Any original content is © 2023 Jim Northrup. CC BY-SA.
The Wizard’s Estate
Maps & Descriptions
Original PowerPoint source files are here: https://sites.google.com/view/riverlandsreach
The maps in this file were developed using native PowerPoint objects: imported textures or shapes were strenuously avoided. That makes it easy for anybody to edit or expand upon these maps. Any artwork is by either DALL-E or Stable Diffusion. Any and all original content by me in this file (maps and descriptions) is Creative Commons
CC BY-SA. Use and enjoy.
GM’s Maps
Introduction
Well into the rural countryside lives a powerful and affluent wizard named Arturus Eldric. In his youth, Arturus traveled extensively; he had many adventures. Nowadays Arturus prefers the privacy of the large estate that he has had constructed in the countryside. Arturus is a bit of a show-off though, and he loves to entertain. Arturus often hosts elaborate parties at his estate, often with dignitaries from the nearest city as overnight guests.
The Wizard
Appearance: Arturus is a tall and thin man with long white hair that falls in straight locks around his face. He has a sharp nose and a pointed chin, and his eyes are a piercing blue. He dresses in elegant and expensive robes made of fine materials such as silk and velvet, with intricate designs embroidered in gold and silver threads. He wears a variety of magical trinkets and jewelry that glint in the light and give off an aura of power.
Personality: Arturus is a complex character. On the one hand, he is a powerful and affluent wizard who has traveled the world and seen many things. He is confident and self-assured, with a deep knowledge of magic and a strong sense of his own abilities. On the other hand, he is also a gracious and hospitable host who loves to entertain guests on his large estate. He is known for his elaborate dinners, his luxurious accommodations, and his extravagant parties. He is a generous and welcoming host, always ready to share his knowledge and experience with others.
Alignment: Neutral. Arturus is not a moral absolutist; he believes that there are no objective moral standards and that what is right or wrong depends on the situation. He is willing to take whatever action is necessary to achieve his goals, as long as it does not violate his own sense of ethics.
Abilities: Arturus is an incredibly powerful wizard. He has a deep understanding of all forms of magic and is a master of both arcane and divine magic. He is also a skilled alchemist and has created many powerful magical potions and elixirs. He is known for his ability to cast spells that can create illusions, manipulate time and space, and even summon powerful elemental creatures.
Background: Arturus was born into a wealthy and influential family of wizards. He began his studies at a young age and quickly developed a deep love and fascination for magic. He traveled extensively throughout the world, studying under many different masters and learning a wide variety of magical techniques. He became famous for his knowledge and expertise, and many powerful rulers sought his counsel and assistance. However, as he grew older, he began to tire of the constant traveling and the demands of his clients. He decided to retire to his large estate, where he could focus on his research and his own personal interests.
The Wizard’s Estate
The Estate
Arturus's estate is an impressive and expansive property that spans several acres, nestled in thick woodland. The estate and the main house are protected by powerful magical wards that provide significant defense. Upon entering the estate, visitors are greeted by a long dirt driveway that leads up to the main house. The driveway is lined with tall trees and hedges.
The main house is a grand and imposing structure that features two main wings: the wing on the south side is used purely for entertaining. Arturus and his staff go about their business in the north wing. The house is made of sturdy stone with timber interiors that are decorated with elaborate moldings. The entrance to the house is a via large, ornate wooden doors that open into an impressive hall for making guests welcome.
In the south, entertaining wing the rooms are spacious and elegantly furnished. There is a large ballroom with an attached music room for more intimate performances. There is a large, formal dining room with a long, polished table and velvet-covered chairs. The walls of the dining room are adorned with large oil paintings of landscapes and portraits of historical figures. Upstairs is a gallery that showcases trophies from Arturus’s many adventures. The gallery leads to numerous comfortable guest rooms for overnight visitors.
In the north wing, an extensive library is filled with ancient tomes and magical volumes. Arturus’s study provides the only entry to his magical laboratories. Arturus’s staff are not permitted to enter his study nor the laboratories.
