Moneylender's House (Old Man Witherspoon)
1. Entry
The heavy oak door which allows access into this comfortable living area is often secured with a wizard lock spell. The door can be bypassed with a knock spell or it can be hacked open using an axe or similar weapon after inflicting 20 points of damage (AC of 10). Hacking down the door creates a very loud amount of noise which will alert Witherspoon and any servants or guards present inside of the house.
The windows to this room and indeed all of the windows on the first floor are constructed of dark stained glass protected with iron bars. The walls of the first floor are made of stone. One of the windows has iron bars secured with a built in lock mechanism and hinges. This feature allows Witherspoon to use the window for ventilation and the creation of a cooling cross draft during the hottest of the summer months. The lock is present on the inside of the bars facing away from any would be rogue standing outside creating a 05% penalty to any attempt to pick the lock.
The iron bars can be defeated using a sledge hammer and crowbar. AC 10. 30 points of damage to defeat. The stone walls are well constructed and thick. AC 10. 40 points of damage to open a hole sufficient to climb through.
The floor of the first floor is thick slabs of polished slate with a roof of heavy dark oak beams and thick posts of eight by eight inches positioned throughout. In the entry room there is a small stone fireplace sufficient to make the chamber warm and cheery. The wooden mantel has a trio of cleverly carved wooden figurines, one of an owl, one of a bear and one of a serpent. Each has small gems for eyes. These are not magical but each is worth 50 gold pieces. There is a polished silver metal box on the mantel which has a mirror built into the lid which can be used when the box is opened. The box contains thick wooden matches, forty of these which are absolutely reliable and quick for lighting a fire so long as they are kept from getting soaking wet. Above the mantel there hangs the head of a black wolf whose features have been worked into a very realistic looking snarl.
In front of the fire place there are two comfortable looking padded chairs as well as a padded bench. A warm comforter is folded atop the end of the bench. On the floor before these chairs is a thick rug made of bear skin.
Across from the front door on the opposite wall there is a large polished desks upon which are several closed ledgers, an ink well and several quills along with a small knife for sharpening them. The desk has four drawers, two on either side, all of which are locked. Witherspoon keeps the small brass key for these drawers secured on a chain inside of his waistcoat pocket. There is a comfortable leather chair behind the desk with two sturdy wooden chairs facing from the other side. It seems obvious that much of Witherspoon's business meetings with merchants and tradesmen are conducted at this desk. In the corner near the desk there is an angular cabinet with frosted glass doors. Within this cabinet there are a dozen bottles of various liquors all of which are imported from far off. Each of these bottles is worth 10 gold. Along with the bottles the cabinet contains a silver serving tray and a rack with a dozen small glasses.
In the corner opposite the cabinet there is a wooden rack which holds a suit of armor such as is usually only found in the distant lands of the South. This armor is human sized scale armor complete with a closed helm of steel, gauntlets and leg coverings. The armor is complete. It provides a human wearer with an AC of 5 and is worth 200 gold pieces. Witherspoon is unlikely to sell the armor if asked as it is a supposed heirloom of his family. In truth it is a trophy removed from an enemy long ago and Witherspoon keeps it here to give to one of his magically charmed followers in the event he should need to deal with any serious problems in the village or at home.
Also within the room there is a ornate interior door painted a deep green color which leads further into the house. This door is kept closed most of the time but it is not locked. In the event of an emergency Witherspoon might instruct his guards to barricade the door using some of the furniture in the room beyond. In this case the barricaded door will not budge unless it is bashed down. The door has an AC of 10 and 15 hit points.
2. Kitchen and Servant's Quarters
Beyond the green door is another living quarters which is decorated in a more rustic and practical fashion. To the left of the door is a wooden work table with herbs and pots, pans and cooking utensils hanging off of pegs. Above the table is a shelf lined with jars and pots containing spices, floor and ingredients for cooking. Some of these spices are fairly difficult to come by in the North. There are ten jars in particular worth 2d6 gold each due to their rarity.
