TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-1412
  Version 1.1 – November 2008
  ®
  Written by MATT RIGGSBY
  Edited by FADE MANLEY
  Illustrated by MARIO BARBATI, NEIL MELVILLE, and DAN SMITH
  Locations:
  The Tower 
  of Octavius
  TM
  
  CONTENTS
  2
  CONTENTS
  Lead Playtester: Jeff Wilson
  Playtesters: Michael Cule, Nathan Duffy, Arne Jamtgaard, Robert A. Knop Jr., Shai Laric, Elizabeth McCoy, Antoni Ten, Dustin Tranberg, and Andy Wallis
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, The Tower of Octavius, e23, 
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  GURPS Locations: The Tower of Octavius is copyright © 2008 by Steve Jackson Games Incorporated. Maps copyright Øone Games; used with permission. All rights reserved.
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   INTRODUCTION . . . . . . . . 3
  About GURPS . . . . . . . . . . . . . . . 3
  About the Author. . . . . . . . . . . . . 3
  1. GEOGRAPHY. . . . . . . . 4
  THE TOWER  . . . . . . . . . . . . . . . .4
  Dramatis Personae. . . . . . . . . . . . 4
  Curtain Wall and Gate . . . . . . . . 4
  Courtyard. . . . . . . . . . . . . . . . . . . 4
  Stable . . . . . . . . . . . . . . . . . . . . . . 4
  Garden . . . . . . . . . . . . . . . . . . . . . 4
  The Dark Ages . . . . . . . . . . . . . . . 5
  BASEMENT  . . . . . . . . . . . . . . . . .5
  Kitchen. . . . . . . . . . . . . . . . . . . . . 5
  Storerooms . . . . . . . . . . . . . . . . . 5
  Wine Cellar . . . . . . . . . . . . . . . . . 5
  Servants’ Quarters. . . . . . . . . . . . 5
  FIRST FLOOR  . . . . . . . . . . . . . . .6
  Guard Room . . . . . . . . . . . . . . . . 6
  Great Hall . . . . . . . . . . . . . . . . . . 6
  SECOND AND THIRD FLOORS . . . .6
  Gallery . . . . . . . . . . . . . . . . . . . . . 6
  Apartments . . . . . . . . . . . . . . . . . 6
  Guardians of Night and Day. . . . 6
  FOURTH FLOOR AND ABOVE  . . . .7
  The Wizard’s Apartment. . . . . . . 7
  Workroom . . . . . . . . . . . . . . . . . . 7
  Observatory . . . . . . . . . . . . . . . . . 7
  DEEP UNDERGROUND  . . . . . . . . .7
  Dungeon/Torture Chamber . . . . 7
  Crypt. . . . . . . . . . . . . . . . . . . . . . . 8
  LIFE AT THE TOWER  . . . . . . . . . .8
  Daily Routine. . . . . . . . . . . . . . . . 8
  Secret Doors . . . . . . . . . . . . . . . . . 8
  Supply . . . . . . . . . . . . . . . . . . . . . 9
  Breaking and Entering . . . . . . . . 9
  THE VILLAGE  . . . . . . . . . . . . . . .9
  The Inn. . . . . . . . . . . . . . . . . . . . . 9
  In Case of Emergency, 
  Break Skulls . . . . . . . . . . . . . . 9
  The Church . . . . . . . . . . . . . . . . 10
  Relations With the Wizard. . . . 10
  THE REGION . . . . . . . . . . . . . . .10
  The Wilderness . . . . . . . . . . . . . 10
  Neighbors. . . . . . . . . . . . . . . . . . 10
  Connections to 
  the Outside World . . . . . . . . 10
  MAPS OF THE WIZARD’S TOWER
  AND SURROUNDING
  REGION  . . . . . . . . . . . . . . .11
  2. CHARACTERS . . . . . . 21
  IN THE TOWER  . . . . . . . . . . . . .21
  Octavius of Tyrvo, 
  the Wizard-Baron. . . . . . . . . 21
  Sadda, the Familiar . . . . . . . . . 22
  Maggio d’Aula, 
  the Senior Apprentice . . . . . 22
  Sadda the Demon. . . . . . . . . . . . 23
  Ignatius Paul, 
  the Junior Apprentice . . . . . 24
  Munt, the Assistant. . . . . . . . . . 24
  Konrad, the Bailiff . . . . . . . . . . 24
  Omard d’Cyril, the
  Gamekeeper/Guard . . . . . . . 25
  John Bear, the Porter/Guard . . 25
  Darran Makreigh, the
  Gardener/Guard. . . . . . . . . . 25
  Ellerin of Lullio, the Squire . . . 26
  Humbard Ainge, the Clerk . . . . 26
  Telulah Makreigh, the Cook. . . 26
  Morag, 
  a Chambermaid/Scullion . . 27
  Eliza, 
  a Chambermaid/Scullion . . 27
  Bevin Makreigh, 
  the Stable Boy . . . . . . . . . . . 27
  The Lights Are On 
  but Nobody’s Home . . . . . . . 27
  MINIONS . . . . . . . . . . . . . . . . . .28
  Zombie Warrior. . . . . . . . . . . . . 28
  Skeleton Warrior. . . . . . . . . . . . 28
  FROM THE VILLAGE  . . . . . . . . .28
  A Typical Villager. . . . . . . . . . . . 28
  THE WIZARD’S MOOD . . . . . . . .29
  The Remote Researcher . . . . . . 29
  Madness and Evil . . . . . . . . . . . 29
  Lord of the Manor. . . . . . . . . . . 29
  THE WIZARD IN ONGOING
  CAMPAIGNS . . . . . . . . . . . . .29
  3. CAMPAIGNS . . . . . . . 29
  LIVING AT THE TOWER  . . . . . . .30
  THE WIZARD ON YRTH  . . . . . . .30
  Arabic and Sahudese Names. . . 30
  ADVENTURE IDEAS  . . . . . . . . . .31
  The Mandrake Root . . . . . . . . . 31
  Not Without My Child!. . . . . . . 31
  Army of the Dead . . . . . . . . . . . 31
  With This Ring . . . . . . . . . . . . . 31
  The Sleeping Dragon . . . . . . . . 32
  The Dragon. . . . . . . . . . . . . . . . . 32
  Holding the Pass . . . . . . . . . . . . 32
  INDEX . . . . . . . . . . . . . 33
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ STEVEN MARSH
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Managing Editor ❚ PHIL REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ NIKOLA VRTIS
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  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  INTRODUCTION
  3
  Once upon a time, there was a wizard. He was old, but his
  magic was strong. He sat in his ancient tower overlooking a
  quiet village, as alone with his thoughts as he could be, what
  with the guards and the chambermaids and the apprentices.
  Then one day . . . well, that’s up to you, really.
  GURPS Locations: The Tower of Octavius describes a
  small castle occupied by a powerful wizard and his minions. In
  addition to a detailed description of the tower, its occupants,
  and its environs, the GM can choose from a number of modes
  to play the wizard. Do you need an evil necromancer? An
  active landlord and member of the aristocracy? A quiet
  recluse? Take your pick. There are also campaign and adven-
  ture suggestions, including optional links to Yrth. You can use
  the wizard and his tower in most GURPS Fourth Edition
   fantasy campaigns.
  In addition to the GURPS Basic Set, The Tower of
  Octavius requires GURPS Magic. GURPS Fantasy and
  GURPS Banestorm are useful but not necessary.
  ABOUT THE AUTHOR
  Matt Riggsby is trained in anthropology and archaeology
  but, like everyone else in the 1990s, went into computers. He
  now works for the medical division of a large corporation. In
  his spare time, he lives as a recluse in a house built generations
  ago, with his wife, son, and several friendly but not very bright
  familiars.
  About GURPS
  Steve Jackson Games is committed to full support of
  GURPS players. Our address is SJ Games, P.O. Box 18957,
  Austin, TX 78760. Please include a self-addressed, stamped
  envelope (SASE) any time you write us! We can also be
  reached by e-mail: info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to
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  Internet.
  Visit us on the World Wide Web at
  www.sjgames.com for errata, updates, Q&A, and much
  more. To discuss GURPS with our staff and your fellow
  gamers, visit our forums at forums.sjgames.com. The web
  page for GURPS Locations: The Tower of Octavius can 
  be found at www.sjgames.com/gurps/books/locations/
  towerofoctavius.
  Bibliographies. Many of our books have extensive bibli-
  ographies, and we’re putting them online – with links to let
  you buy the resources that interest you! Go to each book’s
  web page and look for the “Bibliography” link.
  Errata. Everyone makes mistakes, including us – but we
  do our best to fix our errors. Up-to-date errata pages for all
  GURPS releases, including this book, are available on our
  website – see above.
  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that
  begin with B refer to that book, not this one.
   INTRODUCTION
  
  The wizard’s tower consists of a curtain wall enclosing a
  courtyard, a few small out-buildings, and a main keep.
  See map on p. 12.
  CURTAIN WALL AND GATE
  The curtain wall follows the outline of the roughly rectan-
  gular hilltop, about 200 by 120 feet. The charcoal-gray stone
  wall is six feet thick, with a crenellated parapet sheltering 
  a walkway five feet wide; it merges with the keep at the north-
  west corner. The hill slopes steeply away from the wall’s base,
  enhancing its 15-foot height.
  The wall has no independently defensible towers other than
  the keep itself, but it does have several square bastions. The
  bastions provide positions where defenders can catch anyone
  reaching the base of the wall in a crossfire.
  The castle gate is at the south end of the wall, flanked by
  bastions. The gate, eight feet across and 12 feet high, is made
  from dense, fire-resistant timber, reinforced with beams on the
  inside and iron bosses on the outside. The twin doors open
  inward and are barred when closed.
  COURTYARD
  The courtyard occupies most of the area inside the curtain
  wall, and is paved with the same gray stone. Previous owners
  had kennels, chapels, craftsmen’s workshops, and other build-
  ings around the courtyard, but they have long since been
  removed.
  The courtyard is the only part of the tower that many visi-
  tors see. Villagers and traveling peddlers bring in their wares
  and unload them there, letting the occupants take them into
  the keep. The courtyard is also where Konrad the bailiff holds
  court and hears petitions from villagers. Some visitors are
  allowed to set up tents in the courtyard – these are usually vis-
  iting craftsmen, or the men-at-arms and lesser servants of
  noble guests.
  Working clockwise from the northwest, the important fea-
  tures around the courtyard are the keep, the garden, the steps
  leading up to the parapet, the gate, a woodpile, the stable, and
  a well that provides the tower’s water supply.
  STABLE
  The stable is the only significant out-building remaining in
  the courtyard. It is a two-story structure, essentially a narrow
  barn. The lower story contains stalls for as many as 10 horses
  (half are occupied) and a space for a small carriage, although
  the wizard doesn’t have or want one. A bit of riding gear can
  often be found there, although anything that hasn’t been stored
  upstairs is in need of repair. The extended roof provides a shel-
  tered spot for a woodpile.
  The upper story is filled with hay and grain for the horses.
  Bevin finds it the best place to hide from his chores. It has a
  closet holding complete gear for seven horses and three dusty
  sets of barding.
  GARDEN
  The garden is at the north end of the courtyard, behind a
  low wall. The ground is tilled in rows running north to south.
  Two thirds of the garden is used to grow herbs and vegetables
  for the kitchen.
  The wizard’s tower has perched atop a steep hill for cen-
  turies. It has served as a home to minor noblemen, bandits,
  and wild animals in need of shelter. Thirty years ago, the wiz-
  ard Octavius took up residence and nominal authority over
  the village below. The tower is modest for someone of his
  power, but it is also venerable, defensible, and remote from
  civilization.
  GEOGRAPHY
  4
  CHAPTER ONE
  GEOGRAPHY
  Dramatis Personae
  The tower belongs to Octavius, an elderly wizard.
  He is assisted in his magical work by his apprentices,
  Maggio and Ignatius; a very-nearly human servant
  named Munt; and Sadda, Octavius’ raven familiar. He
  leaves the mundane work of administering the nearby
  village to Konrad, his bailiff and captain of the guard.
  Konrad uses the services of a scribe, Humbard, and
  two other guards: John Bear, who doubles as a porter,
  and Omard, who also serves as a gamekeeper. The
  tower is temporarily home to the squire Ellerin. The
  tower’s residents are rounded out by Telulah, the head
  cook and nominal head of the domestic staff, her hus-
  band Darran the gardener, their son Bevin the stable
  boy, and two maids, Morag and Eliza.
  THE TOWER
  