In addition to the main house, the estate features several other buildings and structures. There is a greenhouse where Arturus grows exotic plants and herbs for his magical potions, a conservatory filled with exotic flowers, a stable and carriage house, and a cottage for his gardener. The grounds behind the main house are large, with many gardens, seating areas, a fountain, and a small pond.
Overall, Arturus's estate is a luxurious and impressive property that reflects his wealth, power, and sophistication. It is a place of wonder and magic, where guests can marvel at the wonders of the natural world and the mysteries of the arcane.
Typical Guests
Arturus uses any excuse to throw a ball, a dinner party, or both. Typical guests include important dignitaries from the nearest city, government officials, nobles, well-known scholars, talented artists, and adventurers who can entertain guests with their tales.
Estate History and Geography
Over a century ago, the area where the estate now stands was farmland. Ruins of an old barn can be found in the nearby wood as testament to this. The surrounding woods are dense and dark. If you stray too far from the estate, the woods become dangerous, as the wards that protect the estate reach the limit of their range. Dangerous creatures can be found deep in the woods; it’s best to come-and-go via the driveway. A cave entrance can be found not from from the edge of the gardens, but the estate’s protective wards ensure that even the cave is no threat to the estate.
Rose Garden
Pond
Winter Garden
Flower Garden
Botanical Garden
Vegetable Garden
Herb
Terraced
Garden
Wizard’s Estate
1 sq = 5’
Patio
Fountain
Conservatory &
gardener’s cottage
Carriage house & stable
Patio
Pergola
Coop
Greenhouse
Shed
Path
Cave
Old barn
ruins
Gazebo
Loggia
A gallery lined with artwork and trophies
overlooks the ground floor
Gallery
Bedroom
Bedroom
Bedroom
Storage Room
Nursery
(unused)
Bedroom
Bedroom
Stairs down 🡪
Bedroom
Master
Bedroom
Dressing
Room
Wardrobe
Vault
S
Observatory
Stairs on the second floor lead to a rooftop observatory.
Clos.
Bal-
cony
Bal-
cony
Bal-
cony
The first floor library extends to here.
Boundary of ballroom
The first floor vestibule extends to here.
Service
alcove
chimney
Root cellar
Servants’
Parlor
Bal-
cony
Closet
🡨 stairs down
to roof
Servants’ quarters
Butler & valet
House-
keeper
Head cook
Cook & baker
Housemaid /
Laundrymaid
Hall boy / Footman
Laboratory
Main
Kitchen
Pantry
Study
Breakfast
Room
Bakery
Servant’s
Kitchen
Laboratory
Veranda
Cup
board
Closet
Store
Salon
Clos.
Terrace
Pan-
Try
steps
Coach
Port
Servant's Dining Room
Store
Library
Entrance
Hall
Vestibule
Ballroom
Receiving
Salon
Music �Room
Parlor
For informal visits
Dining Room
🡨 Stairs up
Stairs up 🡪
Summoning Circle
🡨 to cellar
Portico
Dumbwaiter
Boundary of gallery
Loggia
support
column
An unused salon has been outfitted here so that anybody looking through this first-floor window will see nothing out of the ordinary.
A paved walkway leads to the gardens
The wizard’s private work areas are well secluded from both guests and servants with a reinforced interior wall.
The north wing of the wizard’s manor is the “working area”. The south wing is for entertaining guests.
The music room is used for entertaining small groups.
Four columns support a covered port to shelter arriving carriages.
The grand ballroom is the focal point of the entertaining area.
For formal
visitors
The shed next to the greenhouse is filled with gardening tools & supplies, plus a small worktable with a stool. “Why didn’t you list a wheelbarrow among our assets in the first place?”
A small greenhouse with sloping sides supplements the adjacent botanical garden with additional exotic plants. Here there is also a barrel of water, potting supplies, and a worktable with two stools. The plants here and in the botanical garden are grown by the wizard personally for use in spellcasting and experiments.
