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Cave of The Spiders

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100% found this document useful (1 vote)
838 views8 pages

Cave of The Spiders

Uploaded by

Gino Sansone
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cave of the Spiders is a short adventure for four 9th-

level player characters (PCs). This scenario can be used


as the climax of a hostage-rescue mission, or it can
simply be a site-based adventure that the PCs stumble
across at the right moment.
The scenario is set in a temperate wilderness area,
and the action takes place in the lair of a group of most
CAVE OF THE unusual bandits. As always, feel free to adapt the mate-

SPIDERS rial presented here as you see fit to make it work with
your campaign.

A Short Adventure for Four PREPARATION


9th-Level Player Characters You (the DM) need the D&D core rulebooks—the
Player’s Handbook, the Dungeon Master’s Guide, and
CREDITS the Monster Manual—to run this adventure. This
scenario utilizes the D&D v.3.5 rules.
Design: Skip Williams To get started, print out the adventure. Read through
Editing: Penny Williams the scenario at least once to familiarize yourself with
Typesetting: Nancy Walker the situation, threats, and major NPCs (particularly
Cartography: Dennis Kauth and Rob Lazzaretti their motivations).
Web Production Julia Martin Text that appears in shaded boxes is player informa-
tion that you can read aloud or paraphrase for the
Web Development: Mark A. Jindra
players at the proper times. The details of the new
Graphic Design: Sean Glenn, Cynthia Fliege
monsters and magic items used in Cave of the Spiders
Based on the original DUNGEONS & DRAGONS® game by E.
are located in appendices at the end of the adventure.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet, ADVENTURE
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
BACKGROUND
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the The aranea known as Mettik is a particularly crafty and
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses greedy member of his race, and thoroughly evil to boot.
thereof are trademarks owned by Wizards of the Coast, Inc.
Not long ago, he used his considerable persuasive skills
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
to bring together a band of fellow araneas of like mind.
material or artwork contained herein is prohibited These creatures used their shapeshifting skills to infil-
without the express written permission of
Wizards of the Coast, Inc.
trate several woodland communities and commit a
wide variety of crimes, from simple burglaries to
©2004 Wizards of the Coast, Inc.
All rights reserved. kidnapping for ransom. With the proceeds from those
Made in the U.S.A. crimes, they built an even larger group of fulltime
This product is a work of fiction. bandits, with bugbear warriors and monstrous spiders
Any similarity to actual people, organizations, places, for muscle. Since then, they have been ravaging the
or events is purely coincidental.
countryside in earnest.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License
and the d20 System License,
ADVENTURE SYNOPSIS
please visit www.wizards.com/d20. The PCs must penetrate the bandit lair and slay Mettik
For more DUNGEONS & DRAGONS articles, adventures, and information, to remove the threat to the nearby civilizations. To do
visit www.wizards.com/dnd so, they must fight their way past numerous bugbear,
ettercap, and aranea guards, as well as several monstrous
spiders.

1
ADVENTURE HOOKS the climate and the water table over the years have left
the complex mostly dry. Unless otherwise stated in the
If your PCs aren’t in the habit of exploring every myste-
text for a specific area, the cave’s major features are as
rious cave mouth they find, consider using one of the
follows.
following adventure hooks to draw them into the action.
Walls: The cavern walls are natural stone, with a
• While traversing a woodland highway, the PCs come climb DC of 20.
upon a wrecked caravan. The remains of smashed Ceilings: The ceilings are 10 to 20 feet high. Because
wagons lie everywhere, and desiccated carcasses of the map shows the cave complex as a side view, it’s fairly
draft animals, bound up in webbing as thick as rope, easy to estimate ceiling heights in individual chambers
litter the road. and passageways.
Corridors: Areas described as corridors are 20 feet
• The characters have found the remains of a caravan wide and 15 feet high.
that Mettik’s group recently attacked. The caravan was Floors: The cavern floors are made of natural stone
delivering goods to a merchant named Genevieve de and are fairly rugged. Because movement is hampered
Guare (see area 6). The bandits have covered their on these surfaces, movement costs are doubled, and the
trail, but a persistent group of adventurers can track DC for Balance and Tumble checks increases by +5.
them back to their lair with little difficulty. Running or charging isn’t possible.
