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The Adventurer, 948 GUE (A) / (B)
The Second Dungeon Master, 948 GUE (A)
The Nasty Knife used to kill Lucien (A)
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SECOND DUNGEON MASTER
The Second Dungeon Master, whose True Name is only known by the Master
of Naming, who was, handily enough, the Second Dungeon Master himself,
ruled the
Great Underground Empire for 18 years, beginning in 948. He was
suceeded by Dalboz of Gurth in 966.
The Legend of Zork (948 GUE)
In 948, the original Dungeon Master grew very tired of his duties and
began to search for someone to succeed him. While all previous attempts
to penetrate the underground had met with failure (with an exception of
Lucien Kaine), but he made an exception when he intentionally allowed a
world-famous and battle-hardened adventurer into his realm to test his
worthiness to take
over the title.
This man, who would go on to acquire the title of
Second Dungeon Master, heard many trales tales of fabulous treasures,
exotic creatures and diabolical puzzles in the Great Underground
Empire. As an aspiring adventurer, he sought the Great Underground
Empire due to its
reputation for containing vast quantities of treasure. In preparation,
he visited the Festeron Public Library (which might possibly have been
his hometown) to research the Great Underground Empire. The reading
material included "A History of the Great Underground Empire", "The GUE
on 9 Zorkmids a Day", and "The 778 FrobozzCo International Annual
Report."
The rumors of riches led this dauntless treasure-hunter to a White
House over the ruins of the former capital city of
Flatheadia. Assuming that the house had been long abandoned, this
adventurer took the liberty to break in through a slightly ajar window
on the backside of the house. He ransacked Ellron's dwelling place,
dumped many items into his inventory, including the Sword of Zork, a
brass lantern, an a nasty-looking knife, and descended into the cellar.
Lucien, the Thief, shut the trapdoor tightly behind him.
He perpetrated the Dungeon of Zork with valiant deeds, including the
slaughter of a troll wielding a bloody axe, and the discovery of both a
jewel-encrusted egg and a platinum bar, before the adventurer
encountered Lucien again, in the heart of the maze. The adventurer
fought back with the elvish sword, but was no match for Lucien's skill
with the stiletto. He fled into the opposite direction, leaving the
platinum bar, the egg, and a spillage of blood in the hands of the
Thief. After having recovered more treasures from the Dungeon, the
adventurer raided Lucien's treasure room and trigged its hidden magical
alarm. With a scream of anguish, Lucrien rushed to the treasure room
before the unknown man had yet a moment to nab anything of value. The
adventurer equipped himself with a nasty-knife as Lucien challenged him
to the death. After an exchange of knife slashes and punctures, a dark
fog swirled about Lucien. He turned around, clutching the adventurer’s
knife that now was sticking in his stomach. The thief pulled it out
from his gut and tossed it aside. He looked down at the gaping wound
between his fingers. Lucien was at an end. The thief disappeared into a
cloud of black fog along with the knife that he was killed with.
Although murdered, Lucien could not die; his tortured soul returned to
the Temple of Agrippa.
Forever having removed the threat of the thief from the Dungeon of
Zork, the unknown adventurer reacquired his possessions from the thief
and scavenged the Treasures of Zork from the first level of the
Dungeon. When he found a valuable object, he transported the treasure
safely to
the living room of the White House and placed it in the trophy case.
The most reliable account of this excursion includes the
following twenty relics in its list: a jewel-encrusted egg, a clockwork
canary (which was within the egg), a beautiful painting by Leonardo
Flathead, a beautiful brass bauble, a pot of gold, a platinum bar, an
ivory torch of endless fire, the gold coffin of Ramses II, the royal
scepter of Wurb Flathead, a trunk of jewels, the crystal trident of
Poseiden, a jade figurine, a sapphire bracelet, a huge diamond, a
leather bag of coins, the crystal skull of Yoruk, a jeweled scarab, a
large emerald, a silver chalice, and an ancient map. However, other
manuscripts of disputeable reputation record an alternate listing of
the treasures this
famed adventurer had gathered. (see the entry on 'Treasures of Zork'
for more information)
When the first of these Treasures had been placed
simultaneously within the trophy case in the living room of the White
House a sinister wraithlike figure, cloaked and hooded, appeared
seeming to float in the air. In a low, almost inaudible voice he said,
“I welcome you to the ranks of the chosen of Zork. You have persisted
through many trials and tests, and have overcome them all, dispelling
the darkness of ignorance and danger. One such as yourself is fit to
join even the Implementors!” He then rose his oaken staff, and
chuckling, drifted away like a wisp of smoke, his laugher fading in the
distance. As the wraith faded, an almost inaudible voice whispered in
his ear, “Look to your treasures for the final secret.”