To the right of the door is a simple palette of straw along with blankets and a chest which contains common clothing items neatly folded and washed. This is the sleeping area and belongings of Mrs. Tarpot, Witherspoon's long time, evil aligned cook and housekeeper. At the bottom of her chest of clothes Mrs. Tarpot has a small pouch containing 30 gold, 42 silver and 20 copper pieces, her current savings. Also buried deep in the chest is a leather bound slim journal of sorts along with a piece of charcoal used for writing. This is Mrs. Tarpot's private journal where she pines her unnoticed love for Witherspoon and undying devotion. Mrs. Tarpot is not under the influence of Witherspoon's magic, she is genuinely in love with him in her own twisted and evil fashion.
Directly across from Mrs. Tarpot's corner is a wooden stair rising up to the second floor. Beneath the stair is a narrow wooden door opening into a narrow closet space turned into a private room for Mister Graves, who is Witherspoon's creepy and usually silent butler. The space merely contains a long cot and a few clean and pressed changes of clothing belonging to Graves. Graves has no other belongings or treasures as he is more of a construct than an actual living and breathing person.
Mrs. Tarpot
Mrs. Tarpot was once a great beauty, living in one of the cities in the South, poor but kept from starvation through a career as a whore and a thief and a spy. Witherspoon met Mrs. Tarpot when he was younger, less gray and more successful as a wizard. He pulled her out of the gutter and poor quarter where she was forced to survive since she entered the world as an orphan. He has kept her in his service ever since. Mrs. Tarpot considers herself to be almost Witherspoon's equal and co-conspirator in his various schemes.
Mr. Graves
Witherspoon has spent a career stealing secrets and power from other, more hard working and successful wizards. Mr. Graves was the masterpiece of a rival. A seven foot tall gaunt and grim faced flesh golem barely distinguishable from a living man, at least from visual inspection. The flaw of this creation is that it is controlled by whoever wears the magic ring created by the original wizard who made this creature. A carefully laid trap involving Mrs. Tarpot and a poisoned bottle of rare and expensive wine allowed Witherspoon to acquire the magic ring and Mr. Graves has been in the service of "The Master" ever since.
3. Library
Up the stairs one enters a comfortable library with built in book cases covering most of the walls. The wooden floor is kept polished and is blanketed with a large expensive rug from the Eastern region of Xian. The rich wood of the book shelves is carved with decorative flutes and lines with corners embossed with a half closed eye symbol. There is a round table at the center of the room and surrounding this are three comfortable looking office chairs. The banister of the stair continues upwards and the polished redwood stairs continue up, ascending to the third floor of the main house. At the top of the stairs however there is a heavy wooden trap door of dark oak. This trap door is secured with a large steel padlock and is kept closed and locked at all times.
A blue painted door stands between book cases on one side of this room and that door is also kept closed (but is usually not locked). A second Xian rug, this one a rich patterned carpet of purple and red extends into and through the narrow stone archway / hall which connects this main wing of the estate with the smaller wing on the West side of the property.
4. The Guest Bedroom
This is the guest bedroom which Witherspoon will direct Mr. Graves to take guests which he feels are so troublesome that they need to be disposed of in quick fashion OR to be kept under observation so he can decide if they should be disposed of. Should Witherspoon receive guests which turn out NOT to be merchants or traders looking to do some sort of business transaction and especially if they begin asking all sorts of questions, Witherspoon will feign exhaustion but insist that his guests enjoy taking their ease at his home rather than at the drafty, run down tavern in the village.
The guest bedroom has one set of bunk beds, a double bed and a cot which can be placed if there is a need. It has its own small fireplace attached to the fireplace in the kitchen below by a narrow branch of the chimney. There is a large round rug of purple and silver at the center of the chamber upon which is woven a large half open eye symbol. There is a small narrow window of dark stained glass with the same half open eye symbol worked into the design. It is impossible to look through the glass and the window is permanently fixed in the closed position. Outside bars cover this window.
There is a tall dresser in this room which contains a few extra folded blankets but is otherwise empty other than a row of hooks for hanging gear or clothing. There is a bowl of dates on a small wooden night stand near the double bed. There is a small desk with four empty drawers. On top of the desk is a silver candle holder with a single candle and two matches.