A pleasant gazebo provides the wizard and guests with a nice view of the pond and the rose garden. It’s a lovely place to picnic.
A pergola with an adjacent firepit makes for delightful autumn evenings.
Larger groups can be entertained on the brick patio
Observatory
Stairs on the second floor of the manor lead to a rooftop observatory. A weathered cabinet provides storage for the telescope during inclement weather.
Stairs down 🡪
Patio
Patio
Paddock
Carriage house with wagon & covered carriage
Stable
Chicken coop
bee hives
Glass-covered conservatory with flowers and seating area
Gardener’s cottage
cave entrance
Old barn ruins, from a farm that was on this land over a century ago
Staff
This being a relatively small manor house, the wizard’s staff are few. Though each staff member has a primary role, they assist one another, and fill-in as directed by the butler.
Staff Loot
Stored in each of their respective quarters, the wizard’s staff members have the usual: blankets, pillows, undergarments, light clothing, winter clothing, outerwear, shoes, boots, hats, gloves, etc. A thorough search of their quarters might also randomly turn up any of the following:
Closets and Storage Areas
The closets and storage areas around the home contain the usual: cleaning supplies (mops, buckets, rags, etc.), blankets, spare consumables, etc. A thorough search of any of the closets or storage areas might also randomly turn up any of the following:
The Wizard’s Household Staff
When not working, human staff members usually relax either downstairs in their dining area, or upstairs in their parlor. In the parlor they might play cards, read (for those who can), quietly practice a musical instrument, knit or crochet, etc. The halflings (the gardener & stable master) will sometime visit the parlor but usually they tend to stay in their cottage.
From their upstairs quarters, servants are able to access the sleeping area of the wizard and his guests via a corridor that connects on the second floor. A service alcove along the corridor provides a place to stage items needed to serve the upstairs guests (fresh linens, cleaning supplies, kitchen deliveries, etc.).
Servants’
Parlor
Bal-
cony
Closet
🡨 stairs down
to roof
Servants’ quarters
Butler & valet
House-
keeper
Head cook
Cook & baker
Housemaid /
Laundrymaid
Hall boy / Footman
The Second Floor Gallery
The gallery on the second floor of the manor displays artwork and trophies, presumably from the wizard’s many exotic travels. Starting in the upper left and moving clockwise:
The Second Floor of the Wizard’s Manor
Loggia
A gallery lined with artwork and trophies
overlooks the ground floor
Gallery
Bedroom
Bedroom
Bedroom
Nursery
(unused)
Bedroom
Stairs down 🡪
Bedroom
Master
Bedroom
Clos.
The Wizard’s Vault
In the wizard’s bedroom’s wardrobe is a secret entrance to a hidden vault where the wizard keeps his valuables.
2 In fact, one can reach one’s arm into this landscape and withdraw it, without harm. But if one somehow maneuver’s one’s entire body through the painting (possible but difficult), one will find oneself in the alien landscape with no apparent way to return; a rope tied to one’s waist would simply be cut. Over the course of a few minutes, one’s image will disappear to anybody remaining in the wizard’s gallery, and the painting will return to its normal state. This is the only painting in the gallery that acts as a portal, even though other items in the gallery do seem to channel the smells and sounds of their origin. Any character who steps through the portal can assume to be gone forever.
10 If the party members open the armor, there is most assuredly nothing inside. Re-closing the armor though will cause to emit a low, sad, moan.
14 The bottle can be opened only by breaking it. This releases a Djinni who rapidly thanks the party then jumps out the nearest window to fly away.
16 If party members force the book open, they will be rewarded by the appearance of a Lich. Oops. AC 17, 150 hp; in order he’ll want to cast Power Word Kill, Power Word Stun, and Cloudkill. Hopefully with the party on their back feet this point, he’ll Plane Shift outa there.