Upon the trophy case rested an ancient map that showed a forest with
three clearings. The largest clearing contained a house. Three paths
left the large clearing, one of these, leading southwest, was marked
“To Stone Barrow.” This massive barrow of stone was the secret entrance
to level 2 of the Dungeon of Zork.
When this unknown adventurer ventured into the second level of the
Dungeon of Zork, the Wizard of Frobozz intended to undo him as he
explored the huge and long hidden region of the Great Underground
Empire by randomly throwing all sorts of spells his way, more in an
amusing attempt to incessantly discourage and annoy rather than to
murder. However, this adventurer outsmarted the ancient necromancer at
his own trickery, solved a barrage of diabolical puzzles, and
ultimately brought the Wizard of Frobozz’s powers under his control.
He did this by gathering both the three Palantirs of Zork (which had
magically relocated since their usage by Syovar against Krill), and ten
additional relics of the Great Underground Empire: the excessively
gaudy crown of Dimwit Flathead, a delicate gold key, a fancy violin
(Stradivarius), a portrait of J. Pierpont Flathead, a pearl necklace
with hundreds of large pearls, a stack of two hundred Zm100 bills, a
Zm10,000 gold coin, a Dimwit Flathead stamp, a golden dragon statuette,
and a moby ruby.
In the process of gathering these treasures, the adventurer encountered
Smaug. To defeat this red dragon, he led the reptile into the glacier
room. When the dragon saw his reflection on the icy surface of the
glacier, he became enraged, presuming that another dragon was there
behind the glass. Dragons are smart, but sometimes naïve, and this one
had never seen ice before. He reared up to his full height to challenge
the intruder into his territory. The intruder responded. The dragons
took a deep breath, and out of Smaug’s mouth poured a massive gout of
flame. It washed over the ice, which melted rapidly, sending out
torrents of water and a huge cloud of steam. The adventurer managed to
clamber up to a small shelf, but a huge splash went down the terrified
dragon’s throat. There was a muffled explosion and the dragon, with a
puzzled expression on his faced, died.
Within the dragon’s lair was the beautiful young Princess Melithiel of
the House of Fourth, wearing a dirty and bedraggled gown. She was
oblivious to his presence, almost in a trance, until he placed a kiss
upon her lips. This member of royalty had been betrothed at birth to a
man known as “the Unhamstringable” and had to remain faithful to this
intended husband. Thus she had languished in the Dungeon of Zork
between dragons, waiting for him to come rescue her. Melithiel knew at
an instant that this man was not the one for her.
“Thank you for rescuing me from that horrid worm,” she said. “I must
depart. My parents will be worried about me.” The curious adventurer
tracked her to the nearby topiary, where she untied the delicate golden
key from around her unicorn’s (Rex the Wonder Unicorn) neck. She handed
both the key and a fresh rose plucked from the arbor to him. “You may
have use of such a thing,” she said. “It is the least I can do for one
who rescued me from a fate I dare not contemplate.” With that, she
mounted the unicorn and rode off into the gloom. Princee Melithiel
would be captured several years later by the kimodo dragon and rescued
by her fated husband, Mirakles of the Elastic Tendon.
Arriving in the Wizard’s Workroom, the adventurer placed the three
Palantirs of Zork upon their respective stands. A low humming noise
began and the three spheres began to vibrate, faster and faster, as the
noise became higher and higher pitched. Three puffs of smoke, one red,
one blue, one white, rose up from empty stands. The spheres were gone
but in the center of the triangle formed by the stands was a black
stand of obsidian in which rested a strange black sphere.