The walls of this chamber are papered in a lighter green and white than the painting on the door. The pattern on the wall paper turns out to be a stylized repeating pattern of the half closed eye. It is impossible to sit in this room and not have the feeling that you are being watched. Indeed the characters may be as there are two different eyes in the pattern of the wallpaper up in the corner near the ceiling where a plug can be removed and either Witherspoon or Mrs. Tarpot might spy on the characters.
In addition within the flu of the fireplace there is a metal cone and pipe which leads up to a larger cone within Witherspoon's private chambers. Witherspoon can sit in his room and easily listen in on conversations taking place within the room, even quiet conversations. Whispers he may not be able to make out (20%).
The green door which provides entry into this chamber is constructed with the same half closed eye image worked into the upper paneling of the door. There is a knob in the center of this door (but only on the outside). The interior of this door has no knob, no access to the door's lock or locking mechanism. It may take the characters a moment to realize this, possibly not until they decide to leave in which case they must knock on the door and call out for assistance. In certain cases Witherspoon may place a wizard lock spell on the door to make it even more difficult to leave.
5. The Guard Room
Above the library is the primary guard quarters for the house. There are two beds in this chamber. Each bed has its own chest for storing personal items. There is a round table in this room and three wooden stools. This chamber has a shield and two iron swords decorating one of the walls. This room is where the downstairs steps from the library ascend to. One of the walls has a torch sconce and there is always a torch flickering in this location.
The guard room is occupied by two members of the town militia which have been listed as missing for the last three to six months. Both are fairly unwashed with long unruly beards and scraggly wild looking hair. Their eyes are always wide and rarely blink. Their faces are void of expressions. These two human Northmen are heavily under the control of Witherspoon. He provides them with sufficient food and exercise working in the depths below the cult temple to keep them fit and ready for action. During any visit by outsiders both guards are recalled to this location for extra security. Witherspoon can summon them to his assistance with a thought.
Guard #1 Abor Grayhand - Human - Northman Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 10, Charisma 10. Fighter. Level 2. Hit Points 14 AC 5 Mail and Shields Battle Axe and Dagger.
Guard #2 Kestra Welhome - Human - Northman Strength 14, Dexterity 15, Constitution 15, Intelligence 12, Wisdom 10, Charisma 12. Fighter. Level 2. Hit Points 15 AC 7 Leather and Shield. Spear and Hand Axe.
6. Witherspoon's personal bed chamber
The door to this room is painted purple and features a wide staring eye carving at the top. The door is always secured with three strong locks. It has an AC of 10 and is reinforced with 30 hit points. Witherspoon keeps the key to his room secured on a chain around his neck and under his clothing, he entrusts no one with his key, not even his loyal cook. If the house is under attack and the attackers seem formidable, Witherspoon will retreat immediately to this room leaving Mr. Graves to deal with any invaders. If he has a chance he will take Mrs. Tarpot with him but no one else. In that case Witherspoon will secure the door with a Wizard Lock spell.
Inside the room is impressive with rich polished furniture, a four poster bed covered in purple sheets of silk and warm blankets all adorned with the eye symbol.
There is a promising looking book shelf in this chamber with books and scrolls but these are books on cartography, history and on how to learn and translate a variety of languages.
Within this room is a narrow wooden door painted red with the wide open eye symbol at its center. This door leads into the narrow workshop where Witherspoon conducts most of his private magical experiments, the room he calls the Astroloterium.
7. The Astroloterium
During an emergency Witherspoon will retreat into this chamber where he will attempt to summon a demon to slaughter his enemies. Witherspoon will remain inside of the summoning circle with Mrs. Tarpot where he will be protected from the demon. If the demon is successful he will need to pay it with an appropriate sacrifice in which case he will either give up one of his magical items or if Mrs. Tarpot is present push her out of the protective circle so that the demon can consume her. If the demon is banished or destroyed Witherspoon will be left to deal with his enemies personally. The summoning of the Type I demon takes Witherspoon 20 combat rounds. He will retreat here and begin the preparations for casting the spell but will not complete it until he actually hears someone bashing down the door to his bedroom. This is, of course, the worst case situation possible for the heroes. More likely Witherspoon will be suddenly confronted and attacked before he has time to prepare in which case he will have to depend on his items and personal spells.