The areas that have plank floors are both shown
• While visiting a woodland town or village, the PCs on the map and noted in the text. Though the
either witness a kidnapping or just happen to be pres- planking is smooth, it’s also damp and slightly slip-
ent when it happens. The locals are quick to suggest pery, so the DC for Balance and Tumble checks
that the PCs locate the kidnapper’s lair. Alternatively, increases by +5. Running or charging is possible
if the PCs foil the crime and apprehend the culprits, across the planks. The planking is fairly thin, so
their prisoners tell them about the treasure that their characters can easily damage it—deliberately or
boss, Mettik, has accumulated recently. otherwise.
s Plank Floors: 4 in. thick; hardness 5; hp 40; break
• The PCs come upon an elf bound in a silken cocoon DC 25.
and hanging upside down from a tree. Perhaps this Ladders: A few areas are fitted with ladders that
hapless individual is a genuine victim, or perhaps he connect the various levels within the complex. Just
is really an aranea who is just waiting to dump a about anyone can climb these ladders, but doing so still
charm person spell on a would-be rescuer. In either requires a DC 0 Climb check.
case, one or two araneas, along with an ettercap and a s Ladder: 2 in. thick; hardness 5; hp 20; break DC 23.
couple of huge monstrous spiders, wait nearby to Light: The denizens of the caves rely primarily on
attack the party. PCs who defeat these bandits can their darkvision to see, and no areas are lit except where
easily track them back to their lair. noted.

1. ENTRANCE (EL 9)
BEGINNING THE The cave complex lies behind a cliff face that soars to
ADVENTURE about 200 feet above the ground. The opening, about 20
feet above the surrounding forest floor, faces west. The
Cave of the Spiders is a site-based adventure that takes 60-foot-long slope leading up to it is mostly clear of
place within a cave complex. The adventure begins vegetation but covered with scree.
when the characters reach the lair of the bandits (see
area 1, below). The forest abruptly gives way to a long slope
covered with loose rocks and scraggly bushes. A
THE LAIR sheer cliff, about as tall as a good bowshot, rises
The map provided for this adventure doesn’t include a from the top of the slope.
grid or a scale. Expand it so that it fills a sheet of 8 1/2”
× 11” paper and assume a scale of 1 inch equals 20 feet. To reach the cave opening, characters must either fly or
The map shows an interconnected series of natural traverse the slope. See page 89 in the Dungeon Master’s
chambers hollowed out by wind and water. Changes in Guide for the effect of the scree.
2
The cave mouth is 25 feet wide. Beyond it lies a level forms. The first is a unique Small or Medium
space about 40 feet wide and 45 feet long, and beyond humanoid; an aranea in its humanoid form always
that is an exit to the east. The corridor leading from the assumes the same appearance and traits, much as a
exit slopes up for 20 feet, requiring a DC 10 Climb lycanthrope does. The second form is a Medium spider-
check to ascend. humanoid hybrid. Changing form is a standard action.
Creatures: Three bugbear guards and an aranea In humanoid form, the aranea gains all the abilities
sergeant always stand watch here. of the form and has that form’s speed. (For example, an
D Bugbear Guards: Male or female bugbear aranea in dwarf form has dwarven racial traits.) The
warrior 3; CR 4; Medium humanoid (goblinoid); HD aranea keeps its ability scores and can cast spells, but it
6d8; hp 27; Init +2; Spd 30 ft.; AC 20, touch 12, flat- cannot use webs or poison in humanoid form. In hybrid
footed 18; Base Atk +5; Grp +8; Atk or Full +10 melee form, an aranea looks like a Medium humanoid at first
(1d8+4, +1 morningstar) or +8 ranged (1d8+3/[TS]3, glance, but a successful DC 18 Spot check reveals the
masterwork composite longbow [+3 Str bonus]); SQ creature’s fangs and spinnerets. The aranea can use
darkvision 60 ft., scent; AL CE; SV Fort +4, Ref +6, weapons and webs in this form. The speed of an aranea
Will +2; Str 17, Dex 15, Con 11, Int 10, Wis 10, Cha 7. in hybrid form is 30 feet.