Accessing the Estate
The only safe passage in and out of the wizard’s estate is via the driveway. If a player or party attempts to escape through the words, they’ll discover two things: (1) These thick woods go on for days, seemingly with no end in sight. And (2) the woods are filled with dangerous (but unrewarding) creatures. The idea is that the GM should encourage the party to enter or escape (if necessary) only by passing through the wizard’s estate to the driveway.
Lower Level Parties
Lower level parties might have 1d6+3 encounters per day as they try to make their way through the woods, selected from these eight:
Mid-Level Parties
Mid-level parties might have 1d6+3 encounters per day as they try to make their way through the woods, selected from these eight:
Bottom line: trying to escape through the woods is possible, but it’s unpleasant, unrewarding, and time consuming.
The Surrounding Area
Accessing the Estate
The wizard’s estate could be put anywhere in just about any adventure of course. The PowerPoint file used to draw the maps is easily customizable by anybody with good PowerPoint skills. If you want a suggestion though, here’s one possibility:
As shown in the map below, the wizard’s estate is a little more than 1 day’s walk from a city called Rivercrest. It’s from here that many of the wizard’s guests originate. Though not shown on the map, the small road that leads to the Wizard’s estate travels south to connect to a major east-west road that connects Rivercrest City to the eastern desert.
Adventure-Specific Maps
Mystery at the Weary Peddler
The Fake Inn (“The Weary Peddler”)
The wizard has constructed a fake inn in the woods so that he may capture and hold unsuspecting travelers for weeks at a time. Before each such kidnapping, the inn’s larder is stocked with water, food, and hard rations. The wizard uses kidnapped travelers’ psionic energy to feed a cavern of flumphs that is below the fake inn. When rations begin to run low, the wizard returns the travelers (in their sleep) to whatever was their intended destinations.* The fake inn is modeled as an exact replica of an inn that’s about 2 days ride to the south.
The wizard’s intent is not inherently evil. He’s simply allowed his ambitions to lead him to undertake questionable actions, such as kidnapping wayward travelers (but then releasing them unharmed).
Inside the fake inn, the outdoors always appears to be a dark & stormy night. The doors, windows and walls of the inn are all magically sealed. The only ways out of the inn are: (1) dig out, through the root cellar, though this will take days of effort (2) find the secret door into the flumph cavern, (3) start a fire to burn through the roof, though there is risk of smoke and fire injury, (4) employ a magic powerful enough to escape this trap.
Adventure: Mystery at The Weary Peddler
Background
Why is the wizard keeping flumphs?
The wizard wants to safely capture a mindwitness (the telepathic offspring created when mind flayers insert one of their tadpoles into a beholder). His plan is to keep a cloister of flumphs in hopes that the cloister will attract a mindwitness and then tame the mindwitness (as flumphs do).
The wizard desires a tamed mindwitness because he wants to add its telepathic abilities to his formidable arsenal of tricks. For example the wizard is keen to determine if the mindwitness’s telepathy will enable the wizard to communicate with beings such as celestials, primordials, etc. The wizard’s main motivation is to expand his knowledge and magical powers.
* The wizard makes a good effort to eavesdrop on his victims sufficiently to determine where they were originally headed. In his mind, he’s compensating his victims for their time by saving them wearisome travel. The wizard will use spells such as Arcane Eye, Clairvoyance, or Detect Thoughts as needed to eavesdrop.
Who’s in on this scheme?
Only the butler and the footman assist the wizard with this venture. In fact, the butler is usually the one who selects the victims, by visiting the real inn nearby and identifying travelers who will not be missed. The butler and footman also restock the fake inn between kidnapping episodes. The other staff know something weird is going on, but they know better than to ask.
How does the wizard teleport his victims?
The wizard uses a combination of techniques to relocate his victims (and their belongings). Scatter and Levitate spells relocate victims to and from permanent Teleportation Circles that the wizard has spent several years constructing at key locations to enable his scheme. The wizard’s efforts to construct this network were facilitated by his possession of a Helm of Teleportation. The wizard is also adept at Dimension Door, Far Step, and Plane Shift and uses those as needed to enable his plans (for example, to retrieve victims’ belongings if necessary). If there’s one thing this wizard is good at, it’s movin’ people and their stuff. The wizard hides glyphs and teleportation circles using a Sequester spell as needed.
