES IN A LOW PASSAGE. THERE IS A
- 10 DIM LIGHT AT THE EAST END OF THE PASSAGE.
- 11 YOU ARE IN A DEBRIS ROOM, FILLED WITH STUFF WASHED IN FROM
- 11 THE SURFACE. A LOW WIDE PASSAGE WITH COBBLES BECOMES
- 11 PLUGGED WITH MUD AND DEBRIS HERE,BUT AN AWKWARD CANYON
- 11 LEADS UPWARD AND WEST.
- 11 A NOTE ON THE WALL SAYS "MAGIC WORD XYZZY".
- 12 YOU ARE IN AN AWKWARD SLOPING EAST/WEST CANYON.
- 13 YOU ARE IN A SPLENDID CHAMBER THIRTY FEET HIGH. THE WALLS
- 13 ARE FROZEN RIVERS OF ORANGE STONE. AN AWKWARD CANYON AND A
- 13 GOOD PASSAGE EXIT FROM EAST AND WEST SIDES OF THE CHAMBER.
Photographic Walkthrough
The Bedquilt Rinky-Dink (Building and Forest)
The (closed) road from the Collins House and the Austin house (now torn down) runs south about one mile to a public road. The Pumphouse was at the end of another closed road (not shown on my map) on the other side of that public road about one-half mile southwest at the Adwell Spring. The Bedquilt entrance is about another one-half mile southwest, downstream. The Colossal entrance is about one-half mile westnorthwest of the Bedquilt entrance, over the ridge.
In the chapter entitled "Caving Equipment," the handbook [Cave Research Foundation Personnel Manual] lists, among other items, "Food" (because cavers typically eat one or two meals on an expedition), a "Container for lamp water," and "Metal carbide lamp." Carbide is a substance that reacts with water to produce a flammable gas. Crowther supplied the game with a lamp, a bottle, and a source of water—but no carbide. Cave Research Foundation member Tom Brucker, who worked with the Crowthers on their intensive 1974 survey of Bedquilt, recalls that when he first played the game, he assumed the brass lantern would run out of carbide fuel, and assumed that winning the game would require finding a fresh supply….(It was Woods who supplied the "Adventure" lamp with a timer that warns the player that the lantern's power is running out, and who also added an underground vending machine—the source of fresh batteries.) Other items that are not implemented as objects in the game, but whose presence is implied, include a pack and a compass. The CRF manual offers a thoughtful soliloquy on the ideal proportions and strap configuration for a cave pack (26), and a whole chapter explains the proper use of a compass during a map-making survey. [Jerz and Thomas 2005]
had trouble following the road in and cut down the valley early to find the entrance which was cleverly hidden by mud. Pat and Will scratched their heads and the sand alternately, and soon our shovel scratched the gate, about 1.5 feet down. It is, as one faces the hill, directly opposite the higher hole and next to the left bank. We cleaned the gate and got the old lock to open. The lock should be replaced with a Park service lock next trip. The new lock should be well-oiled. We relocked the gate, ascended the hill, and followed the road all the way back. The ticks were minimal. [Brucker, L. 2005]
YOU ARE IN OPEN FOREST NEAR BOTH A VALLEY AND A ROAD. [Crowther 1976, Room 6]
THE TREES OF THE FOREST ARE LARGE HARDWOOD OAK AND MAPLE, WITH AN OCCASIONAL GROVE OF PINE OR SPRUCE. THERE IS QUITE A BIT OF UNDERGROWTH, LARGELY BIRCH AND ASH SAPLINGS PLUS NONDESCRITPT BUSHES OF VARIOUS SORTS. THIS TIME OF YEAR VISIBILITY IS QUITE RESTRICTED BY ALL THE LEAVES, BUT TRAVEL IS QUITE EASY IF YOU DETOUR AROUND THE SPRUCE AND BERRY BUSHES. (Table 6, Item 64)
Bedquilt Entrance
YOU ARE IN A 20 FOOT DEPRESSION FLOORED WITH BARE DIRT. SET INTO THE DIRT IS A STRONG STEEL GRATE MOUNTED IN CONCRETE. A DRY STREAMBED LEADS INTO THE DEPRESSION. (Room 8, "YOU'RE OUTSIDE GRATE")
YOU ARE IN A SMALL CHAMBER BENEATH A 3X3 STEEL GRATE TO THE SURFACE. A LOW CRAWL OVER COBBLES LEADS INWARD TO THE WEST. (Room 9, "YOU'RE BELOW THE GRATE")
Friday the entire Field Camp crew went to the Bedquilt Entrance to remove the debris from that project. This consisted of the old gate, a steel monster that took four people to haul up the hill, the broken concrete from the former gate base and the tools used on the project. We formed a chain gang part of the way up the hill and passed the broken concrete from person to person…. The debris was loaded into a waiting trailer and removed from the area.
