The Iron Tower of Zagreeb

Adventure Module
any Fantasy RPG

The Tower

by A. Bradbury
Art by Richard Case, jr.

The tower is 100 feet in diameter on the outside. Walls are uniformly five feet thick, so inside diameter is only 90 feet. Ceilings are uniformly 20 feet high. The entire tower structure is iron, and it has a heavy layer of rust.

LEVEL ONE:

A: Door—heavy iron door on hinges rusty enough to be squeaky. Lock has enough oil in it to still work. 18 combined strength (on a 3-18 scale personal strength) to open unlocked door; 22 or more will pull handle off. Door is locked; Zelda has key.

B: Drawing room—dark, dusty, cobwebby and empty, except for a large spider near the door to E. Spider is (AD&D) AC 7, 8hp, THAC0 15 for d3hp bite + 2d6 hp poison, save negates. Poison takes 1HP/round until used up, and is quite painful.

C: Guest Bedroom—mildly dusty and web-free, with bed, empty wardrobe, empty garbage can. Bed holds a "sleep" rune activated by touch.

D: Potty—washbasin, towel rack with towel, chamber pot, bucket, all empty. E and F conform to C and D, with F being under the stairwell.

G: Stairs--a curtain covers them. A "fear" rune (wand save negates) sits in the air five feet above the bottom Step. The sixth step, which is curiously unworn, holds a contact rune "weakness." Stairs are cobwebby and dusty, but not inhabited.

LEVEL TWO:

At convenient places on the walls will be plaques with obvious runes on them; touched, the plaques will provide "light."

A: Passage—connects stairs up and down; rusty, dusty and cobwebby—there are two large spiders here, as below.

B: Privy—only contents are a large chamber pot and dust.

C: Dumb Waiter—this still works between this and upper levels.

D: Hall—door in is rusted shut; opens on a pull of 18 strength, handle breaks on 22.

E: Pantry—cupboards high and low on each side hold plates of china, crystal goblets, tarnished silverware, moldy napkins and wooden candelabra.

F: Kitchen—cupboards on right side create food of many kinds on command. A small barrel refills itself with wine whenever it gets less than 2/3rds full. It has been twelve years since it was drained, so the contents are sour and vinegary.

Cupboards on other side hold serving trays and kitchen utensils in various states of corrosion. Large double sinks fill with hot, soapy water when one tap is turned, hot clear water in the other when the tap is turned for it. Whole place reeks of magic, of course.

G: Storage—decomposing tablecloths, candles in boxes (still good), tinder boxes, crepe paper streamers and decorations, hanging lanterns. There is a foul odor in here.

LEVEL THREE

The ballroom on this level has been used only twice, both in the first year after construction. Since then, only Zelda and two servants, have been inside the ballroom.

A: Ballroom—musty, dusty and cobwebby, three spiders as below. There are tables with folding legs, folding chairs all set up as if for a banquet. Stage is 2' above the ballroom floor; dais is 1' above main floor.

B: Cloakroom—pegs for cloaks, but nothing hangs from them.

C: Serving Bar—three sealed bottles of good quality wine are hidden behind it on a shelf.

D: Dumbwaiter—for bringing up food and drink; still works.

E: Privy—towels and a large chamber pot. Three towel hooks are on the door to F, which can be pulled out one inch, each has a towel on it. The door to F is wizard locked, but can be opened by pulling and pushing on the pegs in this combination: pull 1, pull 2, push 1, pull 3, push 2, push 3.

F: Stairs Up—these are protected because they lead to the private parts of the tower, where guests normally were not permitted.

LEVEL FOUR

Servants' quarters.

A: Passage—rusty and dusty, but empty.

B: Privy—chamber pot and towel.

C: Hall—a weak spot where the floor has rusted out is just around the bend. 200# will cause it to break through, and victim will crash through to the ballroom below for 2d6 damage.

D: Servants' Quarters—this, the larger, was actually used by the old couple who served the mage. Bed, wardrobe, chest of drawers, includes moldering clothing and bedclothes.

E: Linen closet—moldering blankets and sheets, towels and cleaning cloths.

F: Servant's Room—Bed, wardrobe and chest of drawers, never used, empty and in useable condition.

G, H, I, J: Servant's rooms, as F, except that in the bottom drawer in H there is a leather scroll tube containing four enchantment spells

K: Day Room—shelves contain games and dishes, room has tables and chairs, all is rusty and dusty but useable.

L: Dumbwaiter, works.

LEVEL FIVE

This is Zagreeb's living quarters, and their preservation is due to enchantment.

A: Foyer—dusty and rusty. Two paintings flank the door, one a portrait of Zagreeb with Zelda, and the other of King Koris and Queen Almanthea. Frames are gilded.

B: Zagreeb's Bedroom—no sign of decay or rust. Floor is carpeted; a canopy bed with a large table beside it holding two books. One is a book of poems in Elvish, the other a scholarly tome on plants such as the lotus, henbane and hallucinogens. A wardrobe contains fine clothing to fit an old man about 5'9" tall and rather thin. A chest hold an ivory scroll tube containing two enchantment spells, four creation spells and two dimension spells. Careful search of the wardrobe will reveal a false back. Behind it is a broadsword in a scabbard enchanted to keep the sword placed inside it sharp.

C: Privy—contains a bathtub which fills with warm, soapy water when one lays in it, and changes to warm, clean water after twenty minutes, until drained. There is the usual chamber pot and towels in several sizes.

Also, there is a small wardrobe used as a linen closet, with sheets, towels and blankets, the wardrobe also conceals the door to D.

D: Research Room—closets and cabinets hold herbs, unguents, infusions and tomes. Mushrooms, various shades of lotus blossoms, and their ilk are in labeled containers, all as fresh as if just picked. There is nightshade set out on a table. Alchemic apparatus fills a whole table. A large rune in the ceiling, when read aloud, causes a trap door to appear and a ladder to descend.

E: The top end of the dumbwaiter.

LEVEL SIX

This level is the magic lab, and is also preserved by magic, no rust, corrosion or dust. There is no access to the roof from within. The roof is slightly domed and quite rusty outside.

A: The rune opening the trapdoor and dropping the ladder is visible inside as well, and will work by voice or touch.

B: First work bay—bench and work table with small tools and scraps of lumber and parchment. A box of parchment about half full (150 sheets) is under the table. Affixed under the table in a concealed shelf is Zagreeb's spell book, with spells for a 19th level mage. Opening curse: the book must be dropped onto a level surface from at least two inches, and the name Zagreeb must be spoken aloud, and both hands used to open the tome. If this formula isn't followed, opener will be teleported up to five miles in a random direction.

C: Map Area--wall map of Zagreeb's Isle is behind a shelf which holds rolled maps of various isles and shores of the sea the isle is located in.

D: Library--tomes on the nature and use of magic, the crafting of runes, wards and glyphs, and a tome of witchcraft share space with studies of plants and animals and a Vacuous Grimoire.

E: Second work table--materials and tools for craftings various inks.

F: Junk area--included in the junk are 15 pounds of gold dust and elf-made magic foci.

G: Third work table--tools and materials for leathercraft are here, with 3 scroll tubes.

H: Fourth work area--clean and empty, except for Zagreeb's old rune book with explanations of runes and rune work inside. It isn't trapped or enchanted.

Iron Tower of Zagreeb: History and GM Notes


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