The wizard uses a Sleep spell to keep his victims asleep while being transported, but he also equips his network of locations with Symbol glyphs to trigger the sleep effect if the Sleep spell fails. If even the glyphs fail, there’s always the wizard’s vial of the Oil of Taggit. The wizard’s Forget spell is handy on those rare occasions when an escaped victim needs to be returned to the inn unharmed.
Where did the underground flumph cloister come from?
Upon discovering the underground cavern near his property, the wizard came up the idea of taming a mindwitness. He had human workers construct what he imagined flumph cloister buildings would look like, then he teleported flumphs to the cavern. Needless to say the flumphs were surprised by this, but it turns out they’re actually okay with this new life. There’s a steady supply of non-evil psionic energy (which they like) and plenty of nearby small game in the woods. It’s actually a sweet gig.
The flumphs didn’t all know each other before being kidnapped by the wizard, and in fact some of the flumphs aren’t even monastic flumphs. The wizard simply kept collecting flumphs wherever he could find them. Now that they’re together, the flumphs have formed a cloister.
What is the intended gameplay?
From a game standpoint, the ideas of the fake inn are:
Will the wizard’s plan work?
Probably not. It’s true that flumphs in their natural habitat will attract and tame mindwitnesses, but the odds are low that a mindwitness will be attracted to this obviously artificial setup. Still, stranger things have happened – who knows, maybe the wizard will get lucky?
How is the fake inn locked?
All exterior doors, windows, walls, and floors of the fake in are locked via a combination of spells and magic items. The fake inn is as impenetrable from the outside as from the inside. The wizard neglected to fully protect the roof or the ground beneath the inn though. This is why the roof can be burned away (at risk of injury) and the root cellar can be burrowed from (with effort). Exterior doors cannot be opened at all. Windows can be opened, but an invisible barrier prevents egress. Looking out from an inn window reveals the perpetual illusion of a dark & stormy night mimicking the village where the real inn is located. The wizard wants victims to believe that they’re still in that original inn, in the party’s starting village.
See the “Woodlands Crossing” maps for “The Weary Peddler” inn, which brings the party to the Wizard’s estate in the first place.
See the “Woodlands Crossing” maps for “The Weary Peddler” inn, which brings the part to the Wizard’s estate.
Adventure: Mystery at the Weary Peddler
Encounters
In the attic of the fake inn
One (dangerous) way to exit the inn is to burn through the roof, and hope that the smoke and fire don’t kill you. The walls are magically fireproofed, but the roof is less so.
But if you’re going to have an opportunity to set the roof on fire, you’ll need to deal with the creatures in the attic first!
Lower Level Parties
Sadly, there have been some accidental deaths at this fake inn, so the attic is haunted by 2-4 ghosts who do not wish to see the inn burned down.
AC 11, 45 hp each, Withering Touch = +5 to hit @ 4d6+3 necrotic damage.
Mid-Level Parties
Mid-level parties may have 1d6+3 encounters per day as they try to make their way through the woods, selected
In the flumph cavern
One way to exit the inn is to find the secret door in the root cellar of the fake inn, then make one’s way through the flumph cavern to the tunnel that leads to a cave entrance on the surface.
The flumphs themselves are harmless of course, unless attacked. Unfortunately, the cave entrance on the surface may be home to some creatures that players find unpleasant!
In the woods that surround the estate
If the party attempts to escape through the words, they’ll discover two things: These thick woods go on for days, seemingly with no end in sight.* And the woods are filled with dangerous (but unrewarding) creatures. The idea is that the GM should encourage the party to escape through the wizard’s estate instead.
Lower Level Parties
Lower level parties may have 1d6+3 encounters per day as they try to make their way through the woods, selected from these eight:
Mid-Level Parties
Mid-level parties may have 1d6+3 encounters per day as they try to make their way through the woods, selected from these eight:
Bottom line: trying to escape through the woods is possible, but it’s unpleasant and unrewarding.