Witherspoon is a formidable wizard, to be sure, but he is nothing without his servants and nowhere near the power of TenZar the Endless in the caverns beneath the town.
The "Arch of Accomplishments"
The arch is a stone construct which connects the main house to the West wing. It has polished rosewood floor panels with a rich purple and silver carpet spanning the full length. Tall arched windows flank either side of this hall. The windows are thick stained leaded glass and they are mortared right into the stone walls. The windows are quite sturdy. AC 10 and 14 hit points to break through. The windows here are probably the weakest point of entry into the house.
The walls on either side of this hall are furnished with carved dark oak book shelves and decorative pillars. Instead of books these shelves are filled with a museum like display of objects and carved marble busts. The busts are of a half dozen different men whose names are difficult to place. An arcane knowledge check with a success roll of 10 or higher will inform the player character that these busts are all wizards, all relatively famous from different Kingdoms in the South and all deceased.
There is a tremendous mural of Witherspoon as a younger man dressed in an expensive fashion of silks and dark fabrics from some exotic land smirking down upon everything displayed or passing through this hallway.
The shelves contain several dozen mundane objects, carefully arranged and polished. There are four daggers of various designs, what appears to be a broken and burned wand, a cracked crystal ball on a custom base of black wood resting on a red silk cloth, a somewhat tattered turban with a sad looking burned bit of ostrich feather still attached to the front. There are also a half dozen closed wooden boxes constructed of expensive looking woods. The boxes are locked. Note - the key to these boxes is kept in Witherspoon's desk. Each box contains between two and four sets of polished finger and knuckle bones fashioned into runic scrying tools.
The West Wing
8. The Study and Storage Room
The hall leads into this quiet study. The ceiling is plastered and painted with a evening sky at dusk. The walls are paneled in dark oak. There is a small hearth and fireplace here with a large painting of a young and haughty looking Witherspoon smirking down into the chamber. In the center of the room is a round table with a hole cut in the center within which is a dark blue globe painted with the constellations of the night sky and a surrounding ring for marking the passage of the months and weeks. Around this table are three comfortable chairs, wide enough for lounging. There is a liquor cabinet against one wall. To the right of the hall entry is a black painted oak door with the usual half open eye symbol carved into the center. The door is always locked but Mrs. Tarpot and Graves both carry a key to this door, a heavy iron key which they keep in their pockets.
The liquor cabinet contains a dozen bottles of quality wine, each is worth 3 gold pieces. Within the drawers of the cabinet is a soft blue pouch of coin which contains 20 gold, 25 silver and 20 copper.
9. Secondary Guard Room and The Vault
The black oak door opens to a five foot wide room with a descending stone stair at the far end. The interior wall of this room is fitted with shelves for holding sacks of flour, wedges of cheese, bags of apples and other overflow food goods destined for the kitchen. Within the sacks of flour is one sack which contains a small black vial. This vial contains deadly poison of a type used for poisoning food or drink but which cannot be placed with any real effect on a weapon. The poison takes about a half of an hour to take hold. At that point a saving throw is required or the character will suffer 1d6 points of poison damage every minute for the next 3d6 minutes. A successful saving throw means that the character will feel cramps and ill, unable to move more than at half the usual rate until the poison wears off.
The stairs lead down to the stone secondary guard room below the study. This chamber holds three cots and a shelf. There is a small table and three chairs. On the table is a lantern which is filled with oil. There are three wooden matches tucked into the lantern. The floor is covered in one corner with a purple and silver rug upon which is the half sleeping eye symbol.
This secondary guard room is occupied by some of the local farmers under the control of Witherspoon in times when he feels that the house and cult needs additional muscle for protection. At other times this room is left empty. The rug conceals a wooden trap door which is usually left unsecured. There is room for an iron padlock which can be added during periods when Witherspoon feels the house is at risk. The trap door opens on to a narrow, five foot wide stone stair that leads down into the basement below the house. The stair leads straight down for several feet, then reaches a landing where the stair turns and descends down another ten feet into the basement.
