- The wizard experiments with pocket dimensions. Some rooms are ... 'it's bigger on the inside'.
- The wizard experiments with elemental power. One room is a sandbox / pool / empty and drafty / aflame
- "Millionaire Next Door" room: an otherwise poor guy has one room (den? bedroom?) full of rich luxurious extravagances. Wondrous objects &c.
- Statue in bath room has a magical necklace. Touch the necklace and the statue animates. It's supposed to carry steaming-hot water to warm the bath, &c. Also protects the wizard's modesty because this way nobody had to be around and see him when he was without clothes.
- Laboratory (totally cliché) that gives the PCs clues about the wizard's real interests - and might help figure out the secret weakness of his 'house guardian'.
- Not far from the front door, a room with "Steal This" stuff scattered around. To distract common thieves from what's REALLY important, deeper inside.
- Garden with an Earth Elemental for a guardian / gardener.
- Chess set, interrupted mid-game. If you examine the set closely, likenesses of the wizard and his companions have been carved into certain pieces. (If you examine the board even more closely, the wizard's side is losing.)
- Library room. Many books are purchased, but a few are hand-written by the wizard himself. The PCs really want to read through them (and do well on their skill rolls to understand what they are reading).