  The remainder, marked off by a low, rickety fence,
  contains . . . other things. The wizard’s work requires lots
  of poisonous, foreign, laboriously cultivated (for exam-
  ple, a rose bush watered with virgin’s blood), or other-
  wise unusual plants. They are cared for by the wizard’s
  apprentices. Darran offers advice if he feels they need it,
  but he has the good sense not to touch anything. None of
  the plants are dangerous to the touch (though some are
  toxic if consumed), but Darran is taking no chances.
  There is a small shed in the northeast corner of the
  garden, full of spades, rakes, and hoes of various sizes.
  Darran has concealed a small bottle of strong drink in
  one corner.
  GEOGRAPHY
  5
  BASEMENT
  The “basement” isn’t entirely underground. The ceiling 
  is about six feet above ground at the south end of the keep, and
  about three feet at the north end. The floor is sunk well under-
  ground; each story in the tower is at least 14 feet high. There
  are six-inch-wide arrow slits in some of the rooms.
  See map on p. 13.
  KITCHEN
  The kitchen takes up the southern end of the basement. It has
  two fireplaces on the western wall and a brick oven on the south.
  The fireplaces are big enough to hold an entire side of beef. They
  are equipped with braces that hold spits for roasting meat and
  pothooks to hold cauldrons. The fireplaces and oven vent
  through chimneys bored through the walls, letting out above the
  third floor. They’re just wide enough that a very small person or
  object (SM -1 or smaller) could fit through. Climbing up or down
  a chimney when a fire is going is not a healthy activity!
  The kitchen is furnished with tables, stools, wooden and
  stone counters, and cabinets containing cooking tools. A pile of
  wood is kept in the northwest corner of the room, refreshed
  occasionally from the woodpile in the courtyard.
  The kitchen holds one of the castle’s minor magics. Each of
  the apartments on the upper floors has a small bell and mallet,
  with a matching bell hanging on a panel in the kitchen. If one
  bell is struck, its mate rings.
  The kitchen has a small, heavy back door, barred on the
  inside. The path leading up to the door is both steep and
  exposed to fire from bastions along the curtain wall, making it
  more suitable for escape than assault. Moreover, the door has
  a heavy iron grating behind it, which may be chained shut so
  that even if the door is breached, the way is still blocked. This
  door is mostly used to throw out kitchen garbage and admit
  secret lovers in the dead of night.
  STOREROOMS
  The remainder of the basement is divided in half by a corri-
  dor down the center. The rooms along the eastern side of the
  corridor are used for storage. Counted from the kitchen toward
  the stairway, their contents include:
  Room 1: Foods of every description, such as flour and
  grain, hams, sausages, bacon, fresh and preserved fruits and
  vegetables, herbs, and spices. Expensive spices are kept in a
  locked box, to which only Telulah, the cook, has the key.
  Room 2: As for Room 1, but without the spice box.
  Room 3: Inedible household supplies, including buckets,
  brooms, mops, beeswax, dry plaster, linens for beds and tables,
  old tapestries, and a few chairs and benches needing repair.
  Room 4: Casks of water and ale. There’s more ale than
  water, since water is drawn from the well.
  Room 5: Weapons. The armory holds 10 broadswords, 30
  spears, 25 axes, 12 regular bows and about 600 arrows, and 30
  medium shields. The swords are either cheap or good quality,
  and the good blades are ugly enough that they might be taken
  for cheap.
  WINE CELLAR
  The last storeroom serves as Octavius’ wine storage. Only he
  and Konrad have keys to the door. The room contains 200 bot-
  tles ranging from under a pint to nearly two quarts. They fetch
  anywhere from $15 to $500 a bottle. However, some are fragile
  and most are valuable only to finicky connoisseurs. Only a few
  of the bottles have recognizable seals or other markings. The
  wizard knows what he has, but since wine labels haven’t been
  invented, anyone else needs to roll against an appropriate
  Connoisseur specialty or Merchant-5 to identify each one.
  Some bottles contain preserved magical ingredients:
  wyvern blood, pickled basilisk ear, an embryonic demon in
  alcohol, and the like. The total value of magical ingredients
  comes to about $10,000, but identifying them and finding buy-
  ers requires specialized knowledge. A roll against Herb Lore or
  Alchemy identifies most of them, but divination or alchemical
  testing may be required for some. A loose stone conceals a
  niche containing 10 Healing potions, an Alchemical Antidote
  potion, and an Invisibility potion. The stone is covered by a
  cabinet, so adventurers would have to ransack the room and
  move the furniture around to find it.
  SERVANTS’ QUARTERS
  Several small chambers are ranged along the west side of the
  basement. These are the servants’ quarters. Though cold and
  damp, the accommodations are luxurious compared to most
  other castles. Only Humbard, Telulah and her family, and Eliza
  live downstairs, so the servants have rare space and privacy.
  The Dark Ages
  While thick stone walls and arrow slits are a great defense,
  they don’t do much for visibility. Rooms without windows are
  subject to a Vision penalty for darkness appropriate to what-
  ever lighting occupants can rustle up. During daylight hours,
  rooms with arrow slits get a bit of extra light; they still need
  artificial light, but reduce darkness penalties by three. Only the
  gallery and observatory get full natural light. Octavius uses
  Continual Light to provide lighting for his own rooms, but
  rarely bothers to light the rest of the tower.
  
  The parts of the castle that outsiders are most likely to see
  begin at ground level. See map on p. 14.
  GUARD ROOM
  Except for the postern in the kitchen, this room is the only
  entrance to the keep. A wooden stairway leads up under the
  windows of the first floor to an entrance at the south end of the
  eastern wall. The deeply-set doorway, flanked by arrow slits,
  opens into the guard room. Once there were always guards on
  duty here, but that tradition has lapsed.
  GREAT HALL
  If the tower had a throne room, this would be it. The room
  is divided into thirds by rows of pillars supporting a vaulted
  ceiling 15 feet overhead. Arrow slits provide light and ventila-
  tion, but they can be shuttered from the inside in poor weather.
  Banners and tapestries hang between the windows.
  The room is furnished with long tables and benches for
  banquets, but they’re usually kept leaning against the wall in a
  corner. Most of the time, the only furnishings in use are a few
  short benches and a small table or two. The wizard has a large,
  elaborately carved chair with thick velvet cushions. A niche
  concealed in one arm contains a 5-point Powerstone, but the
  chair itself is not enchanted.
  This is where the wizard or his bailiff holds court in poor
  weather, receives important visitors, and performs public func-
  tions. Konrad can occasionally be found here, going over
  accounts, and Humbard is a fixture, working on letters and
  other papers.
  GEOGRAPHY
  6
  FIRST FLOOR
  Six suits of plate armor carrying broadswords and
  shields are arrayed down the walls of the Great Hall, three
  on either side. The suits on the west side are decorated
  with a white inlay, while those on the east are decorated in
  black. They are worn by golems enchanted with a not-very-
  successful variant of the Golem spell. The golems in white
  only operate from dawn to dusk, and those in black only
  from dusk to dawn. They belong to Octavius but have been
  instructed to take orders from Maggio as well.
  ST 15; DX 11; IQ 8; HT 14.
  Damage 1d+1/2d+1; BL 45 lbs.; HP 15; Will 8; Per 8; FP 14.
  Basic Speed 6.25; Basic Move 6; Dodge 9.
  Height 6’; weight 200 lbs.
  Advantages/Disadvantages: Clay Golem (GURPS Magic,
  p. 59).
  Skills: Brawling-13; Broadsword-12; Shield (Shield)-12.
  Equipment: Broadsword (2d+2 cut/1d+2 cr); medium
  shield (DB 2); plate suit (DR 6).
  Guardians of Night and Day
  SECOND AND THIRD FLOORS
  The second floor and above are the tower’s private section.
  Members of the public almost never enter this area. However,
  important visitors are provided with upstairs rooms. The stone
  walls are plastered over and painted or covered with richly
  carved wood paneling, and the floors are covered with polished
  planks and rugs.
  See maps on pp. 15-16.
  GALLERY
  The long room on the second floor overlooks the courtyard,
  and is one of the few places in the tower with good natural
  light. It is too high to climb into, but not so high that it can be
  targeted by attackers outside the walls.
  The most notable feature of the gallery is the windows,
  which are wide and glazed. The glass is in two-inch diamond-
  shaped panes held together in a lead grid, all set into two-foot-
  wide iron window frames that can be opened in good weather.
  The gallery is also the best-furnished room in the tower. The
  floor is regularly polished with beeswax, and several carpets
  make it a pleasure to walk on. It holds nicely decorated and
  comfortably upholstered chairs, several divans, and a few
  small tables. The south end of the room has a virginal (a fore-
  runner of the harpsichord), though no one in the tower knows
  how to play it.
  Because of the good lighting and ventilation, the gallery is
  used as a “living room” by the inhabitants, and a formal parlor
  for visitors staying at the tower. The room also holds two
  Guardian golems, one white and one black.
  APARTMENTS
  The remainder of the second and the entire third floor are
  divided into apartments: four on the west side of the second
  floor, and four on each side of a corridor down the center of the
  third floor. Each apartment consists of two rooms. One is 
  an “outer” room, which has a door connecting to the gallery on
  the second floor or the corridor on the third. The other is an
  “inner” room, which is the same size as the outer room and
  connects to it. The outer room is furnished as a sitting room,
  while the inner is a bedroom. Each room has a fireplace and
  arrow-slit windows on the outside-facing walls.
  
  Konrad and the guards occupy apartments. Konrad uses
  one on the second floor, while Omard and John use apart-
  ments on the third. Noble retainers sleep near their masters so
  that they can be on hand if they’re needed; thus, Ellerin sleeps
  in Konrad’s outer room. John stays in the outer room of his
  apartment, leaving the inner room to his sister, Morag.
  GEOGRAPHY
  7
  FOURTH FLOOR AND ABOVE
  Octavius’ private rooms are in a watchtower rising from the
  northwest corner of the keep. These higher floors suit the wiz-
  ard’s desire for privacy and an unobstructed view of the night
  sky, so he lives here instead of in the lower rooms favored by
  previous lords of the tower.
  THE WIZARD’S APARTMENT
  The fourth floor is a large square room serving as the wiz-
  ard’s private residence. See top map on p. 17.
  Octavius sleeps in an large, old, none-too-comfortable bed,
  while his apprentices have small cots. The room is cluttered
  with curio cabinets, clockwork items, bookcases filled with
  some of Octavius’ less vital references, and small tables at
  which the wizard and his apprentices study and take private
  meals. The books and other items in this room are valuable to
  the right people (at least $20,000, although it might be hard to
  find a buyer for a gilded, rune-inscribed goat’s skull), but aside
  from the odd staff or a Manastone that may have fallen behind
  a cabinet, there aren’t any useful magical items.
  WORKROOM
  The workroom on the fifth floor is where the wizard and his
  apprentices do most of their work. See bottom map on p. 17.
  Despite acid stains, mummified crocodiles hanging from
  the ceiling, and other fixtures of magical labor, it’s tidier than
  the room downstairs. Two large worktables dominate the 
  center of the room, covering a Pentagram (enchanted with a
  skill of 18) carved into the stone floor. The entire room is also
  protected by the Teleport Shield spell. The walls are lined with
  cabinets, shelves, and two lecterns for reading large books.
  Notable items include:
  • Formularies that list recipes for every potion with a value
  of under $1,000.
  • Spellbooks containing every spell Octavius knows, as
  well as every spell available in the campaign with five or fewer
  prerequisites.
  • Journals, important mystical references, and charts of
  stars and demon worlds. They’re worth tens of thousands, and a
  magician could use the books to teach himself a vast number of
  spells, basic alchemy, and the Hidden Lore (Demon Lore) skill.
  • Cabinets full of alchemical gear. These provide a +1 (qual-
  ity) bonus to Alchemy skill.
  • Four 6-point Powerstones, kept in niches near the ceiling
  in each corner of the room. They sit far enough apart not to
  interfere with each other’s recharging, and far enough off the
  ground that they’re unlikely to interfere with any Powerstone
  elsewhere in the room.
  • Magical automata. More of Octavius’ collection can be
  found here. There is a small stage on which several small
  mechanical dancers perform, a harp that remembers and
  repeats any tune played on it, and more. The total value of
  automata is around $50,000, but all are large and fragile,
  impossible to sneak out of the room.
  The cabinets also contain incense, crystals, chemicals, and
  other raw materials for spell-casting and alchemy.
  OBSERVATORY
  The roof (sixth floor) of the watchtower has been encased in
  glass for use as an observatory. See map on p. 18.
  Glazed frames like those in the gallery form a pyramidal
  roof over what used to be an open platform. The windows may
  be opened on hinges so that large portions of the sky can be
  observed unobstructed while still providing some shelter. The
  apprentices open the windows with long poles, but Octavius
  just uses Apportation.
  The observatory is sparsely furnished. It contains a table with
  a few notebooks, a cabinet holding astrolabes, quadrants, and
  other astronomical equipment, and four-foot-wide armillary
  sphere in the center of the room. The gear is of the highest qual-
  ity and would fetch at least $8,000, but none of it is magical, save
  for one item: a jeweled mask enchanted with Bright Vision,
  Night Vision, Hawk Vision, and 2 points of Power. The wizard
  and his apprentices use it to survey the stars and the landscape.
  DEEP UNDERGROUND
  There are dark rooms underneath the tower. The local vil-
  lagers speak of them in hushed tones, and hope never to see
  them.
  DUNGEON/TORTURE
  CHAMBER
  Beneath the basement lies the dungeon, a lightless, air-
  less place where people are locked up and forgotten. A thick
  doorway secures the dungeon from the stairs. It is always kept
  locked (Octavius and Konrad hold the keys), and it is barred on
  the outside. A corridor paved with rough stone extends south
  from the stairs, with a series of doors down one side. The doors
  all open out into the corridor and are also barred. Each has a
  six-inch-square window.
  The doors lead to prison cells. The floors of the cells are
  about a foot below the floor of the corridor, so each cell has a
  stone slab serving as a step down. Each cell also has two or
  three iron staples in the wall for chains and shackles.
  
