AFGNCAAP (THE FOURTH DUNGEON
MASTER)
TRAPPED ON AN ISLAND (1061~1066 GUE)
The
famous adventurer, AFGNCAAP
(nameless-ageless-faceless-gender-neutral-culturally-ambiguous-adventure-person),
who would later become the Fourth Dungeon Master
found a strange book near Aragain during the year of 1061 GUE. This
book, which would be termed
evil by those who sought to exterminate all magic from Zork, had
strange runes of the enchanters on the cover and emitted the faint
stench of spenseweed. Unbeknownst to this adventurer, the tome held a
curse far more powerful than anything since Megaboz. As soon as he
opened the cursed
thing, a thundering bolt of lightning surrounded him and he found
himself in a new land stranger than any that he had visited before.
This island was covered
with strange structures and many switches.
The adventurer would be
here for quite some time, never seeing or talking to another person for
five years, wandering aimlessly, throwing switches and pressing
buttons, being forced to listen to the same dreary and boring music
over and over again, and only being able to carry pages of colors. The
only way to pass the excruciating time in the vile place was to read
books, an entire library of books, that only foretold the coming of a
new book of magic with more pretty pictures and new, pointless puzzles.
This prison threatened to prematurely stunt the new-captive’s taste of
adventurer, where he felt he would be doomed to spend eternity.
In
1066 GUE, one of the brave adventurers of the Second Inquisition, who
was was dedicated to help better society by
ridding the world of magic was Matchlick the Mighty. This hardy
adventurer was spent to investigate the same strange book that had been
uncovered near Aragain. Upon opening the book, he arrived at the same
island, almost immediately noticing AFGNCAAP exiting a round building.
Matchlick was the first soul that AFGNCAAP had seen in five years. The
adventurer begged Matchlick for help in escaping the accursed island.
Fortunately, he carried a few items from his previous Inquisition
expedition, one of which was a Frobozz Electric Puzzle Solvering. Using
the books in the library as heat to power the Puzzle Solver, he set it
on “pointless wandering and clicking” difficulty level. After a short
conversation, where Matchlick warned the adventurer that he would be
sorry for wanting “magic to live forever,” the Frobozz Electric Puzzle
Solver activated and AFGNCAAP was freed from the land.
THE RETURN OF MAGIC (1067 GUE)
On
Frobuary 34th, 1067 GUE, AFGNCAAP, without a zorkmid and little idea of
what lay ahead, wandered into the historic town of Port Foozle late
that evening,
hoping to earn a salary from selling Perma-suck machines. After a
dramatic encounter with Marvin the Mythical Goatfish at the docks, this
luckless adventurer fished a crate marked “Infocom” out of the sea.
Within was the battered brass lantern in containing the spirit of
Dalboz. When the adventurer brought the old lantern to Antharia Jack,
he brought AFGNCAAP into the shop and offered an auto-lighting cigar.
When
he attempted to repair the broken device, it sparked and effused the
scent of spenseweed, before the spirit of Dalboz cried out from within
it. After swatting it several times with a racket, Jack, fearing the
Inquisition, seized the lantern and shoved AFGNCAAP out of his shop.
For the lamp was not just any lamp, but a magic lantern.
The
adventurer was not a knave, but a good soul, with an eye for magic and
was determined to recover the mystical device. Unfortunately, a bit of
unrighteousness was resorted to in attempt to ascertain the lantern.
Knowing that Antharia Jack was an honorary Foozle fire chief, AFGNCAAP
set fire to a Grand Inquisitor doll and hid in a barrel. As presumed,
Jack raced forth from his shop to put out the blaze. Being the only
citizen sighted within the square, Wartle and his henchman apprehended
the framed arsonist. They brought him to Steppinthrax Monastery for
Totemization.
With the door to Jack’s shop unlocked, AFGNCAAP
retrieved the lantern containing the banished spirit of Dalboz. Under
his urgings, the adventurer descended into the Great Underground Empire
via a Secret Entrance disguised as a simple well in the forested
outskirts of Port Foozle. AFGNCAAP discovered that magic had not
dispersed, but had been forced underground. A glimmer of hope remained
in the Dungeon Master, who became a powerful ally on the quest. In
fact, being stuck inside the lantern, he had no choice but to become
the adventurer’s ally.
Though the Dungeon Master could no longer
practice magic, he helped AFGNCAAP advance in the knowledge of the
supernatural acts. Together they contacted the enchantress Y’Gael from
the Ethereal Plane of Atrii. She informed them that if the Coconut of
Quendor could be recovered, along with two other powerful artifacts in
Zork’s magic treasury—a Cube of Foundation and the Skull of Yoruk—magic
would again flow through Zork. To help with the quest, Y’Gael presented
AFGNCAAP with a spell book to fill with contraband magic that had been
hidden throughout the Empire, in hopes of spiriting some magic away
from the Inquisition.