TRAP - From one corner of the landing to the other there is a thin trip wire. This trip wire is attached to a crossbow concealed in a nitch behind the bricks of the wall. The crossbow is rigged to fire a bolt if the trip wire is activated. The trap inflicts 1d6 damage on anyone that triggers the trap.
Basement Area - Cellar and Storage
10. This five foot wide hallway is constructed with stone and masonry. The hall is approximately forty feet long and five feet wide. There are three sets of stone steps leading further down into the ground. The basement is constructed deep beneath the surface of the ground and well away from the main buildings. Remember the trap at the corner BUT the trap is only armed when the cult is taking time away from the temple and tunnels. It is a protective feature against monsters coming up from the caves below the house.
11. The cellar is used to store goods received in payment or trade from merchants or traders involved in business dealings with Witherspoon. There are two large barrels, one currently filled with ale and the other filled with mead. There are cloth sacks containing flour, corn meal, beans and barley. There are smaller barrels containing dried fruit. There are shelves containing jars of preserved vegetables and berries.
There are two wooden crates containing a variety of pelts and animal skins either folded or rolled for storage. Witherspoon will send down Mr. Graves or Mrs. Tarpot to retrieve goods he decides to use for trading or barter with the player characters.
Two shelves are rigged to move. The are slightly elevated and a search might detect the sets of metal wheels they are mounted on. Each is controlled by a lever disguised to look like a torch in a sconce.
Pest Control
If the characters pick up the pest control adventure through the notice posted within Inn, they will be escorted by Mrs. Tarpot to the top of the steps. In this case there are six giant rats in the basement have a go at the food. There is a small hole burrowed through the base of the North book shelf.
North Secret Door to Area 12
When you pull on the torch you realize it is some form of concealed lever. You hear the clack of gears and the rattle of a chain as the North storage shelf rumbles to the side. Beyond is a dark ten foot wide and ten foot deep chamber with a plain wooden door on the opposite side of the wall from the secret door. Securing this door is a fist sized metal padlock. NOTE: This is a low quality padlock. Attempts to pick the lock using tools enjoy a +15% chance of success.
12. Tool Storage
This is a rough stone chamber which is thirty feet wide and twenty feet long. There is another wooden door on the opposite wall which is secured with a simple four by four length of timber dropped in place as a bar. The door is secured from this side.
The chamber has a chair and a table covered in tools. You see three shovels and four picks. There are also crates here, standing open. The crates contain candles and simple tin candle holders. Scattered around the chamber are a dozen muddy metal buckets.
13. Temple Entry
Beyond the Western secret door there is a ten by ten foot finished stone chamber. There is a black polished wooded door on the opposite wall. In the center of this door is a shining bronze symbol of a large staring eye, similar to the half open eye sigil but this one has changed to where it is wide open and staring. The door is secured with a simple concealed latch system. Pressing the round pupil in the middle of the eye unlocks the door. AC 10 Hit Points 15.
The chamber beyond is guarded by two caravan guards under the control of Witherspoon. They are each dressed in mail armor and carry round shields painted black with the wide open eye symbol featured on the center in orange paint. Each guard wears a leather hood over his head. The brow of the hood is decorated with the same orange wide open eye symbol. The guards carry swords. Treat them as 2nd level fighters with full hit points.
14. Cult Leader Office
On the South side of this chamber there is a thirty foot long, ten foot wide hall with pegs for hanging clothing. On each of two dozen pegs are hanging black robes with the same orange eye symbol on the back. There are two doors on the South wall. One door is black and decorated with the orange eye symbol. This is Witherspoon's office where he gives orders privately to followers or strengthens any weakening charm magics on his followers. The room has a simple desk and chair and another regular door leading into a closet where Witherspoon stores his elaborate cult leader robes, a non magical staff with a brass eye symbol on the top and shelves with a variety of mundane street magic items, smoke powder, flash bang powder, various types of incense, mechanical noise making devices, tools for hiding objects in his clothing which he can suddenly reveal with a flourish, that sort of thing.
The other door on the South side of this chamber is made of reinforced wood but is unsecured, it provides access to a simple privy.