  The corridor leads to a stairway curving down into the tor-
  ture chamber. The chamber is a large, round room with a
  domed ceiling. It is furnished with a rack, stocks for two pris-
  oners, an elaborately decorated iron maiden, and a cabinet full
  of intimidating spiky implements. A copper brazier two feet
  across occupies the center of the room, providing a heat source
  for branding irons (and for shivering torturers braving the cold
  underground). There is a small vent in the top of the dome,
  which leads out through a fissure in the rock. The vent is too
  small for a person to fit through, but the smoke escaping from
  it may be the source for villagers’ rumors about a sleeping
  dragon.
  To decide who, if anyone, is in the dungeon and torture
  chamber, see Chapter 3. The map for the dungeon is on p. 19.
  CRYPT
  The lowest level of the tower is the crypt, in which a num-
  ber of previous occupants have been interred. It is a series of
  very short corridors lined with stone niches from floor to ceil-
  ing. Each niche is about six feet long, and most hold a pile of
  bones tangled in a decaying shroud. (See map on p. 20.) Many
  of these bones have fallen to the floor, and an unwary visitor is
  likely to step on a fragile skull or pelvis.
  Sharp-eyed explorers will notice that the crypt isn’t entirely
  paved and lined with stone blocks. Rather, large parts of it are
  carved out of the rock of the hill. The crypt takes advantage of
  a small natural cave that has been finished by masons.
  Passages have been enlarged, niches carved into walls, and
  uneven floors and walls filled in with cut stone and mortar.
  GEOGRAPHY
  8
  A good castle should have a few secret doors, but if they
  were set down in the text, it’d be hard to keep them 
  a secret. Instead, here are some suggestions about where
  secret doors and passages might be located.
  Crypt: The cave from which the crypt was formed con-
  tinues beyond the finished area. A narrow tunnel is hidden
  behind a plastered wall. The passage leads to an exit con-
  cealed under an altar in a church in the village below,
  barred shut on the inside.
  Dungeon: Some long-forgotten prisoner started an
  escape tunnel. He didn’t finish it, but the tunnel was never
  discovered. Occupants of a cell might find that one of the
  paving stones is loose. Under it, they’ll find a tunnel just big
  enough for a man to crawl through. It stops without an
  outlet, but a few more days of digging will open a hole a lit-
  tle downhill from the kitchen postern.
  Apartments: The apartment next to Konrad’s is used
  for visiting dignitaries. Octavius might have had a small
  section of wall between the apartments removed and
  installed a hidden door that could only be opened from
  Konrad’s side. Konrad could slip into the next-door apart-
  ment and make sure that anyone sleeping there wouldn’t
  wake up.
  Servants’ Passages: Some “secret” passages are simply
  inconspicuous. Narrow passages could be excavated
  within the walls without making them unsound. For exam-
  ple, stairways could lead from the kitchen to a doorway
  behind a tapestry in the guard room or from the guard
  room to the gallery. Servants would use these passages to
  stay out of sight while going about their business. There
  are no passages into the wizard’s rooms.
  Secret Doors
  LIFE AT THE TOWER
  DAILY ROUTINE
  On a typical day, the cook and scullions get up at the crack of
  dawn, awoken by the roosters in the village. They stoke up the
  fires and begin working on the morning meal. Bevin, the stable
  boy, has the unenviable task of carrying hot water upstairs to
  anyone who needs it. Ellerin the squire and Ignatius the junior
  apprentice get up shortly after the kitchen staff, and Maggio the
  senior apprentice not long after that. While the apprentices
  attend their masters, Konrad and the guards eat breakfast in
  their rooms or the gallery. The scullions usually hand food off to
  Ignatius rather than enter the wizard’s rooms. Once the morning
  meal is finished, the gate is opened.
  When possible, Octavius spends his days in research. His
  work may take him into the nearby forest if he can’t send
  Munt or an apprentice to run errands for him. Part of the
  apprentices’ regular work is to survey the sky and nearby
  landscape with the magical scrying mask, so sneaking up on
  the tower is all but impossible. At least one armed man is 
  at the gate or in the courtyard at all times when the gate is
  open, although at times that may be Konrad holding court.
  Two or three visits to the tower a day by villagers aren’t
  unusual; the peasants wait patiently by the gate until allowed
  in. Omard patrols the wilderness most of the day, and if he’s
  not on duty John may spend his time carrying barrels and
  other heavy loads. The domestic servants spend their time
  working in the kitchen or cleaning the upper floors. The mid-
  day meal is informal, served to the tower’s occupants wher-
  ever they happen to be.
  The gates are closed at sundown, just before the evening
  meal. The upstairs residents dine together in the great hall.
  Once the meal is over, the servants might finally get some time
  to themselves. After the gates are closed, Konrad and the
  guards are supposed to stand watches on the walls, rotating
  through four to six-hour shifts. Most watches are spent with
  feet up in the guard room. The magicians usually pass their
  
  evenings reading, and Octavius may spend the entire night in
  his observatory when he can’t sleep. No one really knows how
  Munt occupies his evenings if he isn’t helping Octavius, but he
  can often be found around the stables.
  SUPPLY
  The tower isn’t even remotely self-sufficient. The land-
  lord’s share of grain is brought up from the village after har-
  vests, and other rents and fees are paid in kind from time to
  time. Some rainwater is collected in barrels, but water is
  mostly dragged up from the stream to be dumped into the
  courtyard well. The village blacksmith can do simple metal-
  work, and other villagers can provide competent woodwork-
  ing and pottery. Meat is usually supplied by Omard, who
  brings in deer or fowl from the forest every few days.
  Villagers go in and out of the tower on at least a weekly basis
  bringing in supplies. The residents of the tower can live com-
  fortably without resupply for a few days, and they can get
  along for weeks or months on survival rations.
  BREAKING AND ENTERING
  Adventurers may want to get into (or out of) the tower with-
  out resorting to unlocked doors. The table below describes the
  stats for the tower’s walls and doors.
  Location
  Description
  DR
  HP
  Curtain wall
  6’ stone
  936
  171
  Tower external walls 
  (walls facing the courtyard)
  4’ stone
  624
  149
  Tower internal walls
  2’ stone
  312
  118
  Main gate, front door, 
  6” reinforced
  and postern
  wood
  8
  45
  Internal doors
  2” wood
  2
  29
  The structure as a whole has a HT of 12.
  All doors in the tower can be locked. The locks aren’t partic-
  ularly complex; most can be opened on a Lockpicking roll.
  Exceptions include the doors to the dungeon, the wine cellar,
  and the spice box, which are picked at -3. Once barred, doors
  can’t be picked, only forced.
  GEOGRAPHY
  9
  THE VILLAGE
  The village of Tyrvo clings to the lower slopes of the hill on
  which the tower stands, both to stay close to the tower’s protec-
  tion and to keep the level lowlands available for farming. The
  hill is the tallest of several in the area.
  There 150 homes in the village, all made of wattle-and-daub
  and containing no more than three rooms. They are closely set,
  separated by less than a yard. About half have a small patch of
  garden in back.
  A few clusters of houses are scattered beyond the village
  proper, on hills in sight of the tower. Several of the families liv-
  ing farther away herd sheep and goats, which are kept in stone
  pens when not grazing the hillsides.
  Water is drawn from a broad, shallow stream to the south-
  west. The stream can be forded in several places, and the water
  is rarely deeper than a man’s height. The deeper spots provide
  a little fishing.
  THE INN
  Between grain and wool merchants traveling to Tyrvo and
  the occasional visitor for the wizard, there’s just barely enough
  traffic through the town to support an inn. The Tyrvo Inn is a
  low, rambling building, consisting of a few old houses consoli-
  dated into a single structure with a stable and a small court-
  yard. It has a large common room, which is a popular spot for
  drinking, and seven bedrooms. If those are full, it won’t be hard
  for a visitor with a handful of silver to arrange lodgings in a
  home nearby. Wealthy and well-armed visitors will be noticed
  (though, with a wizard living up the hill, they aren’t the novelty
  they might be elsewhere) and asked for news of whatever dis-
  tant lands they hail from.
  In case of trouble, the tower is sealed: The gates and the
  doors to the tower itself are shut and locked. Octavius and
  Maggio activate nearby Guardians of Night and Day and
  send them to aid the human guards. Octavius and Konrad
  are smart enough not to draw all of their resources to a sin-
  gle point. If there’s a disturbance on one side of the tower,
  at least one set of eyes (probably Maggio’s or Omard’s)
  looks elsewhere. Octavius keeps a Guardian near him as
  well, or may cast Create Warrior.
  If there’s enough warning and a significant threat (say,
  reports of approaching raiders) able-bodied men will be
  called up from the village and armed to help defend the
  tower. They’re not great fighters, but they don’t need to be.
  In Case of Emergency, Break Skulls
  Two or three visits to the
  tower a day by villagers aren’t
  unusual; they bring supplies or
  seek resolution to their
  grievances.
  