Skills and Feats: Climb +7, Hide +5, Jump +5, Listen An aranea remains in one form until it chooses to
+4, Move Silently +7, Spot +4; Alertness, Dodge, assume a new one. A change in form cannot be
Weapon Focus (morningstar). dispelled, nor does the aranea revert to its natural form
Languages: Common, Goblin. when killed. A true seeing spell, however, reveals its
Possessions: Masterwork chain shirt, masterwork natural form if it is in humanoid or hybrid form.
buckler, +1 morningstar, masterwork composite long- Sorcerer Spells Known (6/6 per day; caster level
bow (+3 Str bonus) with 20 arrows. 3rd): 0—acid splash (+5 ranged touch), daze (DC 12),
D Aranea: CR 4; Medium magical beast (shape- detect magic, ghost sound (DC 12), light; 1st—mage
changer); HD 3d10+6, hp 22; Init +6; Spd 50 ft., climb 25 armor, magic missile, ray of enfeeblement (+5 ranged
ft.; AC 13, touch 12, flat-footed 11; Base Atk +3; Grp +3; touch).
Atk or Full Atk +5 melee (1d6 plus poison, bite) or +5 Tactics: The guards here keep a sharp eye on the
ranged (0, web); SA poison, spells, web; SQ change slope leading up to the cave. Upon spotting intruders,
shape, darkvision 60 ft., low-light vision; AL N; SV Fort the bugbears fire their bows while the aranea casts mage
+5, Ref +5, Will +4; Str 11, Dex 15, Con 14, Int 14, armor on itself (improving its AC to 17). If the aranea
Wis 13, Cha 14. gets a chance to cast a second spell before the enemy
Skills and Feats: Climb +14, Concentration +8, arrives, it uses magic missile on the closest foe.
Escape Artist +5, Jump +13, Listen +6, Spot +6; When intruders enter the cave, all the guards fall
Improved Initiative, Iron WillB, Weapon Finesse. back toward the exit. The bugbears stop at the base of
Poison (Ex): Injury, Fortitude DC 13, initial damage the exit slope, draw their morningstars, and ready
1d6 Strength, secondary damage 2d6 Strength. melee attacks. The aranea continues up the slope at its
Spells: An aranea casts spells as a 3rd-level sorcerer. climb speed. When possible, it moves and uses its spells
It prefers illusions and enchantments and avoids fire and webs against the intruders. It begins with ray of
spells. enfeeblement against fighting characters, then uses
Web (Ex): In spider or hybrid form (see Change web attacks against those same foes. After that, it uses
Shape, below), an aranea can cast a web up to six times magic missile against enemies that aren’t stuck in place
per day. This ability is similar to an attack with a net but by its webbing.
has a maximum range of 50 feet, with a range incre- The aranea keeps fighting until reduced to 8 or
ment of 10 feet, and is effective against targets of up to fewer hit points, or until all the bugbears are killed. If
Large size. either of these situations occurs, it flees toward area 2.
The web anchors the target in place, allowing no The bugbears fight to the death so long as the aranea
movement. An entangled creature can escape with a stays around. If it flees or is killed or incapacitated, they
successful DC 13 Escape Artist check or burst the web surrender immediately.
with a successful DC 17 Strength check. The web has 6 Development: Noise from a fight here alerts the
hit points, 0 hardness, and takes double damage from fire. ettercap and the spiders in area 2.
Change Shape (Su): An aranea’s natural form is that Captured bugbears have an attitude of indifferent. If
of a Medium monstrous spider. It can assume two other questioned, they claim that they were kidnapped and
3
4
forced to guard the cave. A successful Intimidate check area 1 without a fight, a combat in this chamber alerts
or a Diplomacy check that improves their attitude to the guards there. In that case, the bugbears join the
helpful causes them to admit that they’re working for combat, leaving the aranea to keep watch on the
Mettik. They can give a rough description of the entrance.
complex, though they have detailed knowledge of only
this area and areas 2 through 6. 3. SINKHOLE
If the PCs sneak past the guards without a fight, the This sinkhole is a natural feature of the complex.
bugbears here go to join any fight that breaks out in area 2.