Cobble Crawl to Debris Room
YOU ARE CRAWLING OVER COBBLES IN A LOW PASSAGE. THERE IS A DIM LIGHT AT THE EAST END OF THE PASSAGE. (Room 10, "YOU'RE IN COBBLE CRAWL.")
YOU ARE IN A DEBRIS ROOM, FILLED WITH STUFF WASHED IN FROM THE SURFACE…. A NOTE ON THE WALL SAYS "MAGIC WORD XYZZY". (Room 11, "YOU'RE IN DEBRIS ROOM.")
YOU ARE IN AN AWKWARD SLOPING EAST/WEST CANYON. (Room 12.)
THE GRATE IS NOW UNLOCKED. (Table 6, Item 37)
Bird Chamber to Hall of Mists
YOU ARE IN A SPLENDID CHAMBER THIRTY FEET HIGH. THE WALLS ARE FROZEN RIVERS OF ORANGE STONE. AN AWKWARD CANYON AND A GOOD PASSAGE EXIT FROM EAST AND WEST SIDES OF THE CHAMBER. (Room 13, "YOU'RE IN BIRD CHAMBER.")
A CHEERFUL LITTLE BIRD IS SITTING HERE SINGING (Table 5, Item 7)
THERE IS A SMALL WICKER CAGE DISCARDED NEARBY. (Table 5, Item 204)
A THREE FOOT BLACK ROD WITH A RUSTY STAR ON AN END LIES NEARBY (Table 5, Item 205)
AT YOUR FEET IS A SMALL PIT BREATHING TRACES OF WHITE MIST. AN EAST PASSAGE ENDS HERE EXCEPT FOR A SMALL CRACK LEADING ON. (Room 14, "YOU'RE AT TOP OF SMALL PIT")
YOU ARE AT ONE END OF A VAST HALL STRETCHING FORWARD OUT OF SIGHT TO THE WEST. THERE ARE OPENINGS TO EITHER SIDE. NEARBY, A WIDE STONE STAIRCASE LEADS DOWNWARD. THE HALL IS FILLED WITH WISPS OF WHITE MIST SWAYING TO AND FRO ALMOST AS IF ALIVE. A COLD WIND BLOWS UP THE STAIRCASE. THERE IS A PASSAGE AT THE TOP OF A DOME BEHIND YOU. (Room 15, "IN HALL OF MISTS")
YOU ARE ON THE EAST BANK OF A FISSURE SLICING CLEAR ACROSS THE HALL. THE MIST IS QUITE THICK HERE, AND THE FISSURE IS TOO WIDE TO JUMP. (Room 17, "ON EAST BANK OF FISSURE.")
A CRYSTAL BRIDGE NOW SPANS THE FISSURE. (Table 5, Item 112)
THIS IS A LOW ROOM WITH A CRUDE NOTE ON THE WALL. IT SAYS "YOU WON'T GET IT UP THE STEPS". (Room 18, "YOU'RE IN NUGGET OF GOLD ROOM.")
THERE IS A LARGE SPARKLING NUGGET OF GOLD HERE! (Table 5, Item 210)
A LITTLE DWARF JUST WALKED AROUND A CORNER, SAW YOU, THREW A LITTLE AXE AT YOU WHICH MISSED, CURSED, AND RAN AWAY. (Table 6, Item 3)
THERE IS FOOD HERE. (Table 5, Item 221)
NEARBY, A WIDE STONE STAIRCASE LEADS DOWNWARD. (Room 15, "YOU'RE IN HALL OF MISTS")
A Maze of Twisty Little Passages, All Alike
YOU ARE AT THE WEST END OF HALL OF MISTS. A LOW WIDE CRAWL CONTINUES WEST AND ANOTHER GOES NORTH. TO THE SOUTH IS A LITTLE PASSAGE 6 FEET OFF THE FLOOR. (Room 41, "YOU'RE AT WEST END OF HALL OF MISTS.")
YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE. (Rooms 42, 43, 44, 45, 49, 50, 51, 52, 53, and 55.)
THE LITTLE BIRD IS NOW DEAD. ITS BODY DISAPPEARS. (Table 6, Item 45)
You're At Y2... A Hollow Voice Says PLUGH
YOU ARE IN A LARGE ROOM, WITH A PASSAGE TO THE SOUTH, A PASSAGE TO THE WEST, AND A WALL OF BROKEN ROCK TO THE EAST. THERE IS A LARGE "Y2" ON A ROCK IN ROOMS CENTER. (Room 33, "YOU'RE AT Y2")
A HOLLOW VOICE SAYS PLUGH (Table 6, Item 8)
At Window on Pit
…OTHERS HAVE FOUND FORTUNES IN TREASURE AND GOLD, THOUGH IT IS RUMORED THAT SOME WHO ENTER ARE NEVER SEEN AGAIN. (Table 6, Item 1)
(Woods's Room 109, "YOU'RE IN MIRROR CANYON.") This riff on Crowther's original geography, and the off-beat approach to the setting, is a typical example of Woods's tendency to introduce a comic tension within the spirit of Crowther's original.SUSPENDED FROM SOME UNSEEN POINT FAR ABOVE YOU, AN ENORMOUS TWO-SIDED MIRROR IS HANGING PARALLEL TO AND MIDWAY BETWEEN THE CANYON WALLS. (THE MIRROR IS OBVIOUSLY PROVIDED FOR THE USE OF THE DWARVES, WHO AS YOU KNOW, ARE EXTREMELY VAIN.) A SMALL WINDOW CAN BE SEEN IN EITHER WALL, SOME FIFTY FEET UP.
YOU ARE AT A WINDOW ON A HUGE PIT, WHICH GOES UP AND DOWN OUT OF SIGHT. A FLOOR IS INDISTINCTLY VISIBLE OVER 50 FEET BELOW. DIRECTLY OPPOSITE YOU AND 25 FEET AWAY THERE IS A SIMILAR WINDOW. (Room 35, "YOU'RE AT WINDOW ON PIT")
At Brink of Climbable Pit
YOU ARE ON THE BRINK OF A SMALL CLEAN CLIMBABLE PIT. A CRAWL LEADS WEST. (Room 37)
MIST IS A WHITE VAPOR, USUALLY WATER, SEEN FROM TIME TO TIME IN CAVERNS. IT CAN BE FOUND ANYWHERE BUT IS FREQUENTLY A SIGN OF A DEEP PIT LEADING DOWN TO WATER. (Table 6, Item 69)
SORRY, BUT I AM NOT ALLOWED TO GIVE MORE DETAIL. I WILL REPEAT THE LONG DESCRIPTION OF YOUR LOCATION. (Table 6, Item 15)
Cavers Reflect on "Adventure"
[O]ne party member, Roger, noticed to his horror a copperhead snake (was it THE SNAKE?) on the ledge next to his right hand…. Confronted by the snake, Roger was so beside himself that all he could do was yell Strike, strike as the copperhead proceeded to do just that. Tom, the party leader, had already made the climb up (and not seen the snake). Looking around for something to do, he found a stick (was it the MAGIC WAND?), in the Bird Chamber (the room with the rivers of orange stone, actually a beautiful column of orange travertine). Wand in hand, he moved the snake away.
Will never liked that passage, even though it loops back to the Hall of the Mountain King.….Will based the game on what we purposely called "The Bad map of Bedquilt" … a very quick, [albeit] elegant, map that challenged us during the Bedquilt project to fill in the missing parts. There were plenty of parts missing. [Brucker, T. 2005a]













































