The rooms on the south wall are large and palatial. Each are the same width as the other rooms but run back twice as far. They are in perfect condition, compared to the other rooms in the "dungeon", and look as if this was where the wizard tried to sleep at night. Both rooms are locked and trapped. The DC on unlocking the doors is 25. The DC for finding the shock trap is 30 and 30 to disarm. There is a key that will by pass the traps in the rooms on the east wall in a small chest hidden in a wardrobe, but the party would have had to find this first.
The first room is filled with a broken bed frame, (the mattress and blankets are, for the most part, deteriorated and bug eaten), huge brass tub, wardrobes, sculptures and a golem. One of the sculptures is actually a golem that will activate if the door is unlocked without the key. Make the golem appropriate for the level of the characters in your party.
There are lots of moth eaten clothes in the wardrobe, some jewels on such clothes salvageable and only worth a little bit. In the mess of the bed frame is a small chest with some old coins worth roughly 500 gp.
Tomorrow, the second room.