The corridor becomes slightly wider here, form-
2. CHECKPOINT (EL 8) ing a more or less round chamber perhaps 30 feet
This area is about 40 feet square and has a 50-foot-square in diameter. In the middle of the floor is a gaping
side chamber to the north. Read or paraphrase the sinkhole some 15 feet wide. A nasty, charnel smell
following aloud, adjusting as needed if the characters rises from its depths.
are not approaching from area 1.
The sinkhole is 20 feet deep. The smell results from the
Here the passage widens to form a chamber fact that the residents frequently throw their trash
perhaps eight or nine paces square. The corridor down here.
continues on from the opposite side, and a larger
chamber seems to open on the left. 4. MAIN SHAFT (EL 9)
A steep and fairly slippery slope leads 20 feet down to a
Traps: The chamber’s ettercap guardian has blocked the natural ledge. Below it is a natural vertical shaft about
entrance with a sheet web. 20 feet wide and 100 feet deep. However, anyone falling
a Ettercap Sheet Web Trap: CR 2; mechanical; into the shaft drops only 40 feet before hitting the plat-
location trigger; repair reset; Search DC 15; Disable form at area 5.
Device DC 15. Cost: —
Any approaching creature must succeed on a DC 20 A precipitous slope of smooth, damp stone
Spot check to notice the web or stumble into it and plunges down to a thin lip of rock, beyond which
yawns a black abyss that could well be bottomless.
become entangled. An entangled creature can escape
On the far side of the drop stands a rickety
with a DC 13 Escape Artist check or burst the web with wooden platform cluttered with bales and barrels.
a DC 17 Strength check. The web has 6 hit points and Over the platform stands some kind of wooden
hardness 0, and it takes double damage from fire. fortification supported by wooden stilts. Ladders
Creatures: An ettercap and two monstrous spiders lead from the main platform up to the overhead
lurk in the side passage. fortification and also down into the darkness.
D Ettercap: hp 27; see Monster Manual, page 106.
D Huge Monstrous Hunting Spiders: hp 52
each; see Monster Manual, page 289. The slope here has a Climb DC of 20. The “fortification”
Tactics: The ettercap and the spiders stay out of actually supports a wooden drawbridge that the guards
sight in the side chamber, relying on the spiders’ stationed here can lower when they wish to let visitors
tremorsense to alert them to intruders. The ettercap has cross. The bridge swings out to connect the top of the
also strung a line of webbing from the sheet web into slope to the upper platform, so that welcomed guests
the side chamber, so that it knows when anything don’t have to climb the slope.
touches the web. Creatures: Three bugbear warriors hide among the
As soon as anyone enters the outer chamber, the barrels and crates on the lower platform, and an aranea
monstrous spiders charge to the attack and the ettercap sergeant mans the upper platforms.
trots along behind, firing webs at any target to which it D Bugbear Guards (3): hp 27 each; see area 1.
has a clear shot (but preferably spellcasters). If possible, D Aranea: hp 22; see area 1.
the ettercap closes in on entangled characters and tries Tactics: All the guards stay out of sight until they
to bite them. hear a creature descending the slope to the east. The
The whole trio fights to the death to defend the lair. PCs might be able to bluff their way past, but all the
Development: Any fighting in area 1 alerts the crea- guards are unfriendly and suspicious of strangers. If the
tures here. Likewise, if the party manages to sneak past PCs try to bluff or threaten the guards, or fail to
5
persuade them with a Diplomacy check, the aranea Area 5a. Barracks
pretends to go along and extends the drawbridge. Once Read or paraphrase the following when the characters
an intruder steps onto the bridge, however, the creature arrive.
releases the mechanism and drops the intruder into the
shaft. Since the drawbridge is higher than the stone lip The walls of this chamber are stained with smoke.
