Riches from Rags

Birth home of Chancellor Reihne

Key

1st Floor
A1. Main Hall/Front Door
The front door is guarded by two guards, one on either side. Through it is a small room/hallway with a door on either side, two sets of stairs going up and together to a receiving platform, and the ceiling extends all the way up to the 2nd floor. This room is conjoined with A4. In the two corners by the front door are large plants with beautiful red flowers.
NPCS: 2 Guards

A2. Lounge
The lounge is a comfy-looking room with large windows and a sun-motif in the floor tiles. Two lounge chairs sit in front of a fire, and behind them is a staircase going up..
NPCS: Glame, butler, dusting

A3. Chapel
This is a simple shrine to Moradin. It has an altar, and a plain stone bench in front of it.
NPCS: Mariase, Cleric, sitting on bench

A4. Hall
Staging room with a few coat racks, and multiple doors; this room is directly connected to A1.
NPC/Trap: Peter the Parrot, in cage, will begin squawking if not fed a cracker

A5. Corridor
This corridor has a door at either end, and a door on each wall.
NPCS: Drow Party, emerging from the cellar downstairs (or coming through the back door)

A6. Armory
This room is well stocked with a variety of heavy armor and weapons.
NPCS: 1 Guard

A7. Library
The door opens into a library, with each free wall boasting a bookcase. A large plant with red flowers stands in the corner, and large windows look out into the yard.

A8. Dining Room
The dining room contains a large table for up to 8 guests, and is in the process of being cleaned after the evening’s meal. A ceremonial suit of armor stands in the corner.
NPCS: Mark, servant, cleaning up dishes
Trap: Startling Mark, he’ll drop the dishes making a racket

A9. Boudoir
As an after dinner lounge, the room is stocked with tobacco and comfortable chairs. The small table in the center of the room is actually a storage unit stocked with wines. Tall plants with large blue leaves are in either corner by the window.

A10. Kitchen
The kitchen contains a small prep area and a stone oven for cooking. There’s also a door outside.
NPCS: Betty, servant, scrubbing pots and pans out the back door

A11. Storage
The storage unit contains all manner of foodstuffs.

2nd Floor
B1. Main Hall
Overlooks the 1st floor; Double-doors grant access to the rest of the floor.

B2. Hall
A door on either side, and a small step leads up to a window with a view of the grounds.
NPCS: Ol’ Blue lies in his bed in the corner by the window

B3. Corridor
Corridor with multiple doors. The clank of armored footsteps can be heard pacing.
NPCS: 1 Guard, patrolling

B4. Randall’s Room
A well-equipped room with a large bed, two windows, and a walk-in closet. A dwarf sits brooding on a lounge chair.
NPCS: Randall, brooding

B5. Samantha’s Room
Clearly a girl’s room, and equally clearly a poor person’s room; simple bed, simple clothes folded neatly on a chest.
Perception to notice loose tile in floor; inside is 4000GP and incriminating notes about Reihne.
Trap: If PCs find GP/Notes, Samantha will close door and confront. If enters combat, Tamara appears too.

B6. Glame’s room: Average room; exceptionally tidy. Everything is exactly in its place.

B7. Lounge
This large lounge has a fireplace and two sofas. Large plants with red flowers stand in front of each of the windows, filtering the light and creating a relaxed atmosphere.

B8. Corridor
A long corridor with multiple doors, and a set of stairs that goes up to the 3rd floor.
NPCS: 1 Guard, patrolling
Trap: Squeaky floor at corner

B9. Betty & Mark’s Room
Two small beds and two chests complete this room. A painting of a knight adorns the wall.

B10. Mariase’s Room
Obviously the room of a cleric, the walls are covered with amateur sketches of Moradin, and more than one religious symbol can be found lying around the room. The bed hastily made with wrinkled beddings.

B11. Office
This is obviously an office, complete with a desk, multiple pens and quills, and books on diplomacy and history on the walls.
NPCS: Samantha, maid, dusting/snooping; perception to notice papers hastily tucked in dress.

B12. Master Bedroom
A large, luxurious bedroom with many windows and its own fireplace, this is clearly the master bedroom. Chancellor Reinhe sleeps in the queen-sized bed.
NPCS: Chancellor Reihne
Trap: Perception to notice Reihne’s Eidolon in the corner behind the chair.

3rd Floor
C1. Corridor
This long corridor circles the top floor of the house, with many doors and a set of stairs going down to the 2nd level.

C2. Storage
This storage room is clutter and disorganized. It appears to contain everything from clothing to gems to spell components.

C3. Mom’s Bedroom
This is a small but nicely-furnished bedroom. A skylight overhead allows a view of the cavern in which Underhome is situated.
NPCS: Reihne’s Mom

C4. Mom’s Laboratory
Surprisingly, this house contains an alchemist’s laboratory. It’s littered with a variety of tools and ingredients, empty vials, and some full ones.
Loot: Multiple potions and poisons are available

C5. Guard’s Watchroom
A simple room with a chair and a blue-leafed plant, with a window to survey the rear of the grounds.
NPCS: 1 Guard, asleep

C6. Meeting Room
What was once a meeting room appears to have fallen into disuse. There are still a table and chairs, along with a slightly-outdated map of the Great Rift’s territories, and a fireplace. A teakettle in the corner collects cobwebs.

C7. Guard’s Watchroom
A simple room with a chair and a blue-leafed plant, with a window to survey the front of the grounds.
NPCS: 1 Guard