The adventurer soon met up with three other
traveling companions who wished to join the quest. All three were
one-time magical creatures who had been stripped of their magical
faculties and imprisoned within totems. The three were none other than
the beautiful and telepath Lucy Flathead (within the Steppinthrax
Monastery), the thick-fitted, all-brawn no-brain brogmoid Brog (within
the gates of Hades), and the whiny, neurotic griff (at the Secret
Entrance to the Underground), who suffered a dragon inferiority complex
and wanted desperately to avoid physical pain. Together, they formed an
unlikely band of adventurers who joined forced to recover the three
lost relics, destroy the Grand Inquisitor, and finally return magic to
its rightful place in the Empire.
The group dynamic was
interesting, to say the least; Dalboz was hungry and bitter and
betrayed, skeptical as to whether the Grand Inquisitor could even be
stopped, and in as foul a mood as any fellow stuffed in a lantern of
that size was likely to be. Dalboz oversaw the posse with what limited
respect a bodiless voice could command. Lucy, for herself, was
not accustomed to taking orders from a man, and found the arcane nature
of Dalboz’s magical knowledge, when combined with the insane nature of
his utilitarian uselessness, somewhat aggravating. The griff liked
nothing better than to order about Brog, duping him into performing his
own share of the work and more, and then blaming Brog when these
suggestions backfired. Brog did not mind; he simply liked to talk with
the twittering birds and the chirping insects, and instinctively find
his way throughout the Underground, as he had since he was a pup. He
was content just to look at Lucy, though more than anything he wished
he could touch her.
To retrieve the three artifacts, it was
necessary to send the spirits of the three totemized victims through
three time tunnels, which had been erected back in the days of Dimwit
Flathead for the very purpose of restoring magic to Zork. The griff
went back in time and recovered the Coconut of Quendor straight from
the mouth of the Watchdragon. Brog returned to the White House shortly
before 966 GUE, where he descended into the grue breeding ground to
retrieve the Skull of Yoruk. Lucy Flathead was sent to Port Foozle in
the year 931 GUE, where she won one of the Cubes of Foundation from
Antharia Jack in a game of Strip Grue, Fire, and Water.
Meanwhile,
Antharia Jack stood in line at the Steppinthrax Monastery expectant to
be totemized. Although he tried to escape, his attempts were in vain.
The sentence was only suspended when the power was cut, on behalf of
AFGNCAAP. Despite the security measures that had been put in place to
prevent the closing of all four sluice gates at once, the REZROV spell
enabled a loophole to be opened. When all four were shut, the top
portion of the dam burst open and water flowed through new, unexpected,
yet enormously relevant areas of the Great Underground Empire. Power to
the surrounding regions were impeded, forcing the Steppinthrax
Monastery totemizing to temporarily be suspended until auxiliary power
was found. In the process, AFGNCAAP left a new bridge over the dam.
Jack was tossed in the Port Foozle jail.
Following
the power outage,
riots began in the city streets as people were excited over an alleged
magic rebellion and rumors of an adventurer carting the Dungeon Master
around in a magic lamp. Yannick sought Antharia Jack and learned the
location of AFGNCAAP. The Grand Inquisitor proceeded with Wartle to
apprehend AFGNCAAP and the totems just as they emerged from the
Steppinthrax Monastery time tunnel. Wartle had the adventurer stripped
of his belongings and locked up in the Port Foozle jail in a cell
adjacent to Antharia Jack.
The morning of Frobuary 35rd, Wartle stayed behind with a small regiment of Inquisition
guards (less than the usual number) while the majority of the troops
attended Mir Yannick at the Flathead Mesa. Here the entire population
of Port Foozle and the surrounding regions gathered at the
long-expected ceremony, where the Grand Inquisition started to announce
the radical new mind-numbing technology that would implement his
visionary “One Point of Light” program.
AFGNCAAP was only able to
escape the prison for two reasons—one, Antharia Jack though the
adventurer was crying, which prompted him to toss of a LEXDOM spell
(“create lock and key”) scroll to blow the nose with. Second, the
Inquisition guards had neglected to retrieve a zorkmid-pressed knife
from the adventurer’s inventory. AFGNCAAP cast LEXDOM upon the cell
door, drilling a lock and key into the door, but the key was protruding
from the opposite side of the door. After sliding a poster under the
door, poking the key out with the letter opener so it fell on the
notice, and pulling the poster out, the key was used to unlock the cell
door.
When the coast was clear, AFGNCAAP used the security system
controls to unlock the door to Jack’s cell (31-AB). Seizing the
opportunity, Jack busted out and smote the guard, retrieved the subset
of the adventurer’s inventory that none of the guards wanted, found a
nice new elvish sword, and grabbed his cigar. On his way out, he
crossed through the adventurer’s area and returned AFGNCAAP’s
inventory.