at the bottom of the slope, the hapless victim falls 50 Eight straw beds, a crude wooden table, several
feet to area 5. The character can attempt a DC 15 Climb stools, a fire pit, and crates and barrels of provi-
check to keep from falling, and anyone who hangs on sions constitute the furnishings.
can try to catch another character, as noted in the Climb
skill description. Creatures: Sixteen bugbears live here, but only six are
Otherwise, the creatures here use the same tactics as present at any one time. The rest are on duty elsewhere
their counterparts in area 1 do, except that this group in the complex or away on a raid.
has cover (+4 AC, +2 Reflex saves) against attacks from D Bugbear Guards (8): hp 27 each; see area 1.
the slope and the corridor from the west. Tactics: The bugbears spend most of their free time
Development: Thanks to the acoustics down here, sleeping. If disturbed, they roll out of bed, grab weap-
the guards don’t notice any fighting in areas 1 and 2 ons, and try to meet the trouble head-on. They sleep in
(and vice versa). The creatures in area 5, however, can their chain shirts, but they need at least 1 round to
hear what’s going on here pretty clearly (see gather up their bucklers and weapons.
Development in area 5 for details). Development: The sleeping bugbears are deaf to
anything happening outside of this chamber or area 5.
5. LANDING If awakened by the guard at area 5, they spend 1d4
A wooden ladder on this 40-foot-square platform leads rounds getting out of bed and getting their equipment
40 feet up to the platform at area 4. In addition, a in order before following their comrade toward what-
wooden bridge spans the shaft, giving access to area 5a, ever disturbance is afoot.
where another ladder leads 20 feet down to another
platform. There, a collection of coiled, knotted ropes 6. PRISON (EL 8)
allows a 30-foot descent to area 6. To get here, the characters must fly or somehow drop
Anyone falling to this point from area 4 strikes the down from area 5. Anyone who falls from area 5 lands
bridge and takes appropriate falling damage (either 4d6 here.
or 5d6 points, depending on the point at which the fall
began). When the character hits the platform, the A low hump of smooth stone, like a turtle’s back,
player must make a check against the platform’s break lies at the bottom of a vertical shaft. A corridor
DC (25) to determine whether it breaks. Roll 1d20 and stretches off to the west. A second exit to the east
add +1 for each 10 feet fallen and +1 for every size cate- is completely blocked by thick webbing.
gory larger than Medium that the falling character is. If
the result exceeds the break DC, the character breaks Creatures: An ettercap and two monstrous spiders lurk
through the platform, dropping another 40 feet to area in the passage here.
6 and taking another 4d6 points of damage from the fall. D Ettercap: hp 27; see Monster Manual, page 106.
The character leaves a hole in the platform as big as his D Huge Monstrous Hunting Spiders: hp 52
space. each; see Monster Manual, page 289.
Creatures: A bugbear always stands guard here. Tactics: The ettercap and the two spiders remain out
D Bugbear Guard: hp 27; see area 1. of sight in the passage to the west. Like their comrades
Tactics: The guard here is primarily concerned with in area 2, they rely on the spiders’ tremorsense to note
ensuring that no one attacks his companions in area 5a intruders. When prey comes within reach, the trio
in their sleep. He uses the same general tactics as the attacks, using the tactics described in area 2.
bugbears in areas 1 and 4. Development: If the PCs tear or burn away the
Development: The bugbear quickly notes any webbing to the east, they find a horrid little chamber
disturbances in area 4 or 6. If alerted, he takes 1 round that Mettik uses as a prison and larder. At least half a
to awaken someone in area 5a, then goes to join the fray, dozen humanoids hang suspended from the ceiling in
taking another 2 rounds to reach area 4 or 6. spider-silk cocoons, just like flies in a spider’s web. All
have succumbed to spider poison and lost most or all
6
their Strength scores. A lucky few can expect to be
ransomed, but most will become spider food. This room appears to be an opulent bedchamber,
These unfortunates are in no condition to help the except that the bed is a great, silk-covered cushion
stuffed with down. A table and writing desk made
PCs, and they have no useful information. However,
from fine hardwood complete the ensemble, and
one prisoner is Genevieve de Guare, a human expert 5 an ornate lamp provides soft light.
who owns a merchant trading company. If rescued, she
pays the party 5,000 gp that her agents would otherwise
have paid to Mettik as ransom. Mettik has placed a continual flame spell on the lamp,
which is made of silver and jade.