  THE CHURCH
  The village hosts a small house of worship near its center,
  in front of a small plaza. It is the only stone building in the vil-
  lage. It’s also the oldest building in the village, built around the
  same time as the tower.
  The village priest is educated enough to read and recite a
  long catalog of prayers, but he has little more formal learning
  than that. Close proximity to someone who deals with dark
  forces is galling for him, but he’s no fool. He makes no remarks
  about the morals of the village’s overlord and would never par-
  ticipate in any plot against him.
  RELATIONS WITH
  THE WIZARD
  There’s a certain tension between the villagers and the wiz-
  ard, as there always is between a ruler and the ruled. This is
  compounded by the wizard’s obvious ties to mystical forces.
  However, Octavius is an undemanding overlord, he doesn’t eat
  babies for breakfast (probably not, anyway; see “Madness and
  Evil” in Chapter 3), and the fireworks caused by his apprentices’
  alchemical experiments provide occasional entertainment. As
  long as they can pay their rents and fees and take their disputes
  to the wizard’s bailiff, the peasants count themselves lucky.
  Inevitably, though, there are rumors. If visitors keep their
  ears open, they may hear this:
  • The wizard’s throne has a curse on it.
  • The wizard’s assistant isn’t human, or even alive. He is,
  depending on who you ask, a ghoul or the product of the wiz-
  ard’s necromancy.
  • The wizard has created an alchemical potion that gives
  the person who drinks it eternal life, but it doesn’t stop the
  aging process.
  • A troll living in the forest has a silver bottle containing
  the wizard’s soul. The wizard stays in the tower because he’s
  trying to recover it, but he can’t directly attack the troll.
  • Konrad, the wizard’s bailiff, is having an affair with Eliza,
  a pretty young widow from the village now working in the
  tower.
  • Konrad is having an affair with Morag, sister of one of
  the tower’s guards.
  • The mist occasionally seen rising from the hillside is the
  breath of a dragon sleeping under the hill.
  • A tremendous treasure of gold and jewelry is hidden in a
  tomb under the hill.
  GEOGRAPHY
  10
  THE REGION
  The tower stands on the edge of a wilderness, but it isn’t
  hopelessly remote from civilization.
  THE WILDERNESS
  The land on the far side of the stream is bad for farming
  and not very good for raising sheep – rocky, with jagged
  ridges, narrow chasms, and scrubby vegetation. The land is
  used only for the wood that can be taken from small stands
  of trees and for trapping small animals. (If these are
  removed from the margin between the stream and the west-
  ern hills, the trapper’s catch is exempt from restrictions
  against poaching.)
  A hundred yards past the stream, the real wilderness begins.
  The hills grow taller, becoming mountains a few miles farther
  on, and are covered with trees. The undergrowth conceals
  wildflowers, herbs, and mushrooms useful for alchemy and
  healing. None are rare, but there are a lot of good basic mate-
  rials. A prospector making his way toward the mountains may
  also find small deposits of useful minerals.
  Dangerous animals steer clear of the village, but wolves and
  small bears lurk in the woods. The mountains are known to
  have giants and griffons, though they haven’t been seen near
  the village in years. The woods used to be home to a small
  group of bandits, but they haven’t raided the village in decades,
  for which Octavius receives credit.
  NEIGHBORS
  The wizard is a recluse, and the peasants rarely have cause
  to leave their fields. Nevertheless, the village has neighbors not
  far away. The wizard occasionally has to deal with three nearby
  noblemen overseeing fiefs similar to his own.
  The wizard’s nearest neighbor is Sir Merron, whose small
  castle is a day’s ride to the south. Merron’s land is rich, but he
  is not an able administrator and he drinks heavily. However,
  since his simple tastes are satisfied by hunting and copious
  quantities of beer, he has not yet fallen into debt.
  Sir Andre’s castle is two days to the north. Andre was a
  notable warrior as a young man, but he is now over 70 years
  old. He has outlived three wives and nine children, but, though
  still not an invalid, he can’t be much longer for this world. His
  death will leave several grandchildren and cousins fighting
  over his legacy.
  Two days to the east are lands belonging to Count Carolon,
  an absentee landlord. The land has changed hands several
  times over the past few generations, and Carolon himself has
  never visited it. Instead, it is overseen by a bailiff who handles
  the everyday operations and sends Carolon the proceeds of his
  small territory.
  CONNECTIONS TO THE
  OUTSIDE WORLD
  The stream is not navigable to anything larger than a canoe,
  and even that might have to be carried over the fords.
  Consequently, the best connections to the outside world are
  overland. The road from the village leads northeast, separating
  the territories of Merron and Carolon. It joins another path
  that leads to a small walled town with a population of about
  2,000; this town is four days away on horseback. The town is
  the nearest source of professional craftsmen. The nearest real
  city, with a population of about 15,000, lies a week’s ride away,
  nearly due east as the crow flies, though the roads leading
  there are more roundabout.
  
  GEOGRAPHY
  11
  MAPS OF THE WIZARD’S TOWER
  AND SURROUNDING REGION
  
  GEOGRAPHY
  12
  
  GEOGRAPHY
  13
  
  GEOGRAPHY
  14
  
  GEOGRAPHY
  15
  
  GEOGRAPHY
  16
  
  GEOGRAPHY
  17
  
  GEOGRAPHY
  18
  
  GEOGRAPHY
  19
  
  GEOGRAPHY
  20
  
  CHARACTERS
  21
  The tower isn’t only occupied by the wizard. Apprentices,
  guards, and domestic servants live there, too, Peasants from the
  nearby village may happen by. They all have their own stories.
  Note that in the stats, languages and Cultural Familiarity
  have been deliberately left generic. GMs should assign ones
  appropriate for their settings. For example, if the tower was in
  medieval England, Octavius might have familiarity with
  European culture and know Latin, French, and Greek in addi-
  tion to English.
  For all NPCs, advantage and disadvantage modifiers have
  already been added to skill levels.
  CHAPTER TWO
  CHARACTERS
  IN THE TOWER
  OCTAVIUS OF TYRVO, 
  THE WIZARD-BARON
  579 points
  Octavius spends his days as alone as he can be, casting
  spells, browsing through old tomes, and studying things man
  was not meant to know. While he is sometimes distracted by
  other duties, he sees himself as a scholar of the fundamental
  forces that animate matter and engender consciousness. He’s
  far more interested in the principles of intelligent life than in
  any particular living beings.
  ST 10 [0]; DX 13 [60]; IQ 16 [120]; HT 11 [10].
  Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
  16 [0]; Per 16 [0]; FP 11 [0].
  Basic Speed 6.00 [0]; Basic Move 6 [0];
  Dodge 9.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native)
  [0]; Foreign Language 1 (Native) [6];
  Foreign Language 2 (Accented) [4];
  Foreign Language 3 (Accented) [4].
  Advantages
  Ally (25% of starting points; 15 or less)
  [3]; Magery 3 [35]; Single-Minded [5];
  Status 3 [10]; Wealth (Very Wealthy) [30].
  Disadvantages
  Insomniac 
  (Mild) 
  [-10]; 
  Shyness
  (Severe) [-10]*; Stubbornness [-5].
  Quirks: Likes gadgets and automata
  [-1].
  Skills
  Administration (A) IQ-1 [1]-15; Alchemy/TL3 (VH) IQ+1
  [12]-17; Artist (Sculpting) (H) IQ-2 [1]-14; Astronomy/TL3
  (H) IQ+2 [12]-18; Dreaming (H) Will [4]-16; Falconry (A) IQ
  [2]-16; Herb Lore/TL3 (VH) IQ-1 [4]-15; Hidden Lore (Demon
  Lore) (A) IQ+1 [4]-17; Innate Attack (Beam) (E) DX [1]-13;
  Innate Attack (Projectile) (E) DX [1]-13; Intimidation (A)
  Will-3 [1]-13; Law (Local) (H) IQ-2 [1]-14; Mathematics/TL3
  (Applied) (H) IQ-2 [1]-14; Meditation (H) Will-2 [1]-14;
  Naturalist (H) IQ-2 [1]-14; Occultism (A) IQ [2]-16;
  Physiology/TL3 (H) IQ-1 [2]-15; Poisons/TL3 (H) IQ-1 [2]-15;
  Riding (Horse) (A) DX-1 [1]-12; Thaumatology (VH) IQ+2
  [4]-18.
  
  Spells†
  Analyze Magic (H) IQ+2 [2]-18; Animation (VH) IQ+1
  [2]-17; Apportation (H) IQ+2 [2]-18; Aura (H) IQ+2 [2]-18;
  Banish (H) IQ+2 [2]-18; Blur (H) IQ+2 [2]-18; Complex Illusion
  (H) IQ+2 [2]-18; Continual Light (H) IQ+2 [2]-18; Control
  Creation (H) IQ+2 [2]-18; Control Zombie (H) IQ+2 [2]-18;
  Counterspell (H) IQ+2 [2]-18; Create Air (H) IQ+2 [2]-18;
  Create Animal (H) IQ+2 [2]-18; Create Earth (H) IQ+2 [2]-18;
  Create Fire (H) IQ+2 [2]-18; Create Mount (H) IQ+2 [2]-18;
  Create Object (VH) IQ+4 [12]-20; Create Servant (H) IQ+2
  [2]-18; Create Warrior (H) IQ+4 [8]-20; Create Water (H) IQ+2
  [2]-18; Dancing Object (H) IQ+2 [2]-18; Darkness (H) IQ+2
  [2]-18; Death Vision (H) IQ+2 [2]-18; Deflect Missile (H) IQ+2
  [2]-18; Delay (H) IQ+2 [2]-18; Detect Magic (H) IQ+2 [2]-18;
  Dispel Magic (H) IQ+2 [2]-18; Divination (Astrology) (H) IQ+2
  [2]-18; Earth to Stone (H) IQ+2 [2]-18; Earth Vision (H) IQ+2
  [2]-18; Enchant (VH) IQ+4 [12]-20; Explosive Fireball (H)
  IQ+2 [2]-18; Extinguish Fire (H) IQ+2 [2]-18; Fireball (H) IQ+2
  [2]-18; Fireproof (H) IQ+2 [2]-18; Flame Jet (H) IQ+2 [2]-18;
  Force Dome (H) IQ+2 [2]-18; Force Wall (H) IQ+2 [2]-18; Glow
  (H) IQ+2 [2]-18; Golem (H) IQ+2 [2]-18; Great Ward (H) IQ+2
  [2]-18; History (H) IQ+2 [2]-18; Identify Spell (H) IQ+2 [2]-18;
  Ignite Fire (H) IQ+2 [2]-18; Illusion Shell (H) IQ+2 [2]-18;
  Independence (H) IQ+2 [2]-18; Invisibility (H) IQ+2 [2]-18;
  Lend Energy (H) IQ+2 [2]-18; Lend Vitality (H) IQ+2 [2]-18;
  Light (H) IQ+2 [2]-18; Link (H) IQ+2 [2]-18; Mage Sight (H)
  IQ+2 [2]-18; Magic Resistance (H) IQ+2 [2]-18; Maintain Spell
  (VH) IQ+1 [2]-17; Major Healing (VH) IQ+1 [2]-17; Manastone
  (VH) IQ+4 [12]-20; Minor Healing (H) IQ+2 [2]-18; Missile
  Shield (H) IQ+2 [2]-18; Pentagram (H) IQ+2 [2]-18; Perfect
  Illusion (H) IQ+2 [2]-18; Powerstone (H) IQ+4 [8]-20; Predict
  Weather (H) IQ+2 [2]-18; Purify Air (H) IQ+2 [2]-18; Purify
  Water (H) IQ+2 [2]-18; Rain of Fire (H) IQ+2 [2]-18;
  Reconstruct Spell (H) IQ+2 [2]-18; Recover Energy (H) IQ+2
  [2]-18; Remove Curse (H) IQ+2 [2]-18; Resist Fire (H) IQ+2
  [2]-18; Scryguard (H) IQ+2 [2]-18; Scrywall (H) IQ+2 [2]-18;
  Seek Air (H) IQ+2 [2]-18; Seek Coastline (H) IQ+2 [2]-18; Seek
  Earth (H) IQ+2 [2]-18; Seek Fire (H) IQ+2 [2]-18; Seek Magic
  (H) IQ+2 [2]-18; Seek Pass (H) IQ+2 [2]-18; Seek Water (H)
  IQ+2 [2]-18; Seeker (H) IQ+2 [2]-18; Sense Life (H) IQ+2
  [2]-18; Sense Spirit (H) IQ+2 [2]-18; Shape Air (H) IQ+2 [2]-18;
  Shape Earth (H) IQ+2 [2]-18; Shape Fire (H) IQ+2 [2]-18;
  Shape Light (H) IQ+2 [2]-18; Shape Stone (H) IQ+2 [2]-18;
  Shape Water (H) IQ+2 [2]-18; Share Energy (H) IQ+2 [2]-18;
  Shield (H) IQ+2 [2]-18; Simple Illusion (H) IQ+2 [2]-18; Sound
  (H) IQ+2 [2]-18; Spell Shield (H) IQ+2 [2]-18; Spell Wall (H)
  IQ+2 [2]-18; Spellguard (VH) IQ+1 [2]-17; Summon Demon
  (H) IQ+2 [2]-18; Summon Shade (VH) IQ+1 [2]-17; Summon
  Spirit (H) IQ+2 [2]-18; Suspend Spell (H) IQ+2 [2]-18; Trace
  (H) IQ+2 [2]-18; Wall of Light (H) IQ+2 [2]-18; Ward (H) IQ+2
  [2]-18; Weather Dome (H) IQ+2 [2]-18; Zombie (H) IQ+2
  [2]-18; Zombie Summoning (H) IQ+2 [2]-18.
  * Octavius’ Shyness manifests as grumpy distraction
  around people he doesn’t know well. The game effect is the
  same: a penalty to social skills.
  † All spells include +3 for Magery.
  Equipment
  Octavius carries a staff with the Staff enchantment and an
  amulet enchanted with Wizard Eye and Wizard Ear.
  Customization Notes
  Depending on the role Octavius needs to fit in the cam-
  paign, he can be modified with the following lenses:
  Evil Wizard (-25 points): Octavius is dangerously disconnected
  from other people. He’s incapable of caring about anyone
  but himself and is merciless when crossed. Add Callous [-5],
  Bloodlust (12) [-10], and Megalomania [-10].
  True Recluse (-20 points): Octavius isn’t just shy; he’s patholog-
  ically incapable of dealing with other people. Add Demo-
  phobia (12) [-15] and Loner (12) [-5].
  SADDA, THE FAMILIAR
  –19 points
  An uncannily intelligent raven, Sadda is the wizard’s
   constant companion. Sadda has a mental link with Octavius,
  allowing Octavius to sense everything he does. Like many other
  birds, Sadda can mimic speech, though his low intelligence
   limits his communication to short phrases, simple words, and
  lots of repetition.
  ST 3 [-70]; DX 14 [48]; IQ 6 [-80]; HT 12 [20].
  Damage 1d-5/1d-4; BL 1.8 lbs.; HP 3 [0]; Will 10 [20]; Per 12
  [30]; FP 12 [0].
  Basic Speed 6.50 [0]; Basic Move 2 [-20]; Air Move 15 [4];
  Dodge 9.
  SM -3; 27 inches; 3 lbs.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Broken/None) [-5].
  Advantages
  Acute Vision 2 [4]; Beak (Sharp; 1d-6 pi+) [1]; Claws (Sharp;
  1d-5 cut) [5]; Flight (Winged) [30]; Mindlink (Octavius) [5];
  Telesend (Can only communicate with Octavius, -50%) [15].
  Disadvantages
  Domestic Animal [-30]; No Fine Manipulators [-30].
  Quirks: Habit (Collects shiny objects). [-1]
  Skills
  Brawling (E) DX [1]-14; Dropping (A) DX [2]-14; Filch (A)
  DX [2]-14; Flight (A) HT+2 [8]-14; Stealth (A) DX [2]-14.
  MAGGIO D’AULA, THE
  SENIOR APPRENTICE
  266 points
  Octavius has two apprentices. Maggio is the senior one and
  is ready to strike out on his own. Unlike Octavius, whose goals
  are personal and intellectual, Maggio has more material ambi-
  tions. He hopes to become a court magician or an enchanter
  and turn a healthy profit from it. He still has a lot to learn
  before he can really make a go of it, but he’s itching to put his
  education to work. Like Octavius, he doesn’t talk much around
  CHARACTERS
  22
  