When the adventurer placed this new sphere in the circle, a cold wind
blew outward from the sphere. The candles flickered, and a low moan,
almost inaudible, was heard. It rose in volume and pitch until it
became a high-pitched keening. A dim shape became visible in the air
above the sphere. The shape resolved into a large and somewhat
formidable looking demon. He looked around, tested the walls of the
pentagram experimentally, then spotted the adventurer!
“Hmm, a
new
master...” he said under his breath. “Greetings, oh master! Wouldst
desire a
service, as our contract stateth? For some pittance of wealth, some
trifle, I
will gratify thy desires to the utmost limit of my powers, and they are
not
inconsiderable.” He made a pass with his massive arms and the walls
began to
shake a little. Another pass and the shaking stopped. “A nice effect...
I find
it makes for a better relationship to give such a demonstration early
on.” He
grinned vilely.
Suddenly the Wizard of Frobozz materialized in the
room. He was astonished by
what he saw: his servant in deep conversation with a common adventurer!
He drew
forth his wand, waved it frantically, and incanted “Frobizz! Frobozzle!
Frobnoid!”
The demon laughed heartily. “You no longer control
the Black Crystal,
hedge-wizard! Your wand is powerless! Your doom is sealed!” The demon
turned to
the adventurer, expectantly.
It was here that the adventurer made one of the most
devastating and detestable
decisions. Following in the heels of the same misdeed as Bivotar
several
decades earlier, he collaborated with this manifestation of pure evil
and bowed
to its request by paying it with the ten treasures he had collected.
Satisfied, the demon obeyed when the deceived
adventurer ordered it to “take
the wand from the wizard.”
“I hear and obey!” said the demon. He stretched out
an enormous hand towards
the wand.
The Wizard of Frobozz was unsure what to do,
pointing it threateningly at the
demon, then at the adventurer. “Fudge!” he cried, but aside from a
strong odor
of chocolate in the air, there was no effect. The demon plucked the
wand out of
his hand (it was about toothpick-size to him) and gingerly laid it
before the
adventurer. He faded into the smoke, which dispersed. The wizard ran
from the
room in terror.
With the wand in hand, the adventurer was able to move a mehnir,
enabling him to acquire a mammoth dog collar that he ringed around the
neck of Cerberus, the guardian of the Tomb of the Twelve Flatheads, and
skirted around. He found a secret door hidden within the crypt. A
roughly hewn staircase led down into darkness. The landing on which he
stood was covered with carefully drawn magical runes like those
sketched upon the workbench of the Wizard of Frobozz. These had been
overlaid with sweeping green lines of enormous power, which undulated
back and forth across the landing. The wand began to vibrate in harmony
with the motion of the lines. The adventurer felt compelled downward,
and he yielded, stepping onto the staircase. As he passed the green
lines, they flared and disappeared with a burst and light, and he
tumbled down the staircase.
As in a dream, he saw himself tumbling down the great, dark staircase.
All about him were shadowy images of struggles against fierce opponents
and diabolical traps. These gave way to another round of images: of
imposing stone figures, a cool, clear lake, and, now, of an old, yet
oddly youthful man. He turned towards the adventurer slowly, his long,
silver hair dancing about him in a fresh breeze. “You have reached the
final test, my friend! You are proved clever and powerful, but this is
not yet enough! Seek me when you feel yourself worthy!” The dream
dissolved around as his last words echoed through the void.
With courage and cunning this adventurer had conquered the Wizard of
Frobozz and became the master of his domain, but the final challenged
awaited. Here, the First Dungeon Master personally tested this
adventurer with several skills of strength, cunning, and compassion. In
the process the adventurer acquired seven pieces of the Dungeon
Master’s costume: the hood and cloak, the amulet and ring, the key, the
wooden staff, and the lore book. (In addition this hero ventured into
the annual Grue Convention, as well as finally freeing an old and
crusty sailor in an ancient Viking ship by saying “Hello Sailor” to
him. This sailor later retired to Grubbo-by-the-Sea.)
