The Iron Tower of Zagreeb

Adventure Module
any Fantasy RPG

History and GM Notes

by A. Bradbury
Art by Richard Case, jr.

History and GM Notes

Zagreeb was an enchanter/rune weaver who served as deputy court mage under Dlugy, in the courts of King Koris and Queen Almanthea. At the fall of their small realm Zagreeb fled onto the wide seas and established himself and his household on a small, uninhabited island he gave his name to. Here he let be builded a tower of iron wherein he lived. His household erected small stone huts clustered around the base of the tower. Since the death of Zagreeb twelve years ago, none has dared to venture into the tower, for all knew it to be trapped with air-woven runes. Besides, Zagreeb's last five years had involved a degree of madness. The Island of Zagreeb (see map) is isolated, and trader vessels seldom chance by. The villagers are a lonely lot, and would welcome any news of the outside world. None of their craft are seaworthy for a voyage of any length, so they cannot flee.

How the players chance by is GM option—they could be exploring at sea, chasing pirates, or cast adrift after a sea battle, perhaps. Or guarding a ship on a trading or diplomatic mission.

NPCs:

The town works on a barter system, so gold is merely decorative. A trading ship put in three years back but never returned. On a primitive level the town is self-sufficient, but luxuries and items beyond their ability to produce are craved. The locals have no knowledge of any other islands; sea fog often hides this one and they don't have the means to explore very far. The most important villagers are:

Burton—Cleric/6 and the nominal head man, he is patient, trusting and kind, knows the histories well and is full of information if asked without threats. He is 51.

Zelda—erstwhile mistress of Zagreeb, she is the only living person who has been inside the tower. She has grown fat and slovenly since her master' s death, serves as the town' s midwife. She is, 48, and her hair is still black, without any gray.

Rulon, Hural and Hormalen—three brothers who own the three coracles and the fish nets. Each is the equivalent of a second level fighter, trained with gaff, whip and harpoon.

Maxim, Rulon's wife, and their children: Lissa, 9, Sheldri, 7, and Biff, 4.

Agnes—Hural's wife, and their child, Zagreeb, 10.

Klieser—Hormalen's wife, and their children: Dunlop, 10, Hormalen, 6, and Prissy, 3.

Fister—the farmer, and his wife Zulima, and their children: Conscience, 11, Fister, 10, Cormalen, 9, Zenobia, 7, Dolcimer, 6, Gorton, 4, and Cralm, 2.

Londema—the carpenter, who also farms, a skilled woodworker, single.

Lev—the miller and also a farmer, his wife Benki, and their child Pergamon, 1.

Bisgeyer—farmer and brewer.

Byrny—25, female smith and repairperson, single, 4th level fighter.

The locals will insist they share in any treasures removed from the iron tower, as their right and inheritance. They will be friendly and hospitable. Zelda and Byrny could be bed-warmers for hire, if approached right. Zelda is better than she looks; she's had training.

The Isle of Zagreeb

A The Iron Tower of Zagreeb
B Cistern, with a good spring of delicious water, atop a hill. (Yes, it's magic)
C Residence of Bisgeyer
D Mill
E Residence of Zelda
F Residence of Burton
G Residence and workshop of Londema
H Chapel
I Residence of Byrny
J Smithy of Byrny
K Residence of Fister
L Residence and warehouse of the three fisher families
M Quay and dock
N Barrens—cemetery and pasture
O Salt pond, source of salt
P Farmland, orchards and fields
Q Rocky Head, highest point on the island.
R Forest, hardwoods
S South Harbor, with a shelter lean to and emergency supplies.
T Wide Shore, with a shelter lean-to and emergency supplies.

Iron Tower of Zagreeb: The Tower


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