  strangers, but in his case, it’s a conscious effort to listen and
  learn before committing himself.
  ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].
  Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [5]; Per 14 [5];
  FP 11 [0].
  Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0]; Foreign Language
  1 (Accented) [4]; Foreign Language 2 (Accented) [4].
  Advantages
  Magery 3 [35].
  Disadvantages
  Greed (12) [-15].
  Quirks: Very quiet when meeting new people. [-1]
  Skills
  Alchemy/TL3 (VH) IQ-1 [4]-12; Cartography/TL3 (A) IQ
  [2]-13; Dreaming (H) Will-1 [2]-13; Herb Lore/TL3 (VH) IQ-
  2 [2]-11; Hidden Lore (Demon Lore) (A) IQ [2]-13; Innate
  Attack (Beam) (E) DX [1]-11; Innate Attack (Projectile) (E)
  DX [1]-11; Meditation (H) Will-1 [2]-13; Merchant (A) IQ
  [2]-13; Naturalist (H) IQ–2 [1]-11; Occultism (A) IQ [2]-13;
  Riding (Horse) (A) DX-1 [1]-10; Savoir-Faire (High Society)
  (E) IQ+1 [2]-14; Thaumatology (VH) IQ+2 [4]-15.
  Spells*
  Analyze Magic (H) IQ+1 [1]-14; Animation (VH) IQ
  [1]-13; Apportation (H) IQ+2 [2]-15; Aura (H) IQ+2 [2]-15;
  Banish (H) IQ+1 [1]-14; Blur (H) IQ+1 [1]-14; Complex
  Illusion (H) IQ+2 [2]-15; Continual Light (H) IQ+2 [2]-15;
  Counterspell (H) IQ+1 [1]-14; Create Earth (H) IQ+1 [1]-14;
  Create Fire (H) IQ+1 [1]-14; Create Object (VH) IQ+2 [4]-15;
  Create Water (H) IQ+2 [2]-15; Darkness (H) IQ+2 [2]-15;
  Death Vision (H) IQ+1 [1]-14; Detect Magic (H) IQ+1 [1]-14;
  Dispel Magic (H) IQ+1 [1]-14; Earth to Stone (H) IQ+1
  [1]-14; Enchant (VH) IQ+1 [2]-14; Explosive Fireball (H)
  IQ+2 [2]-15; Extinguish Fire (H) IQ+2 [2]-15; Fireball (H)
  IQ+2 [2]-15; Fireproof (H) IQ+1 [1]-14; Flame Jet (H) IQ+2
  [2]-15; Force Dome (H) IQ+1 [1]-14; Force Wall (H) IQ+1
  [1]-14; Gloom (H) IQ+1 [1]-14; Great Ward (H) IQ+1 [1]-14;
  Identify Spell (H) IQ+1 [1]-14; Ignite Fire (H) IQ+2 [2]-15;
  Illusion Shell (H) IQ+2 [2]-15; Lend Energy (H) IQ+2 [2]-15;
  Lend Vitality (H) IQ+2 [2]-15; Light (H) IQ+2 [2]-15; Magic
  Resistance (H) IQ+1 [1]-14; Manastone (VH) IQ+1 [2]-14;
  Minor Healing (H) IQ+2 [2]-15; Missile Shield (H) IQ+2
  [2]-15; Pentagram (H) IQ+2 [2]-15; Perfect Illusion (H) IQ+2
  [2]-15; Powerstone (H) IQ+2 [2]-15; Purify Air (H) IQ+1
  [1]-14; Purify Water (H) IQ+1 [1]-14; Recover Energy (H)
  IQ+2 [2]-15; Resist Fire (H) IQ+2 [2]-15; Scryguard (H) IQ+1
  [1]-14; Seek Air (H) IQ+2 [2]-15; Seek Earth (H) IQ+2 [2]-15;
  Seek Fire (H) IQ+2 [2]-15; Seek Pass (H) IQ+1 [1]-14; Seek
  Water (H) IQ+1 [1]-14; Seeker (H) IQ+2 [2]-15; Sense Life
  (H) IQ+2 [2]-15; Sense Spirit (H) IQ+1 [1]-14; Shape Earth-
  (H) IQ+2 [2]-15; Shape Fire (H) IQ+2 [2]-15; Share Energy
  (H) IQ+2 [2]-15; Shield (H) IQ+2 [2]-15; Simple Illusion (H)
  IQ+2 [2]-15; Sound (H) IQ+2 [2]-15; Spell Shield (H) IQ+2
  [2]-15; Spell Wall (H) IQ+1 [1]-14; Spellguard (VH) IQ [1]-13;
  Summon Demon (H) IQ+2 [2]-15; Summon Shade (VH) IQ
  [1]-13; Summon Spirit (H) IQ+1 [1]-14; Suspend Spell (H)
  IQ+1 [1]-14; Trace (H) IQ+2 [2]-15; Ward (H) IQ+1 [1]-14;
  Weather Dome (H) IQ+1 [1]-14.
  * All spells include +3 for Magery.
  CHARACTERS
  23
  Maggio hopes to become an
  enchanter or a court magician.
  Sadda the Demon
  (116 points)
  If Octavius is a particularly evil wizard, Sadda isn’t a
  raven. He’s a demon shaped like a bird. Octavius already
  has a contract with him as per the rules for Black Magic;
  how many levels of Black Penalty he has is up to the GM. 
  ST 5 [-50]; DX 14 [48]; IQ 14 [80]; HT 14 [40]
  Damage 1d-4/1d-3; BL 5 lbs.; HP 7 [4]; Will 14 [0]; Per 14
  [0].
  Basic Speed 7.00 [0]; Basic Move 2 [-25]; Air Move 14 [0];
  Dodge 10.
  SM -3; 27 inches; 3 lbs.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Beak (Sharp; 1d-5 pi+) [1]; Claws (Sharp; 1d-4 cut) [5];
  Damage Resistance 5 [25]; Flight (Winged, –25%) [30];
  Immunity to Metabolic Hazards [30]; Immunity to Mind-
  Affecting Magic [30]; Magery 0 [5]; Night Vision 5 [5].
  Disadvantages
  Bloodlust (12) [-10]; Bully (12) [-10]; Callous [-5]; Fragile
  (Unnatural) [-50]; No Fine Manipulators [-30]; Pacifism
  (Cannot Harm Innocents) [-10]; Selfish (12) [-5]; Social
  Stigma (Monster) [-15].
  Skills
  Acting (A) IQ-1 [1]-13; Brawling (E) DX [1]-14;
  Dropping (A) DX [2]-14; Fast-Talk (A) IQ-1 [1]-13; Flight (A)
  HT+2 [8]-16; Hidden Lore (Demon Lore) (A) IQ+1 [4]-15;
  Intimidation (A) Will+1 [4]-15; Stealth (A) DX [2]-14.
  Features
  Affected by True Faith and Pentagram.
  
  IGNATIUS PAUL, 
  THE JUNIOR APPRENTICE
  86 points
  Ignatius is the oldest of the three boys at the tower, but far
  from the most forceful personality. He’s very smart for his age
  (at least, when it comes to “book learning”) and has the poten-
  tial to become a powerful magician. However, he’s easily flus-
  tered. He’ll have to grow out of that if he’s going to survive.
  ST 8 [-20]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
  Damage 1d-3/1d-2; BL 13 lbs.; HP 8 [0]; Will 12 [0]; Per 12 [0];
  FP 10 [0].
  Basic Speed 5.25 [0]; Basic Move 5 [0]; Dodge 8.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language
  (Native) [0]; Foreign Language
  1 
  (Broken) 
  [2]; 
  Foreign
  Language 2 (Broken) [2].
  Advantages
  Magery 3 [35].
  Disadvantages
  Clueless [-10].
  Skills
  Alchemy/TL3 (VH) IQ-2 [2]-10; Herb Lore/TL3 (VH) IQ-2
  [2]-10; Meditation (H) Will-2 [1]-10; Naturalist (H) IQ-2 [1]-10;
  Occultism (A) IQ-1 [1]-11; Riding (Horse) (A) DX-1 [1]-10.
  Spells*
  Apportation (H) IQ+1 [1]-13; Ignite Fire (H) IQ+1 [1]-13;
  Lend Energy (H) IQ+2 [2]-14; Light (H) IQ+1 [1]-13; Recover
  Energy (H) IQ+2 [2]-14; Seek Earth (H) IQ+1 [1]-13; Seek Fire
  (H) IQ+1 [1]-13.
  * All spells include +3 for Magery.
  MUNT, THE ASSISTANT
  150 points
  For skilled assistance in his magical labors, Octavius calls
  on his apprentices. For work that needs a strong back, he has
  Munt. Munt’s bulging eyes, twisted limbs, and faint green skin
  color put off everyone he meets, as does his fondness for sneak-
  ing around and listening in on conversations, but he’s harm-
  less. Unless, of course, Octavius tells him to be otherwise.
  Munt isn’t undead, but he’s not entirely human, either. He’s
  another one of Octavius’ experiments, an attempt to create a
  new being with a sample of human flesh.
  ST 14 [40]; DX 13 [60]; IQ 10 [0]; HT 12 [20].
  Damage 1d/2d; BL 39 lbs.; HP 16 [4]; Will 10 [0]; Per 10 [0]; 
  FP 12 [0].
  Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 9; Parry 10.
  Advantages
  Brachiator [5]; Damage Resistance 2 (Tough Skin) [6];
  Doesn’t Sleep [20]; Night Vision 3 [3]; Universal Digestion [5].
  Disadvantages
  Appearance (Hideous) [-16]; Hunchback [-10].
  Quirks: Habit (Eavesdropping) [-1].
  Skills
  Area Knowledge (Tyrvo) (E) IQ+2 [4]-12; Brawling (E)
  DX+1 [2]-14; Climbing (A) DX+3 [4]-16; Stealth (A) DX+1
  [4]-14.
  KONRAD, THE BAILIFF
  227 points
  While the wizard is in his tower thinking
  grand thoughts, Konrad does the everyday work
  of running things. Konrad was a mercenary, but
  he has decided that life is easier and much more
  lucrative as an administrator and enforcer over-
  seeing a bunch of peasants. However, he still
  maintains the habits of his military days.
  ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 12 [20].
  Damage 1d/2d-1; BL 34 lbs.; HP 14 [2]; Will 14
  [10]; Per 13 [5]; FP 12 [0].
  Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge
  10; Parry 11; Block 11.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0]; Foreign Language
  (Accented) [4].
  Advantages
  Combat Reflexes [15]; Wealth (Comfortable) [10].
  Disadvantages
  Lecherousness (12) [-15].
  Quirks: Habit (Barks orders rather than asking questions).
  [-1]
  Skills
  Administration (A) IQ [2]-12; Bow (A) DX [2]-13; Brawling
  (E) DX+1 [2]-14; Broadsword (A) DX+2 [8]-15; Fast-Draw
  (Sword) (E) DX+1 [1]-14; Intimidation (A) Will+1 [4]-15;
  Leadership (A) IQ+2 [8]-14; Riding (Horse) (A) DX+1 [4]-14;
  Shield (Shield) (E) DX+2 [4]-15; Stealth (A) DX+1 [4]-14;
  Strategy (Land) (H) IQ [4]-12; Tactics (H) IQ [4]-12.
  Equipment
  Broadsword (2d cut/1d+1 cr); medium shield (DB 2); regu-
  lar bow (1d+1 imp, Acc 2, Range 195/260, RoF 1, Shots 1(2));
  16 arrows; mail leggings (DR 4/2); plate arms (DR 6); pot-helm
  (DR 4); steel corselet (DR 6).
  CHARACTERS
  24
  