* A party that really wants to escape through the woods can eventually, it won’t be pleasant or easy. There will be days of fighting with little reward, before they come upon the Old Wool Road. Heading south will eventually return the travelers to the village of Woodlands Crossing.
The Fake Inn (“The Weary Peddler”)
The wizard has constructed a fake inn in the woods so that he may capture and hold unsuspecting travelers for weeks at a time. Before each such kidnapping, the inn’s larder is stocked with water, food, and hard rations. The wizard uses kidnapped travelers’ psionic energy to feed a cavern of flumphs that is below the fake inn. When rations begin to run low, the wizard returns the travelers (in their sleep) to whatever was their intended destinations.* The fake inn is modeled as an exact replica of an inn that’s about 2 days ride to the south.
The wizard’s intent is not inherently evil. He’s simply allowed his ambitions to lead him to undertake questionable actions, such as kidnapping wayward travelers (but then releasing them unharmed).
Inside the fake inn, the outdoors always appears to be a dark & stormy night. The doors, windows and walls of the inn are all magically sealed. The only ways out of the inn are: (1) dig out, through the root cellar, though this will take days of effort (2) find the secret door into the flumph cavern, (3) start a fire to burn through the roof, though there is risk of smoke and fire injury, (4) employ a magic powerful enough to escape this trap.
Adventure: Mystery at The Weary Peddler
Possible Endings
Why is the wizard keeping flumphs?
The wizard wants to safely capture a mindwitness (the telepathic offspring created when mind flayers insert one of their tadpoles into a beholder). His plan is to keep a cloister of flumphs in hopes that the cloister will attract a mindwitness and then tame the mindwitness (as flumphs do).
The wizard desires a tamed mindwitness because he wants to add its telepathic abilities to his formidable arsenal of tricks. For example the wizard is keen to determine if the mindwitness’s telepathy will enable the wizard to communicate with beings such as celestials, primordials, etc. The wizard’s main motivation is to expand his knowledge and magical powers.
* The wizard makes a good effort to eavesdrop on his victims sufficiently to determine where they were originally headed. In his mind, he’s compensating his victims for their time by saving them wearisome travel. The wizard will use spells such as Arcane Eye, Clairvoyance, or Detect Thoughts as needed to eavesdrop.
Who’s in on this scheme?
Only the butler and the footman assist the wizard with this venture. In fact, the butler is usually the one who selects the victims, by visiting the real inn nearby and identifying travelers who will not be missed. The butler and footman also restock the fake inn between kidnapping episodes. The other staff know something weird is going on, but they know better than to ask.
How does the wizard teleport his victims?
The wizard uses a combination of techniques to relocate his victims (and their belongings). Scatter and Levitate spells relocate victims to and from permanent Teleportation Circles that the wizard has spent several years constructing at key locations to enable his scheme. The wizard’s efforts to construct this network were facilitated by his possession of a Helm of Teleportation. The wizard is also adept at Dimension Door, Far Step, and Plane Shift and uses those as needed to enable his plans (for example, to retrieve victims’ belongings if necessary). If there’s one thing this wizard is good at, it’s movin’ people and their stuff. The wizard hides glyphs and teleportation circles using a Sequester spell as needed.
The wizard uses a Sleep spell to keep his victims asleep while being transported, but he also equips his network of locations with Symbol glyphs to trigger the sleep effect if the Sleep spell fails. If even the glyphs fail, there’s always the wizard’s vial of the Oil of Taggit. The wizard’s Forget spell is handy on those rare occasions when an escaped victim needs to be returned to the inn unharmed.
Where did the underground flumph cloister come from?
Upon discovering the underground cavern near his property, the wizard came up the idea of taming a mindwitness. He had human workers construct what he imagined flumph cloister buildings would look like, then he teleported flumphs to the cavern. Needless to say the flumphs were surprised by this, but it turns out they’re actually okay with this new life. There’s a steady supply of non-evil psionic energy (which they like) and plenty of nearby small game in the woods. It’s actually a sweet gig.
