Mad Artificer
The party, a ragtag group of 3rd level adventurers, hears a word from the town of a mad artificer who has been kidnapping and experimenting on the townspeople. The town pleads with them to investigate. Arriving at the cave where he is believed to be holed up, the party finds a cave leading into the mountain. And here the party finds themselves.
Setup
- Establish Marching Order
- Learn who's playing what. Adjust plans on the fly accordingly.
The Cave
As the party squeezes into the cavern, the larger of the party have to hunch to keep their head from the ceiling. There are no immediate threats within, other than some small spiders. Investigating the turns leads them to find the kidnapped townsfolk... or what's left of them. Mangled bodies, bizarrely stitched together, failed experiments, you suppose.
There are 2 entrances to the dungeon proper. The Hearth and Corpse Disposal