  CHARACTERS
  25
  OMARD D’CYRIL, 
  THE GAMEKEEPER/GUARD
  179 points
  Omard’s nominal job is gamekeeper. He patrols the woods,
  running off poachers and hunting for the wizard’s table. He’s
  also a formidable fighter and a good scout. He’s pleasant
  enough, but sometimes he has to get away from other people.
  Some say it’s because of guilty feelings from a long-ago crime,
  but he may just prefer the woods to people.
  ST 12 [20]; DX 14 [80]; IQ 10 [0]; HT 12 [20].
  Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 10 [0]; Per 12
  [10]; FP 12 [0].
  Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9; Parry 11;
  Block 10.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Danger Sense [15].
  Disadvantages
  Loner (12) [-5].
  Quirks: Carves animals out of wood, despite a complete
  lack of skill. [-1]
  Skills
  Bow (A) DX+2 [8]-16; Brawling (E) DX [1]-14; Broadsword
  (A) DX+2 [8]-16; Climbing (A) DX [2]-14; Falconry (A) IQ+1
  [4]-11; Fast-Draw (Arrow) (E) DX [1]-14; Fast-Draw
  (Broadsword) (E) DX [1]-14; Hiking (A) HT+1 [4]-13; Riding
  (Horse) (A) DX [2]-14; Shield (Shield) (E) DX [1]-14; Stealth
  (A) DX+1 [4]-15; Survival (Woodlands) (A) Per+3 [12]-15;
  Throwing (A) DX [2]-14.
  Equipment
  Broadsword (1d+3 cut/1d cr); medium shield (DB 2); regu-
  lar bow (1d imp, Acc 2, Range 180/240, RoF 1, Shots 1(2)); 16
  arrows; mail suit (DR 4/2). Total weight 79.6 lbs.
  JOHN BEAR, 
  THE PORTER/GUARD
  162 points
  It’s obvious where John got his nickname. He’s big, strong,
  and hairy. He’s also very hard to hurt, shrugging off blows that
  would knock other men out of a fight. If Octavius needs some-
  one to wade straight into a fight, or just to lift something very
  heavy, John’s the man. He’s actually very friendly most of the
  time, but he can lose control in combat.
  ST 16 [60]; DX 12 [40]; IQ 9 [-20]; HT 14 [40].
  Damage 1d+1/2d+2; BL 51 lbs.; HP 16 [0]; Will 11 [10]; Per 10
  [5]; FP 14 [0].
  Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9; Parry 10;
  Block 9.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Hard To Subdue 2 [4]; High Pain Threshold [10].
  Disadvantages
  Berserk (12) [-10].
  Quirks: Very fond of sweets. [-1]
  Skills
  Axe/Mace (A) DX+2 [8]-14; Brawling (E) DX+2 [4]-14;
  Broadsword (A) DX+1 [4]-13; Climbing (A) DX [2]-12; Fast-
  Draw (Sword) (E) DX [1]-12; Riding (Horse) (A) DX [2]-12;
  Shield (Shield) (E) DX [1]-12; Stealth (A) DX [2]-12.
  Equipment
  Axe (2d+4 cut); medium shield (DB 2); mail suit (DR 4/2). 
  DARRAN MAKREIGH, 
  THE GARDENER/GUARD
  175 points
  The oldest resident of the castle, save for the wizard him-
  self, Darran Makreigh spends most of his time tending the gar-
  den. He is taciturn and can appear a bit forbidding. Though
  not overly friendly with anyone at the tower, Darran and
  Konrad get along well, recognizing one another’s professional-
  ism. They play dominoes in the evenings, usually in complete
  silence.
  Darran was an adventurer in his younger life, but he’s got-
  ten over it. He’s seen something of the world, but he’s also seen
  far too many unpleasant things, missed too many meals, and
  has slept outdoors too many nights. Darran is married to
  Telulah, the cook. Their son is named Bevin, and he works in
  the stable.
  ST 12 [20]; DX 13 [60]; IQ 12 [40]; HT 11 [10].
  Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [0]; Per 12
  [0]; FP 11 [0].
  Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10; Parry 10;
  Block 11.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0]; Foreign Language
  (Accented) [4].
  Advantages
  Combat Reflexes [15].
  
  Disadvantages
  Post-Combat Shakes (12) [-5].
  Skills
  Animal Handling (Horses) (A) IQ [2]-12; Area Knowledge
  (Tyrvo) (E) IQ+1 [2]-13; Area Knowledge (World) (E) IQ+1
  [2]-13; Bow (A) DX [2]-13; Brawling (E) DX [1]-13;
  Broadsword (A) DX [2]-13; Gardening (E) IQ+3 [8]-15; Riding
  (Horse) (A) IQ+2 [4]-14; Savoir-Faire (Servant) (E) IQ+1 [2]-13;
  Shield (Shield) (E) IQ+2 [2]-14; Stealth (A) DX+1 [4]-14.
  Equipment
  Broadsword (1d+3 cut/1d cr); medium shield (DB 2); mail
  suit (DR 4/2).
  ELLERIN OF LULLIO, 
  THE SQUIRE
  87 points
  Though nominally squire to Octavius, the young Ellerin of
  Lullio promises to be a typical nobleman. He loves hunting,
  riding, and fighting, and he’s just discovered girls. He’s noisy
  and headstrong, with the bravery that comes with an adoles-
  cent sense of invulnerability. All of this makes him a com-
  pletely inappropriate match for Octavius, who can teach
  Ellerin almost nothing that he wants to know.
  Ellerin spends most of his time with Konrad, with some 
  formal education provided by Humbard. Fortunately, Ellerin
  hasn’t acquired the arrogance of some of his elders and isn’t
  bothered that he rarely serves an actual nobleman. He’s learn-
  ing swordplay, the bow, and rough-and-tumble fighting, and
  that’s what’s important.
  ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 11 [10].
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10
  [0]; FP 11 [0].
  Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8; Parry 9; Block
  9.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Status 2 [10]; Wealth (Comfortable) [10].
  Disadvantages
  Overconfidence (12) [-5].
  Skills
  Administration (A) IQ-1 [1]-9; Bow (A) DX-1 [1]-11;
  Brawling (E) DX [1]-12; Broadsword (A) DX [2]-12; Heraldry
  (A) IQ-1 [1]-9; Leadership (A) IQ-1 [1]-9; Riding (Horse) (A) DX
  [2]-12; Savior-Faire (High Society) (E) IQ [1]-10; Shield
  (Shield) (E) DX [1]-12; Tactics (H) IQ-2 [1]-8.
  HUMBARD AINGE, 
  THE CLERK
  68 points
  Although the wizard and his apprentices are all more than
  literate enough to handle administrative tasks, they’ve got bet-
  ter things to do. The wizard keeps a clerk to handle correspon-
  dence and accounts, and that clerk is Humbard Ainge.
  Humbard came from a poor urban family. A sickly youth,
  he ended up with plenty of time to learn how to read. His
  ambition was originally to find a priesthood, but he has had
  neither the connections to land a lucrative appointment nor
  the money to buy them. Instead, he has become an uncomfort-
  able retainer to an eccentric and possibly dangerous provincial
  nobleman. Still, it’s a living.
  ST 9 [-10]; DX 10 [0]; IQ 14 [80]; HT 9 [-10].
  Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 14 [0]; Per 14 [0];
  FP 9 [0].
  Basic Speed 4.75 [0]; Basic Move 4 [0]; Dodge 7.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0]; Foreign Language
  1 (Accented) [4]; Foreign Language 2 (Accented) [4].
  Disadvantages
  Slow Riser [-5]; Wealth (Struggling) [-10].
  Skills
  Accounting (H) IQ [4]-14; Administration (A) IQ [2]-14;
  Artist (Calligraphy) (H) IQ-1 [2]-13; Law (Local) (H) IQ-1
  [2]-13; Literature (H) IQ-1 [2]-13; Riding (Horse) (A) DX-1
  [1]-9; Writing (A) IQ [2]-14.
  TELULAH MAKREIGH, 
  THE COOK
  94 points
  Telulah Makreigh runs the household staff and has close
  access to the more important residents. Telulah is easily dis-
  tracted by a chance to gossip, but she has an agile wit and a
  mind like a steel trap. She’s very good at separating the truth
  from nonsense.
  ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
  Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0];
  FP 11 [0].
  Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Common Sense [10].
  CHARACTERS
  26
  
  Disadvantages
  Compulsive Behavior (Gossip) (12) [-5].
  Skills
  Cooking (A) IQ+1 [4]-13; Current Affairs/TL3 (Village) (E)
  IQ+2 [4]-14; Detect Lies (H) Per+1 [8]-13; Leadership (A) IQ-1
  [1]-11; Savoir-Faire (Servant) (E) IQ+1 [2]-13.
  MORAG, 
  A CHAMBERMAID/SCULLION
  106 points
  John Bear didn’t come to the tower alone. He brought his
  spinster older sister Morag with him. Their parents died when
  Morag and John were teens, and Morag has been looking after
  John ever since. The experience has toughened her, and while
  she isn’t the hulking figure that her brother is, she is a formi-
  dable woman. She’s a sharp bargainer and, like her brother, is
  dangerous when angered.
  ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 11 [10].
  Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [10]; 
  Per 11 [0]; FP 11 [0].
  Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8; Parry 10.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  High Pain Threshold [10].
  Disadvantages
  Bad Temper (12) [-10]; Wealth (Struggling) [-10].
  Skills
  Brawling (E) DX+3 [8]-15; Cooking (A) IQ+1 [4]-12;
  Intimidation Will-1 [1]-12; Merchant (A) IQ-1 [1]-10; Savoir-
  Faire (Servant) (E) IQ+1 [2]-12.
  ELIZA, 
  A CHAMBERMAID/SCULLION
  89 points
  Two years ago, the recently widowed Eliza prevailed on
  Telulah to hire her as a servant. Konrad may have had other
  motives to support the decision. Konrad is said to be having
  affairs with any number of women around the village, but
  there are so many rumors that it’s hard for anyone to tell which
  are true. This one is true: Eliza is conducting an affair with the
  bailiff, although it’s a matter of convenience rather than love
  for both of them.
  ST 9 [-10]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
  Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 12 [0]; Per 12 [0];
  FP 10 [0].
  Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Attractive [4]; Intuition [15].
  Disadvantages
  Wealth (Struggling) [-10].
  Skills
  Cooking (A) IQ [2]-12; Diplomacy (H) IQ [4]-12; Farm-
  ing/TL3 (A) IQ [2]-12; Savoir-Faire (Servant) (E) IQ+1 [2]-13.
  BEVIN MAKREIGH, THE
  STABLE BOY
  51 points
  Bevin is the youngest person in the tower – three months
  younger than Ellerin – but he’s big for his age. He is Telulah
  and Darran’s only son (they’ve had other children, but most
  died in infancy, and Bevin’s two surviving sisters are married
  and living elsewhere) and is following in their footsteps as a
  servant to nobility. He is at the bottom of the short totem pole
  of servants, but since he’s 14 years old and unreliable at best,
  the other servants rarely bother to boss him around.
  Bevin, Ignatius, and Ellerin are, if not friends, then at least
  allies. They find a common cause in resisting tedious routines
  imposed on them by their elders. Bevin is the most mischie-
  vous of the three, though they take turns getting each other in
  trouble.
  ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 12 [20].
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10
  [0]; FP 12 [0].
  Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
  CHARACTERS
  27
  The Lights Are On
  but Nobody’s Home
  Given Octavius’ fondness for animate gadgetry and
  distaste for humans, he might be happy to replace
  everyone around him with magical constructs.
  Zombies and skeletons would guard the walls. Golems
  would prepare meals and sweep the floors. Sadda
  could be a magical clockwork automaton (apply the
  Machine meta-trait). There are still the peasants to
  deal with, but Octavius might use Summon Spirit and
  send ghosts to decide the peasants’ disputes. The vil-
  lagers would quickly learn to settle their own affairs
  and leave the wizard alone, which would suit everyone,
  living or dead.
  