7. SMALL SHAFT Creatures: Mettik lives here by himself.
This area looks just like a plain corridor, but any charac- D Mettik: Male aranea sorcerer 5; CR 9; Medium
ter passing this point who can see the ceiling 20 feet magical beast (shapechanger); HD 3d10+9 plus 5d4+15;
overhead may make a DC 15 Spot check to notice the hp 52; Init +8; Spd 50 ft., climb 25 ft.; AC 18, touch 15,
vertical shaft leading up to area 8. flat-footed 14; Base Atk +5; Grp +4; Atk or Full Atk +9
A character who climbs the corridor wall must traverse melee (1d6–1 plus poison, bite) or +9 ranged (0, web);
at least 5 feet of ceiling to reach the shaft. The shaft is 10 SA poison, spells, web; SQ change shape, darkvision 60
feet wide and rises 30 feet to area 8. Its Climb DC is 20. ft., low-light vision; AL CE; SV Fort +7, Ref +8, Will +9;
Development: If the party uses any artificial light Str 8, Dex 18, Con 17, Int 14, Wis 14, Cha 21.
in here, the guards in area 8 notice it. The guards also Skills and Feats: Bluff +13, Climb +13, Concen-
can hear the PCs talking or trying to ascend the shaft. tration +9, Diplomacy +9, Escape Artist +7, Intimidate
+9, Jump +12, Listen +7, Spellcraft +6, Spot +7; Heighten
8. GUARDPOST (EL 8) Spell, Improved Initiative, Iron WillB, Weapon Finesse.
This chamber is similar to area 5a, except that the beds
Poison: Injury, Fortitude DC 16, initial damage 1d6
are round cushions about 4 feet across. They resemble
Strength, secondary damage 2d6 Strength.
beanbags, though they are actually stuffed with leaves.
Spells: Mettik casts spells as an 8th-level sorcerer.
The guards use a knotted rope to descend to area 7.
He prefers illusions and enchantments and avoids fire
They keep the rope coiled up in here and don’t lower it
spells.
until they need it.
Web (Ex): In spider or hybrid form (see Change
Creatures: Eight araneas live here, but only four are
Shape, below), Mettik can cast a web up to six times
present at any given time.
per day. This ability is similar to an attack with a net
D Araneas (4): hp 22 each; see area 1.
but has a maximum range of 50 feet, with a range
Tactics: Usually two araneas sleep while the other
increment of 10 feet, and is effective against targets of
two keep watch. At the first sign of intrusion, one
up to Large size.
aranea wakes the others quietly, then scurries off to area
The web anchors the target in place, allowing no
9 to warn Mettik. The araneas need only 1 round to
movement. An entangled creature can escape with a
awaken and get ready to defend the chamber.
successful DC 20 Escape Artist check or burst the web
If they can catch intruders climbing the shaft from
with a successful DC 26 Strength check. The web has
area 7, the araneas use their magic missile and ray of
6 hit points, 0 hardness, and takes double damage
enfeeblement spells. If the invaders manage to get into
from fire.
this room, the araneas avoid melee combat by climbing
Change Shape (Su): Mettik’s natural form is that of
the walls. They keep up their spell assault and throw in
a Medium monstrous spider. He can assume two other
a few web attacks where possible.
forms. The first is an elf. In this form, he always assumes
Development: As noted earlier, one aranea goes to
the same appearance and traits, much as a lycanthrope
area 9 to warn Mettik as soon as trouble arises. The
does. The second form is a Medium, spider-humanoid
messenger and Mettik arrive back here 1 round after
hybrid. Changing form is a standard action.
Mettik completes his preparations (see the
In elf form, Mettik gains all the abilities of an elf
Development section for area 9).
