The northern part of the villa is largely ruined. The servants' quarters (the ones at the very top of the map, set off from the main building) burned down entirely and aside from the lower parts of the walls and lots of rubble and ash, nothing remains.
The main entrance of the villa is badly damaged, but most of the walls and parts of the roof remain.
As you come into what must be the entrance hall, you are amazed to see that the room is fully intact. Beautiful tapestries hang on the walls and an intricate mosaic covers the floor. This is a large room with a high ceiling and two sets of double doors, one being the entrance to the street and one leading into the villa interior.
Just after you enter the room, the double doors to the south burst open and a young man in roman clothing runs through, a difficult to judge expression of panic, surprise and terror on his face. As he runs past you, you get a good look at his face, and there is a strong similarity to Lucius, the man who hired you.
As he passes through the door to the street, flames engulf the room, dissolving the illusion and leaving behind ashes and rubble.
The tapestries hanging from the walls are burnt and rotten, cobwebs and dust cover everything, and the room clearly has been ruined for years.
The young men is Gregorius Tertius Valerius, the younger brother of Lucius. He escaped the flames, but went mad in the process and is now living a few hours away in a small village as a troubled man with fragmented memories of his past. He is working as a farmhand and does some pottery on the side.
The cellarium is (of course) connected to the kitchen.
When entering, the room is a mess. Shelves have fallen over, the roof collapsed on top of everything, crates and barrels have burst open under the load, and what food has not rotted away is sitting there in piles and pieces. A few animal droppings show that the nearby wildlife consumed what food was reachable.
If the party searches the room even superficially, they will find a broken pot of glazed clay with an inscription saying "opium". Traces of the substance are left inside.
This opium was used as a medicine by the family, especially the mother. It was used in small quantities. It has no specific relevance to the plot.
This room is in better condition than most rooms around it, and can still be made out as a working room for the house servants to do small repairs, knitting and other house works.
Upon entering, the character going first is greeted with a hissing sound. If he stops to listen, he will figure out that it is some kind of animal probably hiding under the mess the working tables became.
If the party backs off and leaves, nothing further happens. If they stay or get closer, a badger will jump them and immediately attack. The animal is ferocious and despite its small size compared to the characters (it weighs a bit less than 15 kg) it will fearlessly attack the closest character and cause lesser harm unless resisted. After taking a good bite out of someone's leg, it will turn and rush out whatever entrance the party did not use (the room as two entrances). It will stop at the entrance, turn around and hiss again.
If the party follows it, they will likely lose it in the rubble and ruin unless they succeed at a mental roll for tracking.
If they stay or search the room, the badger will attack them again, repeating the same process. This time, the characters can roll physical (melee) as they are ready to fight. As this is an action roll, make sure to establish what the goal of the fighting character is - do they want to hurt or kill the animal or just fight it off?
The badger is a female and has lost parts of its right front paw to a trap years ago. It cannot dig as well as badgers usually do and therefore has had its litter in the ruins rather than digging a nest as badgers usually do. It will do whatever it takes to draw the party away fro