  CHARACTERS
  28
  Social Background
  TL: 3.
  CF: Local [0].
  Languages: Local Language (Native) [0].
  Advantages
  Animal Empathy [5].
  Disadvantages
  Impulsiveness (12) [-10].
  Skills
  Animal Handling (Horses) (A) IQ+1 [4]-11; Savoir-Faire
  (Servant) (E) IQ+1 [2]-11.
  MINIONS
  ZOMBIE WARRIOR
  -117 points
  If Octavius is being played as a necromancer, he uses zom-
  bies as shock troops. These use the Zombie template from
  GURPS Magic (p. 152).
  ST 12 [10]; DX 11 [20]; IQ 8 [0]; HT 11 [10].
  Damage 1d-1/1d+2; BL 28 lbs.; HP 16 [0]; Will 8 [0]; Per 8 [0];
  FP N/A.
  Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 9; 
  Block 8.
  Disadvantages
  Zombie [-168].
  Skills
  Bow (A) DX [2]-11; Brawling (E) DX+1 [2]-12; Broadsword
  (A) DX+1 [4]-12; Climbing (A) DX-1 [1]-10; Shield (Shield) (E)
  DX [1]-11; Tactics (H) IQ-2 [1]-6.
  Typical Equipment
  Broadsword (1d+3 cut/1d cr); medium shield (DB 2); mail
  suit (DR 4/2).
  SKELETON WARRIOR
  -127 points
  Since zombies eventually turn into skeletons, Octavius also
  has a lot of these. They use the Skeleton template from GURPS
  Magic (p. 152).
  ST 9 [0]; DX 13 [20]; IQ 8 [0]; HT 11 [10].
  Damage 1d-2/1d-1;BL 16 lbs.; HP 9 [0]; Will 8 [0]; Per 8 [0]; 
  FP N/A.
  Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 10; Parry 9;
  Block 9.
  Disadvantages
  Skeleton [-162].
  Skills
  Bow (A) DX-1 [1]-12; Shield (Buckler) (E) DX [1]-13;
  Shortsword (A) DX-1 [1]-12; Stealth (A) DX-1 [1]-12; Tactics
  (H) IQ-2 [1]-6.
  Typical Equipment
  Shortsword (1d-1 cut/1d-2 imp); buckler (DB 1); leather suit
  (DR 2).
  FROM THE VILLAGE
  A TYPICAL VILLAGER
  12 points
  Peasants from the nearby village are often present, as tem-
  porary employees, petitioners, or experimental subjects. This
  template helps the GM create some quickly.
  Attributes: ST +1 or HT+1 [10].
  Disadvantages: Wealth (Struggling) [-10].
  Primary Skills: Farming (A) IQ+2 [8]-12.
  Secondary Skills: Area Knowledge (Village) (E) IQ+1 [2]-11. •
  Pick two of Brawling or Knife, both (E) DX [1]-10;
  Axe/Mace, Bow, Broadsword, Main-Gauche, Shortsword,
  Smallsword, Spear, Spear Thrower, Throwing, Whip, or
  Wrestling, all (A) DX-1 [1]-9; Carpentry, First Aid/TL3, Gar-
  dening, or Housekeeping, all (E) IQ [1]-10; Animal Han-
  dling (any) or Merchant, both (A) IQ-1 [1]-9; Artist (Pottery)
  (H) IQ-2 [1]-8; Herb Lore/TL 3 (VH) IQ-3 [1]-7; Fishing (E)
  Per [1]-10; Survival (appropriate environment) (A) Per-1
  [1]-9.
  If Octavius sent ghosts to decide the peasants’ disputes, the villagers quickly
  learned to settle their own affairs and left the wizard alone, which suited everyone.
  
  CAMPAIGNS
  29
  CHAPTER THREE
  CAMPAIGNS
  THE WIZARD’S MOOD
  Depending on the needs of the campaign, the wizard can
  fit in several different ways. Here are three options: the wiz-
  ard as a reclusive scholar, a mad scientist, or a cantankerous
  nobleman.
  THE REMOTE RESEARCHER
  The most benign way to run the wizard is as a reclusive
  scholar performing obscure magical experiments. He lives in
  his ivory tower (metaphorically, of course, unless he’s research-
  ing a Stone to Ivory spell), absorbed in his own thoughts, pay-
  ing attention to the outside world only when he can’t avoid it.
  It’s hard to get any kind of cooperation out of Octavius, but he’s
  unlikely to be a threat to anyone.
  Maggio and Konrad are powerful figures in this mode. The
  wizard leaves daily business entirely to Konrad, making the
  bailiff effectively lord and master. Likewise, Maggio, who has
  the wizard’s ear more than anybody else, is in position to medi-
  ate between Octavius and the rest of the world. Without
  Octavius’ oversight, they can do as they like. They’re not swag-
  gering tyrants, but they act like they own the place.
  MADNESS AND EVIL
  In this mode, the wizard combines a desire for power with
  a complete disregard for human life. This wizard performs
  magical experiments on nearby villagers and turns their ances-
  tors into zombies to take over the world. He could be sane but
  power-hungry, or unhinged from looking too deeply into
  Things Man Was Not Meant To Know.
  In this mode, the lowest levels of the tower are fully active.
  The dungeons are full of prisoners and the crypt full of undead.
  Indeed, the place is positively crawling with unnatural crea-
  tures (replace the Guardians with zombies, skeletons, or mum-
  mies). Most of the residents have Callous and other selfish or
  exploitive disadvantages such as Bad Temper, Greed, Jealousy,
  and Lecherousness. The peasants are terrified of the chance of
  being dragged to the tower, but know that if they try to escape,
  that chance becomes a certainty.
  LORD OF THE MANOR
  How does a wizard get a castle? The old-fashioned way: he
  inherits it. Magic is the wizard’s avocation, but he’s also the lord
  of a feudal domain. Though he spends most of his time work-
  ing with magic, he deals with other noblemen as an equal and
  jealously protects the privileges of his station. He’s still a recluse
  by nature, but his position in society and legal responsibilities
  prevent him from indulging his tendencies as much as he’d like.
  The lowest levels of the tower are used occasionally, but
  only according to appropriate legal procedures. Any prisoners
  there are awaiting trial, not vivisection, and implements of tor-
  ture are used for interrogation and punishment, not light
  entertainment. Konrad and his men are agents of authority,
  not a law unto themselves, and Maggio spends as much time
  networking as he does studying magic.
  THE WIZARD IN ONGOING
  CAMPAIGNS
  The wizard and his tower can be the object of a single
  adventure (see the end of this chapter), but there’s enough here
  to make him a long-term part of a campaign. He could be a
  Patron, an Enemy, or simply a recurring character.
  Octavius makes a good Patron for adventurers who need
  aid and support that won’t interfere in their actions. He’s
  locally powerful and knows a great deal, but he rarely leaves
  his castle and is unlikely to intervene in the PCs’ activities.
  Given the depth of his knowledge and the size of his library,
  he’d make a good contact for mystically inclined characters.
  He can also be formidable adversary, if limited in scope.
  Because he has projects of his own to pursue, and few of his
  spells are useful for offense, he’s most appropriate as an Enemy
  for characters who are as rooted to one place as he is.
  In either case, he’ll work through his henchmen. Rather than
  strike directly at his enemies, he’ll send Maggio, Konrad, and
  his other servants to interfere with them. He’ll also use golems,
  zombies, and other magical entities to deliver messages, carry
  out beatings, and perform other tasks which don’t need leader-
  ship and from which the agent is not expected to return.
  
  Instead of coming to the tower for adventures, PCs could
  rely on it as a base of operations. Octavius could use the help.
  He’ll want agents to go do difficult things for him and bring
  back obscure information or materials without having to inter-
  rupt his daily routine, so having a party of live-in adventurers
  would suit him just fine.
  PCs with appropriate skills could easily fit into the same
  slots as the current residents. Skilled leaders and fighters could
  substitute for Konrad and the guards. Less able characters
  could replace other servants. A party of aspiring young men
  might take the places of Bevin, Ellerin, and Ignatius.
  The tower also has plenty of room for additional residents.
  Octavius could hire more guards, keep more magicians on
  hand for ceremonial magic, and retain craftsmen for work
  around the tower or on his beloved clockwork devices. Mages
  would report directly to Octavius, warriors and craftsmen to
  Konrad, and domestic servants to Telulah. Konrad doesn’t
  form close relationships, and he won’t care about his subordi-
  nates’ personal lives so long as they remain professional and
  accept his military style of leadership and discipline. Telulah
  demands but does not expect perfection, and is concerned that
  the people around her are properly fed and married. More
  ambitious members of the household (Maggio and Eliza, for
  example) may want to use resident adventurers as a stepping
  stone to the outside world.
  CAMPAIGNS
  30
  LIVING AT THE TOWER
  THE WIZARD ON YRTH
  The basic requirement for placing the tower in any cam-
  paign is that it be in a rural area on the fringe of a wilderness.
  That suggests certain specific locations on Yrth.
  In Megalos, it fits best in the rural northeast. As a skilled
  demonologist, Octavius could be a valuable ally in uncovering
  the emperor’s secret. However, he’d be reluctant to involve him-
  self in any intrigue.
  In Caithness, the tower could be in the southeastern corner
  of the kingdom near al-Wazif, making Donlis the closest city, or
  in the northwestern corner, close to Tacitus. The tower occupies
  one of the rare normal mana zones. Octavius is nominally a roy-
  alist, but he has more important things to occupy his time with.
  If the campaign demands that the wizard is a Muslim, the
  tower is probably in al-Haz, near the Fence of God between
  Gebel al-Hikmal and al-Abyad. In al-Haz, the wizard isn’t a 
  feudal lord, but he occupies a similar position of esteem as a
  major landowner and notable, if eccentric, scholar. The tower
  has foliate arches for doorways, and walls inscribed with intri-
  cate geometric patterns and Qur’anic verses rather than cov-
  ered with tapestries.
  In Sahud, the tower is on the coastal strip southwest of
  Kinkaku. The wizard is technically a clan leader, but he is the
  last of his line, and he’s avoiding dealing with the conse-
  quences. He may be politely addressed by his titles: Master of
  the Green Jade Orb, Most Venerable Scholar of the Second and
  Third Distinctions, and Dawn Watchkeeper of the Left Hand.
  The walls are plastered and painted (white outside, other col-
  ors inside) and the floors covered with thick straw mats.
  See the table for some suggested Arabic and Sahudese
  names for the tower’s residents.
  Arabic and Sahudese Names
  Name
  Arabic
  Sahudese
  Octavius of Tyrvo
  Haj Umr ibn-Hussein abd-al-Rahman 
  al-’alim Takali
  Li Shang Kashahati
  Maggio d’Aula
  Mika’il al-’ulma
  Mang Yao
  Ignatius Paul
  Imran abd-al-Shakur
  Ho Fu Sun
  Konrad
  Khaldun al-Jumah
  Kiang Ssu
  Omard d’Cyril
  Omar al-Kiribadi
  Hioshi Gidong
  John Bear
  Jalal ibn-Othman al-Makin
  Lei
  Darran Makreigh
  Daud al-Sadat
  Dong Mao
  Ellerin of Lullio
  Labid abd-al-Rahim ibn-Zaid al-Illahi
  I Tong Wu
  Humbard Ainge
  Hamid al-Katab
  Zao Ju-Den
  Telulah Makreigh
  Tahira al-Sadat*
  Jin Park
  Morag
  Miriam bint-Othman
  Keiko Huan
  Eliza
  Habibi
  Feng Mai
  Bevin
  Bashar ibn-Daud al-Sadat
  Dong Bai
  * The polite form of address for Tahira is “Umm Bashar.”
  Sadda and Munt’s names remain the same.
  