On the North side of this chamber there is a large and impressive set of double doors. These doors are carved and painted a polished black each with the orange wide open eye symbol set into the surface in brass. The doors are heavy but are never locked. They provide access into the main temple area of the Cult of Etherium beyond, in area 15.
15. Temple of Etherium
This forty by forty foot stone chamber is the main temple for the Cult of Etherium. There are six pews with seating for thirty persons. On either side of the chamber are niches for lanterns. At the front is a raised dais upon which is a black pulpit of polished wood. Behind the pulpit is a large round stained glass window. During the day light streaming down out of the well chamber behind the window lights the chamber in violets, reds and purple hues.
The front of the pulpit has an impressive golden eye symbol which has a palm sized sparkling green gem at the center. The gem is "The Eye of Etherium" which allows Witherspoon to exercise long term charm and suggestion effects on anyone forced to look into it when it is activated. The Eye is controlled by a magical golden pendant with a similar green gem of smaller size that Witherspoon wears around his neck and usually concealed beneath his clothing at all times. The Eye is yet another major magical item which Witherspoon managed to secure for himself after arranging the betrayal and murder of the previous owner.
The Eye of Etherium
Any intelligent humanoid looking at this large green magical gem must make a saving throw versus spell or become charmed by the operator of the gem for 1d10 plus 3 days. If the operator uses another charge of the eye he can implant suggestions into the mind of anyone present currently under the charmed influence of the eye. When the subject of the charm awakens they will have no memory of anything which has transpired during the period of their charm for 1d6 hours. The subject may have no notion of how much time has past while they were charmed by the eye. The eye contains 10 charges. It can be recharged by draining the mind of a subject completely into the gem. This requires the subject to be forced to stare into the gem when the drain effect is activated. The subject gains a saving throw. Should they make the saving throw they temporarily lose 1d6 points of Intellgence and pass into a coma which lasts for 2d6 hours. This level of drain returns a single charge to the Eye. If they fail their saving throw their mind is completely emptied into the gem causing all points of Intelligence to be lost. Each point of Intelligence lost restores one charge to the gem to a maximum of ten charges. When the subject is fully drained they become a mindless, drooling vegetable and they will die within 1d4 days unless a remove curse or restore spell is cast upon them.
The Eye of Etherium is an evil magic item but it is not specifically intelligent. Over time it will exert a subtle influence over the operator of the gem to cause them to organize another branch of the "Cult of Etherium".
16. Well Chamber
Beneath the well is a twenty by twenty finished stone room. The room has a shallow round pool at the center. The chamber has walls which are twenty feet tall and the position of the well insures that during the day the light filtering into this chamber lights the stained glass window in the temple. There are four sconces for torches along the North wall of this chamber. At night these can be lit to provide back lighting for the stained glass of the temple during night ceremonies.
The well above is constructed with a heavy iron grate built in so that no one can easily climb down into this area behind the temple without using tools to open a hole in this grate. AC 10 Hit Points 20. Using tools to pry a way through the grate makes considerable noise and may attract the attention of temple guards, occupants or persons active inside of the nearby house.
17. Stone Tunnel
Witherspoon's goal all along has been to tunnel his way with the aid of charmed servants into the caverns below the town. He hopes to investigate the status of the Mage TenZar and steal from him any items or magical knowledge of power. At the crossroads of these two tunnels there are six large metal bins fixed with wheels. Mud is usually dumped into this bins and then wheeled through the complex into the chamber beneath the well. From there it is raised up to the surface via the well and dumped into a cart or wagon to be disposed of in one of the farmer's fields. Much of the ground beneath the hill is solid strata of stone. Witherspoon is of sufficiently high level that he can cast the spell rock to mud. He uses this spell to turn areas of the underground to mud which can be carted away, allowing him to work with his charmed followers to build tunnels and the temple complex beneath the ground.
17a. This five foot wide cavern like tunnel moves North and ends in the lowest level of the cellar beneath the Inn of Wiford's Folly.
17b. This five foot wide cavern moves to the West and descends at a regular angle. After a ten minute walk the tunnel ends at a breach in the outer walls of the Wizard TenZar's home vaults.