After solving the final test of the Dungeon Master, which was to gain
entry into the secret Treasury of Zork, the adventurer gleefully
examined his new-found riches. The Dungeon Master materialized beside
him and said, “Now that you have solved all the mysteries of the
Dungeon, it is time for you to assume your rightly-earned place in the
scheme of things. Long have I waited for one capable of releasing me
from my burden!” He tapped the adventurer lightly on the head with his
staff, mumbling a few well-chosen spells, and the adventurer felt
himself changing. His youthful exuberance and courage, yet tempered by
the wisdom and experience of untold generations of forebears, whose
spirits seemed to hover over him protectively, grew older and more
stooped. He became wizened with long silver hair. For a moment there
were two identical mages staring at one another among the treasure,
then the First Dungeon Master dissolved into a mist and disappeared
with a sardonic grin on his face. For a moment the Second Dungeon
Master was relieved, safe in the knowledge that he had at last
completed his quest in ZORK. He began to feel the vast powers and lore
at his command and thirsted for an opportunity to use them.
Some storytellers whisper that this moment was the fruition of the
entire course of history. The ancient folk myths, some perhaps as old
as Zork itself, had foretold of a treasure-hunting adventurer who would
become a master of the magical arts, and rule throughout the deepest
reaches of the underground. These prophecies, and even the very name of
Zork, had been revered by all for untold generations. Many people
believed that the completion of these prophecies and the dawning of the
Age of Zork would usher in a new era of peace, prosperity, and
happiness for the people of the Great Underground Empire.
Unfortunately, with an exception of the appointment of his successor in
966, there are only minor mentions of this mysterious personage.
Minor Events During the Reign of the
Second Dungeon Master
All was not well in the heart of the Second Dungeon Master, the
Conqueror of Zork. He was still troubled by the murder of the thief
Lucien, which had been committed in self-defense, and devoted the
entirety of his strength and resources to undoing his deed. Using his
most powerful magical spells, he summoned an outsider to his assistance
in 949. This lone female pilgrim had already set foot in the Eastlands
to ascertain the fate of Syovar’s missing servant Bivotar. Some have
theorized that this unknown female was Juranda herself. Having been
chosen by the Dungeon Master, she found herself wandering deeper and
deeper into a tangled web of confusion and altered reality, at the
center of which lurked the truth behind the Forbidden Lands and the
inexplicable disappearance of the alchemists. She would be responsible
for halting the schemes of the four alchemists and reviving both Lucien
Kaine and Alexandria Wolfe who had fallen victim to the four.
With the lands free from the curse of Lucien and with the conclusion of
an agreement between the Second Dungeon Master and the Flathead
successor-king Syovar, the Great Underground Empire seemed poised to
rise again. The magical boundaries sealing shut the massive caverns in
the east were reopened, and the bulk of the reacquired territory was
once again open for settlement. A craze of treasure-hunting quickly
swept through the remnants of the Great Underground Empire.
History leaves a large gap in the events of an individual named
Mirakles of the Elastic Tendon, who was granted guardianship over the
Great Underground Empire by the Control Character sometime between 957
and 966 GUE. It is unknown how this decision was resolved with the
Second Dungeon Master, for he ruled from 948 to the end of the First
Age of Magic in 966, when he was succeeded by Dalboz of Gurth. If the
role of Mirakles did not interfere with that of the Second Dungeon
Master, this would imply a co-guardianship. Whether contentious or
harmonious, all records of this co-guardianship have been lost to us
within the void of time.
Dalboz of Gurth Suceeds (966
GUE)
When the Second Dungeon Master realized in 966 that the First Age of
Magic would inevitably collapse, he decided to hastily dump his staff
and make a quick retreat by selecting an heir at the last possible
moment. Dalboz of Gurth, a promising student at GUE Tech was appointed
to take on the title of Third Dungeon Master. He appeared to Dalboz and
bequeathed to him the Dungeon Master’s staff, saying only that destiny
had appointed the prodigy Dalboz the Third Dungeon Master of the Empire.
TRIVIA:- The nasty knife, which was found in the White House, was used by the Second
Dungeon Master to defeat The Thief (Lucien Kaine). After his death, the
murder weapon was found in Kaine's base--the Temple of Agrippa (949 GUE).