  Here are some other ideas for adventures in and around
  Octavius’ tower.
  THE MANDRAKE ROOT
  The party is hired or compelled to find a rare root in the
  wilderness near the wizard’s tower. Anyone with Naturalist or
  Herb Lore will have no trouble identifying the plant in the
  wild. Finding it should be a simple matter of searching the
  underbrush until it turns up.
  Unfortunately for them, the wizard uses that same root in
  his work, and he has a much better idea of where to find it than
  the PCs do. They’re far more likely to find a few leaves and
  stems around a small hole in the ground than the plant itself.
  The PCs have three options. One is to
  figure out how the wizard is find-
  ing the plant and emulate his
  method. 
  The 
  second 
  is 
  to
  approach him and try to talk him
  out of some, which is not going to
  be an easy task. The third is to
  sneak into the castle and steal
  some, which is even harder.
  NOT WITHOUT
  MY CHILD!
  Instead of being something
  between a guest and an employee
  at the tower, Ellerin is a hostage.
  His father, the count of Lullio, is a
  potential enemy of Octavius, who
  is holding the boy as insurance
  against attack. The count wants to
  get his son back, and he wants the
  PCs to do it for him. A direct
  assault on the tower would be
  self-defeating, so they’ll need to
  infiltrate.
  Several twists can be thrown
  on this simple plot. Perhaps
  Ellerin is wearing a magical
  amulet that charms him into
  thinking he doesn’t want to return
  home (such a device would make
  guarding against his escape eas-
  ier!). Or perhaps he’s a pawn 
  in a broader political game and
  doesn’t want to fall into the
  hands of his father’s faction. And
  if they do get him out and back to
  his father, perhaps the count of
  Lullio will try to have them killed
  to conceal the fact that his son is
  back in his hands. If that hap-
  pens, can they turn to Octavius
  for protection and an alliance?
  ARMY OF THE DEAD
  The wizard is assembling a zombie army to attack his
  neighbors, and it’s up to the PCs to stop him. Rather than
  sneaking around to foil him, this is a head-to-head conflict, the
  living vs. the dead with heavy magical support. This could be
  played at “ground level,” with the PCs in the role of everyday
  people caught up in a zombie invasion, or with the PCs serving
  as top specialists and leaders of the fight against the undead.
  WITH THIS RING . . .
  Although the wizard is an unsociable recluse with dubious
  connections to the occult, he’s not a bad catch for a political
  marriage. His fief is rich for its size, he’s got a lot of wealth in
  the form of magical items, and it’s
  good to have a powerful wizard
  on your side. One of Sir Andre’s
  grandsons first had the idea of
  striking a marriage alliance with
  Octavius, using one of his
  younger sisters. Before he could
  press his suit, another of Sir
  Andre’s grandsons (with an
  unmarried daughter just barely
  old enough to marry) took up the
  idea. Merron caught wind of
  things and decided to get in on it,
  and 
  finally 
  Ellerin’s 
  father
  decided that if the wizard was to
  marry, why not marry Ellerin’s
  older sister?
  The tower now finds itself the
  subject of extended visits by
  ambitious petty noblemen and
  their obedient but unenthusiastic
  unmarried female relations, all of
  whom are at least two genera-
  tions younger than Octavius. The
  whole matter baffles the wizard,
  who can’t imagine why he should
  have to put up with a wife after
  getting along without one for so
  long, but he can’t figure out how
  to get rid of these annoying visi-
  tors who keep filling up his tower
  and eating his food.
  The PCs are representatives of
  neighboring lords, trying to close
  the deal. This is mostly a contest
  of social skills as they try to get
  closer to the wizard while hold-
  ing off their rivals. However, the
  negotiators may need fighting
  men for the occasional dark
  deed, and sneak-thieves to spy on
  their enemies or filch a magical
  bauble or two from the wizard.
  CAMPAIGNS
  31
  ADVENTURE IDEAS
  
  THE SLEEPING DRAGON
  The PCs do something which distracts the wizard, perhaps
  attacking him or stealing a valuable object. What they don’t
  know is that the villagers were right about the smoke vents.
  There is a dragon under the castle, kept in stasis by spells
  maintained by the wizard – and now it’s going to wake up!
  If they’re patient enough to listen to the (very, very angry)
  wizard for a moment, they’ll learn that killing the dragon isn’t
  an option. The dragon carries a curse, and the person who kills
  it will suffer terribly. Now they have to enlist the wizard’s aid in
  putting it to sleep again. That won’t be too hard, actually.
  Decades ago, another wizard put the dragon to sleep with the
  aid of a magical talisman. Octavius has the talisman (or the
  PCs stole it, so they have it), but he needs to get very close to
  the dragon in order to use it. As upset as he’ll be, Octavius
  knows that he needs all the help he can get. The PCs must dis-
  tract the dragon long enough for him to get close.
  Greedy characters will want to raid the dragon’s lair under
  the castle. Unfortunately, despite what the villagers say, there’s
  no treasure. The chamber under the hill isn’t its lair. It’s simply
  where the dragon was put to keep it safely out of circulation.
  No doubt it has a vast hoard of gold somewhere, but it’s hun-
  dreds of miles away.
  HOLDING THE PASS
  A small army is on its way through the wilderness. The
  noblemen of the region have assembled a force to drive them
  off, and the PCs are in charge. But since Octavius rules the area
  they’re likely to hit first, he wants command of the force. PCs
  have to deal with enemy warriors on one hand and a very
  touchy wizard on the other. For the purposes of this adventure,
  the GM might remove Konrad’s Strategy skill. Without a com-
  petent strategist in the wizard’s camp, it becomes that much
  more important that able PC officers take charge.
  CAMPAIGNS
  32
  Villagers who have see smoke
  puff from the dungeon chamber
  claim a dragon sleeps there.
  The dragon’s name can’t be written in any human script,
  which is just as well, since it can’t be pronounced with the
  human tongue. The dragon is a particularly unpleasant one
  not because it wreaks havoc everywhere it goes (although
  it does), but because it is a fearsomely canny, clever oppo-
  nent who enjoys manipulating and tormenting its oppo-
  nents. It uses magic and psychology to hide, misdirect,
  taunt, and enrage its enemies before it strikes. The dragon
  won’t be up to speed on current events, but it will certainly
  be unhappy with anyone it meets.
  ST 30 [60]; DX 14 [48]; IQ 15 [100]; HT 14 [40].
  Damage 3d/5d+2; BL 180 lbs.; HP 30 [0]; Will 15 [0]; Per 17
  [0]; FP 26 [36].
  Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 10; Parry 11.
  SM +3.
  Advantages
  Dragon [17]; Burning Attack 3d (Breath; Costs 2 FP,
  –10%; Jet, +0%) [14]; DR 6 (Can’t Wear Armor, -40%) [18];
  Fangs [2]; Metabolism Control 8 [40]; Nictitating
  Membrane 5 [5]; Talons [8].
  Disadvantages
  Sadism (12) [-15].
  Quirks: Talks too much, particularly when threatening
  potential victims. [-1]
  Skills
  Area Knowledge (World) (E) IQ+1 [2]-16; Brawling (E)
  DX+3 [8]-17; Detect Lies (H) Per [4]-17; Diplomacy (H)
  IQ+1 [8]-16; Fast-Talk (A) IQ+2 [8]-17; Hidden Lore
  (Dragon Lore) (A) IQ [2]-15; Intimidation (A) Will+2
  [8]-17.
  Spells*
  Apportation (H) IQ+2 [2]-17; Blackout (H) IQ+3 [4]-18;
  Complex Illusion (H) IQ+2 [2]-17; Continual Light (H)
  IQ+2 [2]-17; Control Illusion (H) IQ+2 [2]-17; Create Water
  (H) IQ+2 [2]-17; Darkness (H) IQ+3 [4]-18; Fog (H) IQ+3
  [4]-18; Garble (H) IQ+2 [2]-17; Hide Emotion (H) IQ+2
  [2]-17; Know Illusion (H) IQ+2 [2]-17; Lend Energy (H)
  IQ+2 [2]-17; Light (H) IQ+2 [2]-17; Missile Shield (H) IQ+2
  [2]-17; Perfect Illusion (H) IQ+2 [2]-17; Persuasion (H)
  IQ+3 [4]-18; Purify Water (H) IQ+2 [2]-17; Recover Energy
  (H) IQ+2 [2]-17; Reverse Missiles (H) IQ+2 [2]-17; Seek
  Water (H) IQ+2 [2]-17; Sense Emotion (H) IQ+2 [2]-17;
  Sense Foes (H) IQ+2 [2]-17; Shape Water (H) IQ+2 [2]-17;
  Silence (H) IQ+3 [4]-18; Simple Illusion (H) IQ+2 [2]-17;
  Sound (H) IQ+2 [2]-17; Vexation (H) IQ+2 [2]-17; Voices
  (H) IQ+2 [2]-17.
  * All spells include +3 for Magery.
  Dragon Template
  17 points
  Secondary Characteristic Modifiers: Per +2 [10].
  Advantages: Crushing Striker (Tail; Cannot Parry, –40%;
  Long, +1 SM, +100%) [8]; Extra Legs (Four Legs) [5];
  Flight (Winged, –25%) [30]; Magery 3 [35]; Reputation
  +1 (Among reptile men) [1]; Unaging [15].
  Disadvantages: Dependency (Mana; Very Common; Con-
  stantly) [-25]; Horizontal [-10]; Loner (15) [-2]; No Fine
  Manipulators [-30]; Reputation -2 (Among dwarves)
  [-5]; Social Stigma (Monster) [-15].
  The Dragon (458 points)
  
  INDEX
  33
  Adventure ideas, 31-32.
  Ainge, Humbard, 4-6, 26.
  Andre, Sir, 10.
  Apartments, 6-8, 12, 13.
  Apprentices, 4, 7, 8, 22-24.
  Arabic names, 30.
  Assistant to the wizard, 4, 9, 24.
  Bailiff, 4, 6-8, 24.
  Basement, 5, 13.
  Breaking and entering, 9.
  Carolon, Count, 10.
  Chambermaids, 4, 7, 8, 27.
  Church (in Tyrvo), 10.
  Clerk, 4-6, 26.
  Connections to the outside
  world, 10.
  Constructs as servants, 27.
  Cook, 4, 5, 26-27.
  Courtyard, 4, 12.
  Crypt, 8, 20.
  Curtain wall, 4, 12.
  Daily routine, 8-9.
  d’Aula, Maggio, 4, 7, 8, 24.
  d’Cyril, Omard, 4, 7-9, 25.
  Door stats, 9.
  Dragon, 32; template, 32.
  Dungeon, 7-8, 19.
  Eliza, 4, 8, 27.
  Ellerin of Lullio, 4, 7, 8, 27.
  Emergencies, 9.
  Fifth floor, 7, 17.
  First floor, 6, 14.
  Fourth floor, 7, 17.
  Gallery, 6, 12.
  Gamekeeper, 4, 7-9, 25.
  Garden, 4-5, 12.
  Gardener, 4, 5, 25-26.
  Gate, 4, 12.
  Golems, 6, 27.
  Great hall, 6, 12.
  Guard room, 6, 14.
  Guardians of Night and Day, 6, 9.
  Guards, 4, 7-9, 25.
  GURPS Magic, 6, 28.
  Ignatius Paul, 4, 7, 8, 24.
  Inn, 9.
  John Bear, 4, 7, 8, 25.
  Kitchen, 5, 13.
  Konrad, 4, 6-8, 24.
  Living at the tower, 8-9, 30.
  Lock stats, 9.
  Lord of manor option, 29.
  Mad and evil option, 29.
  Main keep, 5-8, 12; see also
  specific floors.
  Makreigh, Bevin, 4, 5, 8, 27-28;
  Darran, 4, 5, 25-26; Telulah, 4,
  5, 26-27.
  Maps, 11-20.
  Merron, Sir, 10.
  Minions, 28.
  Morag, 4, 7, 8, 27.
  Munt, 4, 9, 24.
  Neighbors, 10.
  Observatory, 7, 18.
  Octavius of Tyrvo, 4, 7-9, 21-22,
  29.
  Porter, 4, 7, 8, 25.
  Region around the tower, 10, 11.
  Remote researcher option, 29.
  Residents, 4, 21-28.
  Rumors, 10.
  Sadda, the demon, 23; the
  familiar, 4, 22.
  Sahudese names, 30.
  Scullions, 4, 7, 8, 27.
  Second floor, 6, 15.
  Secret doors, 8.
  Servants’ passages, 8.
  Servants’ quarters, 5, 13.
  Sixth floor, 7, 18.
  Skeleton warrior template, 28.
  Squire, 4, 7, 8, 27.
  Stable, 4, 12.
  Stable boy, 4, 5, 8, 27-28.
  Storerooms, 5, 13.
  Stream, 10.
  Supplying the tower, 9.
  Third floor, 6-7, 16.
  Torture chamber, 8, 19.
  Tower (overview), 4-5, 12; see
  also Main Keep and specific
  floors.
  Tyrvo Inn, 9.
  Tyrvo, 9-10.
  Undead as servants, 27, 28.
  Under the tower, 7-8.
  Village of Tyrvo, 9; relations with
  wizard, 9, 10.
  Villager template, 28.
  Visibility in interior rooms, 5.
  Wall stats, 9.
  Wilderness, 10.
  Wine cellar, 5, 13.
  Wizard’s apartment, 7, 8, 17.
  Wizard’s mood, 29.
  Wizard-baron, 4, 7-9, 21-22, 29;
  in ongoing campaigns, 29;
  mood of, 29.
  Woodpile, 4, 12.
  Workroom, 7, 17.
  Yrth and the wizard, 30.
  Zombie warrior template, 28.
  INDEX
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Locations - The Tower of Octavius 4e.pdf