The proud Jack realized that he had finally become a
true adventurer. Before he was able to puff the cigar, the two were
interrupted by the door of the walking castle breaking through the jail
wall. Jack recognized the castle from the days when it had broken
through his own wall, bearing Lucy Flathead away from him. Hoping that
he would be reunited with her, Antharia Jack beckoned for the
adventurer to follow him inside.
Together they rode to the
Flathead Mesa. When AFGNCAAP and Jack arrived, Y’Gael announced herself
on a TV screen, instructed the adventurer to place the three magic
artifacts into the radio tower, which was the highest point in Foozle,
so that and end could be brought to the Inquisition. She presented
AFGNCAAP with the BOOZNIK spell so that the quest could be completed.
Jack told AFGNCAAP to take the tower and cut the cable, while he would
send the Grand Inquisition that way.
In order to bind the high,
middle, and deep artifacts together and return magic to the land, each
of the three had to be placed in the correct order along the tower. The
Skull of Yoruk, being the receptacle of deep magic, went in the glass
dome at the bottom. The Cube of Foundation, being the container for
middle magic, went in the nook halfway up the tower. The Coconut of
Quendor, being the symbol for high magic, went in one of the balls of
the wind gauge thingy at the top of the tower. Unfortunately, when it
was placed inside, the wind gauge thingy became unbalanced. The Dungeon
Master instructed AFGNCAAP to hang his lantern on the opposite side to
balance it out. The MAXOV spell, to bind the energies of the
different magics, could not yet be cast as the interference of
Yannick’s babbling broadcasted over the tower was clouding the spell’s
effect. AFGNCAAP cut the wire dangling above with the sword.
It
was then that Antharia Jack kicked in which his part of the plan, which
was to create a distraction. To the adventurer’s dismay, his clever
distraction was to point AFGNCAAP’s presence on the tower to the Grand
Inquisition himself in the middle of his speech. Despite the cheering
crowds and their support, the Grand Inquisitor’s broadcast was cut off
and he immediately came up the tower.
AFGNCAAP
quickly cast MAXOV
upon the tower to bind the energies. As each magic object carried with
it a part of the lost Rune of Abjuration, when the three were recovered
and combined according to the prophesy and the wisdom of Y’Gael, the
Rune would summon her back down from the Ethereal Plane of Atrii, and
their essences would be freed.
Dalboz shouted that he would drop
a line from the Ethereal Plane as the sky was suddenly overcast with
purple storm clouds. When Yannick reached the tower, he smiled to see
the Coconut of Quendor and approached it. He strained to pull it out of
the antenna’s compartment. As he did so, a blast of powerful magic hit
the top of the antenna. The resultant blast threw AFGNCAAP, the totems,
and the Grand Inquisitor from the tower while sending a shockwave of
magic across the land. Exposed to the burst of magic energies, the
totems sprung back to life. Fortunately, the adventurer was caught by
the griff, Lucy was caught by Jack, and Brog’s fall was broken by his
head. The Grand Inquisitor was not so lucky, falling to his doom. The
burst of magic diffused all of Yannick’s technology—the monitors and
the rest of his Inquisivision system, and even the Grand Inquisitor “I
am the boss of you” posters supernaturally altered to “Queen Lucy the
Levelheaded.”
With
magic returned and the Grand Inquisitor's tyranny ended, Lucy Flathead
declared herself the rightful heir to the throne. Her first act was to
declare the Great Underground Empire open and magic free to all those
who desired it. Her second was to name the unknown PermaSuck
salesperson as Dalboz's successor, the Fourth Dungeon Master of Zork.
The
return of magic inspired droves of adventurers to flock to the Great
Underground Empire to scourge its remnants in search of magical
paraphernalia, hidden archaic treasures, and general loot. With the
restrictions of the Inquisition loosened, the magical creatures of the
Empire, including trolls and kobolds, began to venture far from their
lairs unchecked. Their breeding was more heavy and abundant than any
other period in the history of Zork which would eventually become known
as the Great Monster Uprising. The rapid and dangerous spread
coincidentally prevented the adventurer population from emptying the
Great Underground Empire of all its valuables. In turn, the adventurers
kept the monsters in balance, by restricting them from overrunning
every remaining corner of human civilization.
In the meantime,
the Fourth Dungeon Master would have his hands full protecting the
Underground from greedy trespassers, while also quelling a Granola
Rebellion.
While this Great Monster Uprising plagued a majority
of the era of the Second Age of Magic, Brog and the Fourth Dungeon
Master concluded the Magic Wars, an epic confrontation between the
Eastlands (the good guys) and the Westlands (the bad guys). No details
save a fragmentary mention of this conflict have survived.
At
some point following these wars and prior to the Great Diffusion of
1247, the Fourth Dungeon Master passed his staff on to his successor,
an experienced adventurer known only by the alias "Detective Softly."