• This game is under the Fantasy & Horror genres.
  • The game system is Pathfinder.
  • This game contains adult content.
  • The GM has marked this game as containing personal and intellectual property.
    If the GM leaves or deletes the game nobody else will be able to continue the game.
A Return to Greyhawk

Four decades have passed since Mordenkainen first  delved  Castle Greyhawk. In the company of his apprentice Bigby, the fearless Lord Robilar, and the willful cleric Riggby, the wizard  relentlessly  explored  the  ruins  of  Zagig’s  castle,  charting its secrets and plundering its priceless treasures. Before his adventures, Mordenkainen knew of Zagig as an eccentric, the long-lived former Lord Mayor during the City of Greyhawk’s renaissance. He was the founder of the city’s world-renowned Guild of Wizardr y and one of the greatest adventuring mages ever to cast a spell.

 Mordenkainen would come to learn that Zagig had cheated death by becoming a deity, piecing together the legend over several forays spanning thirteen years. At the culmination of his research, in the shadow of a dozen lost companions, Mordenkainen finally discovered Zagig’s Prison, an entire dungeon level designed to imprison nine demigods encountered by Zagig on his travels. In his final  act as a mortal, Zagig carved an essence of their divine power and claimed it as his own, departing the Material Plane as the newly divine “Zagyg” to serve in the court of Boccob, Archmage of the Gods. But the nine prisoners remained.

 Among them was Iuz the Old, the half-demon son of the Witch-Queen Iggwilv and the demon prince Graz’zt. The fi  endish t y rant had vanished from his nor thern empire in Mordenkainen’s youth, leaving savage humanoid hordes and  diabolical  societies  in  the  ensuing  power  vacuum.  Over  the  years  a  handful  of  lesser  demons  and  shape-shifters appeared on the scene claiming Iuz’s Throne of Bone, whipping the fractured cult of the Old One into tem-porary frenzy until being dispatched by rivals. These false Iuzes threw the nations into turmoil and brought savage armies  across  civilized  borders.  If  the  real  Iuz  returns,  the disaster could be incalculable. With the discovery of Zagig’s Prison, Mordenkainen decided to try to prevent that return from ever happening.     Iuz  remained  imprisoned  just  as  Zagig  had  left  him  sixty-fi  ve  years  prior.

 But  Mordenkainen  knew  that  the  archmage’s prison would not last forever. If Mordenkainen could fi nd the deity trap, so could someone else. Only a fi  nal solution would suffice, and a final solution required the enlistment of Lord Robilar.     The  gregarious  fighter  lord  thrilled  at  the  audacity  of  Mordenkainen’s suggestion.

The fearless swordsman chased adventure with the enthusiasm of an addict, often venturing into Castle Greyhawk on highly dangerous solo missions, facing every challenge with a wide grin and a clever rejoin-der.  In  the  company  of  his  orc  henchman  Quij  and  the  cleric Riggby, Robilar confidently set into motion Mordenkainen’s grand plan to save the future of the Flanaess.    Then everything started to go wrong.    Just as Robilar dispelled the barriers keeping Iuz at bay so that he might be slain, the w izard Tenser appeared w ith Bigby  and  the  warrior  Neb  Retnar  at  his  back.  The  trio  had  come  to  stop  the  dangerous  gambit,  but  arrived  too late. The six adventurers were no match for the enraged Iuz, who escaped certain death in the clutches of Bigby’s notorious crushing hand by plane shifting to the Abyss. That magical warp freed the additional gods and caved in many of Castle Greyhawk’s deepest dungeon complexes. After it was all over, safe on the skull-adorned battlements of his grisly palace, Iuz swore vengeance upon the adventurers who had attempted to kill him, dedicating a portion of his eternal rage to plotting their destruction.

 Twenty-seven years have passed. To the west, in the not-so-distant city of Verbobonc, Riggby has escaped Iuz’s vengeance by dying of natural causes in his twilight years. His body now travels by sacred procession along the Western Road toward Greyhawk, drawing the cleric’s former companions from their sanctuaries and schemes to the city that once bound them together in long-dead friendships and alliances.

 Iuz’s patience for the perfect moment to smite his enemies grows thin, and Riggby’s funeral provides all the excuse he needs to initiate a scheme designed to bring Greyhawk to its knees and deliver his enemies into the hands of his torturers.  Already  his  soldiers  have  tunneled  into  the  lowest  levels  of  Castle  Greyhawk  from  the  Underdark,  and although their ranks have not yet swelled enough to besiege the city, the time will shortly arrive. Everything is in place for Iuz’s final vengeance against the adventuring heroes of the last generation.

But  time  does  not  stand  still  in  Greyhawk,  and  the  demon-god of the north has not accounted for the city’s next generation of heroes.
Your Destiny Awaits