The flumphs didn’t all know each other before being kidnapped by the wizard, and in fact some of the flumphs aren’t even monastic flumphs. The wizard simply kept collecting flumphs wherever he could find them. Now that they’re together, the flumphs have formed a cloister.
What is the intended gameplay?
From a game standpoint, the ideas of the fake inn are:
Will the wizard’s plan work?
Probably not. It’s true that flumphs in their natural habitat will attract and tame mindwitnesses, but the odds are low that a mindwitness will be attracted to this obviously artificial setup. Still, stranger things have happened – who knows, maybe the wizard will get lucky?
How is the fake inn locked?
All exterior doors, windows, walls, and floors of the fake in are locked via a combination of spells and magic items. The fake inn is as impenetrable from the outside as from the inside. The wizard neglected to fully protect the roof or the ground beneath the inn though. This is why the roof can be burned away (at risk of injury) and the root cellar can be burrowed from (with effort). Exterior doors cannot be opened at all. Windows can be opened, but an invisible barrier prevents egress. Looking out from an inn window reveals the perpetual illusion of a dark & stormy night mimicking the village where the real inn is located. The wizard wants victims to believe that they’re still in that original inn, in the party’s starting village.
See the “Woodlands Crossing” maps for “The Weary Peddler” inn, which brings the party to the Wizard’s estate.
a) The adventure begins with party members spending the night at an inn.
While asleep, the players are secretly transported to an exact duplicate inn.
b-c) The players then spend some time trying to figure out how to escape the magicked, fake inn.
d) When players finally escape the inn (perhaps by escaping through the underground flumph cavern), the players find themselves in these strange woods.
e) Players could try fleeing through the woods, but that will prove impractical
f) So players must fight their way through the garden defenses instead.
The garden defenses try to herd the players into manor house, where the players can be subdued by the wizard, for return to the fake inn.
Nominal Gameplay for ”Mystery at the Weary Peddler”
The adventure concludes when players escape out the front door.
Utility Graphics
Player’s Maps
Rose Garden
Pond
Winter Garden
Flower Garden
Botanical Garden
Vegetable Garden
Herb
Terraced
Garden
Wizard’s Estate
Player’s Map
1 sq = 5’
Patio
Wizard’s Estate
Player’s Map 1 sq = 5’
Loggia
Stairs down 🡪
Observatory
Stairs on the second floor lead to a rooftop observatory.
Bal-
cony
Bal-
cony
Bal-
cony
The first floor extends to here.
Boundary of ballroom
The first floor vestibule extends to here.
chimney
Root cellar
Bal-
cony
🡨 stairs down
to roof
Veranda
Terrace
Coach
Port
🡨 Stairs up
Stairs up 🡪
🡨 to cellar
Dumbwaiter
Boundary of gallery
Loggia
support
column
Wizard’s Estate
Player’s Map
1 sq = 5’
= chest
= shelf / shelves
= table
or desk
= stool
Legend
= door
= window
= double door
= locked door
S
= secret door
= stairs down
= stairs up
= fireplace / oven / kiln / forge
= chimney
= rough table �with chairs
= rough table with benches
= bench or pew
= comfortable chair
= crate
= barrel
= washing tub
= water well
= hay bales
= woodshed
= ladder
= bed
= horse trough
= spinning wheel
= loom
= bee hives
= bunk bed
= chest of drawers
= anvil
= crops / vegetable garden
= trees
= shrubs
= flower or herb garden
= locked
chest
= brazier or flame pit
= religious ornamentation
= statue / monument
= wardrobe or cabinet
= hatch / trap door on floor
F
= spiral stairs
= settee
= divan
= harpsichord
= wine press
= open cart
= covered �carriage
= catapult or trebuchet
= water wheel
= milling wheel
= small boat
= windmill�blade
= plow
= still or brewery copper
= tent / camp
= campfire