You take the sword, and grasp it firmly. The weight feels just slightly off, but it is as good a weapon as any.\n<<set $haveSword to "yes">>\n[[Back|Entry Way]]
It is pitch dark. You are likely to be eaten by a grue.\n[[Back to the kitchen|Kitchen]]
With great effort, you manage to open the trap door. Underneath it is exactly what you expected: black nothingness. With a compulsion you don’t bother to question, you lower yourself into the door, knowing that the adventure you seek will not be found anywhere but here.\n<<if visited("elvish sword")>>\s\nYour sword glows brightly, and you have a feeling that something dangerous is nearby.\n<<endif>>\s\nYou drop down.\n\nWelcome to Kroz.
Inside the sack, you find a clove of garlic and a sandwich. Could prove useful if you get hungry later on.\n<<set $haveLunch to "yes">>\n[[Back|Kitchen]]
You slide the rug out of the way to reveal a large trap door. It looks medieval in its construction, in start contrast to the rest of the house. If you weren't feeling unsettled yet, you certainly are now.\n[[Open Trap Door]]\n[[Back|Entry Way]]
Opening the mailbox reveals \n\tA leaflet\n[[Take Leaflet]]
You end up in the living room of the house. To the west is a wooden door with strange gothic letting written all across it, and is nailed shut. The lettering is the first concrete example you have found to confirm your feeling that something is just wrong. You can’t make out any of the text, but it feels hostile.\n<<if not visited("rug")>>\s\nIn the center of the room is a large [[rug]].\n<<else>>\nA rug in the center of the room has been moved aside to reveal a [[trap door|Open Trap Door]]\n<<endif>>\s\nAbove the rug is an imposing [[trophy case]].\n<<if not visited("Lantern")>>\s\nThe case is empty, save for a [[battery-powered brass lantern|Lantern]].\n<<endif>>\s\n<<if not visited("elvish sword")>>\s\nAbove the mantlepiece hangs an [[elvish sword]] of great antiquity.\n<<endif>>
<<if $game_started is not "no" >>\s\nWelcome to Kroz. This version was created on 4-NOV-15 for the Apple Macintosh.\n<<endif>>\s\n<<set $game_started = "no">>\nYou are in an open field west of a big white house with a boarded front door.\n<<if not visited("Mailbox")>>\s\nThere is a small mailbox here.\n[[Open Mailbox|Mailbox]]\n<<endif>>\s\n[[Go East]]\n[[Go South]]
The case is dusty, as though it hadn't been used for years, in stark contrast to the lived-in feel of the rest of the house. You wonder what it's purpose is, as it feels very significant to you, but you can't quite determine why. Maybe it is how out of place it feels, maybe it is how large and intimidating it is, but you feel that the trophy case will mean something later on.\n[[Back|Entry Way]]
The door to the house is locked. There appears to be no key.\n[[Return|Start]]
Kroz
Stephen Rubio
You pick up the lantern. After you switch it on, it glows faintly. This should be good for exploring.\n<<set $haveLantern to "yes">>\n[[Back|Entry Way]]
<<if not visited("Kitchen")>>\s\nYou finally decided to get a good look at your surroundings. You are in an open field that extends out in all directions, with the silhouette of a forest on the horizon. The sun is just a few hours away from setting, and it casts an eerie yet comforting light over the house and its surroundings. You feel a dissonant sense of comfort and discomfort. Something about this place unsettles you, but, for some reason, that kind of unsettling is enticing.\n<<endif>>\s\nYou find yourself alongside the house, with one of the windows just slightly ajar.\n[[Open Window|Kitchen]]\n[[Go North|Start]]
Welcome to Kroz!\n\n\tKroz is a game of adventure, danger, low cunning, and mild copyright infringement. In it you explore some of the most amazing terrirory ever not seeen by mortals. Hardened adventurers have run screaming from the terrors contained within.\n\n\tIn Kroz, the interpid explorer delves into the forgotten secrets of a lost labyrinth deep in the bowels of the earth, searching for vast treasures long hidden from prying eyes, treasures guarded by fearsome monsters and diabolical traps!\n\n\tNo Macintosh should be complete without one!\n\n\tKroz was created by Stephen Rubio, and was inspired by the interactive fiction adventure game, Zork.\n\n[[Return|Start]]
<<if previous() is "Go South">>\nYou manage to jimmy the window open wide enough for you to enter.\nYou squeeze your way through and end up stumbling onto the floor of the house.\n<<endif>>\s\nYou are in the kitchen of the white house.\nDespite the eerie lighting, the place seems relatively normal. \n<<if not visited("brown sack")>>\s\nThe table looks like it was used recently, and you see a [[brown sack]] emitting an enticing smell of hot peppers. \n<<else>>\s\nThe table looks like it was used recently.\n<<endif>>\s\nYou take a minute to look around the kitchen, and everything seems…normal.\nA passage leads [[to the west|Entry Way]], and the [[window you came in from|Go South]] is still open.\nA [[staircase]] leads up, but it is very dimly lit.