(including elf traits) and has a speed of 30 feet. Mettik
9. METTIK’S CHAMBER (EL 9) keeps his ability scores and can cast spells, but he
Mettik’s chamber resembles areas 5a and 8, except that cannot use webs or poison in humanoid form. In hybrid
the furnishings are much better. form, Mettik looks like a Medium humanoid at first
glance, but a successful DC 18 Spot check reveals his
7
fangs and spinnerets. Mettik can use weapons and webs 10. SPRING
in this form. To one side of this area lies a pool from which the
Mettik remains in one form until he chooses to denizens of the caverns draw their drinking water.
assume a new one. A change in form cannot be Characters can reach this area by climbing the tangle
dispelled, nor does he revert to his natural form when of ropes and platforms leading up from the corridor
killed. A true seeing spell, however, reveals his natural below.
form if he is in humanoid or hybrid form.
Sorcerer Spells Known (6/8/7/6/4 per day; caster CONCLUDING THE
level 8th): 0—dancing lights, daze (DC 15), detect
magic, ghost sound (DC 15), mage hand, message, ray of ADVENTURE
frost (+9 ranged touch), read magic; 1st—charm person Once the PCs defeat Mettik, the bandits he has organ-
(DC 16), feather fall, magic missile, shield, shocking ized disperse and cease to pose a threat to anyone, at
grasp (+4 melee touch); 2nd—Melf’s acid arrow (+9 least for a time.
ranged touch), resist energy, see invisibility; 3rd—
displacement, suggestion (DC 18); 4th—shout (DC 19). FURTHER ADVENTURES
Languages: Common, Elven, Goblin, Sylvan.
Mettik and his bandits may be part of a far-flung cabal
Possessions: Bracers of armor +2, ring of protection
of similar groups with a more insidious plan. Their
+1, lesser metamagic rod (Silent Spell), wand of scorch-
goal might involve political subversion, economic
ing ray (22 charges), 2 potions of cure moderate
disruption, or outright invasion. In this case, the party
wounds, potion of lesser restoration, 2 potions of magic
should discover some clues about the cabal in
fang, strongbox key.
Mettik’s chamber.
Tactics: Mettik spends most of his time here in his
If the PCs rescue Genevieve de Guare and wish to
hybrid form, planning new raids and scheming to
collect their 5,000-gp reward, they might have to do
gather more loot. If caught in this chamber by himself,
some extra work for it. Perhaps one of Genevieve’s
he calls for the guards in area 7 and does his best to stay
subordinates has seized control of the company in her
out of reach. He uses his shout spell on as many foes as
absence. Not only does he refuse to pay, but he also
possible, then casts displacement on himself. After that,
tries to have Genevieve assassinated. Alternatively,
he uses suggestion on fighter-types (suggesting that
perhaps Mettik has replaced Genevieve with an
they leave), then uses shout again, or perhaps Melf’s
imposter—most likely an aranea that can use a
acid arrow on a spellcaster.
change self spell.
If warned about a coming attack, Mettik prepares by
casting displacement, resist energy (fire), shield, and
see invisibility on himself. Then he goes to meet the foe, ABOUT THE AUTHOR
using tactics much like those noted above. If he can’t Skip Williams keeps busy with freelance projects for
use his shout spells without harming allies, he uses his several different game companies, and he served as the
wand instead. sage of Dragon Magazine for eighteen years. Skip is a
Treasure: Mettik keeps a strongbox stuffed with codesigner of the D&D 3rd edition game and the chief
loot from his previous capers. The box contains 2,000 architect of the Monster Manual. When not devising
gp, 500 pp, 10 garnets (100 gp each), and a golden vial swift and cruel deaths for player characters, Skip
with a ruby stopper (500 gp). In addition, the silver-and- putters in his kitchen or garden (rabbits and deer are
jade lamp is worth 700 gp. not Skip’s friends) or works on repairing and improving
s Strongbox: 4 in. thick; hardness 5; hp 48; break the century-old farmhouse that he shares with his wife,
DC 25, Open Lock DC 25. Penny, and a growing menagerie of pets.

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