TEXT: 1
  CAVE OF THE
  SPIDERS
  A Short Adventure for Four 
  9th-Level Player Characters
  CREDITS
  Design:
  Skip Williams
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Dennis Kauth and Rob Lazzaretti
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  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
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
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  This material is protected under the copyright laws of the United
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  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
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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
  unusual bandits. As always, feel free to adapt the mate-
  rial presented here as you see fit to make it work with
  your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks—the
  Player’s Handbook, the Dungeon Master’s Guide, and
  the Monster Manual—to run this adventure. This
  scenario utilizes the D&D v.3.5 rules.
  To get started, print out the adventure. Read through
  the scenario at least once to familiarize yourself with
  the situation, threats, and major NPCs (particularly
  their motivations).
  Text that appears in shaded boxes is player informa-
  tion that you can read aloud or paraphrase for the
  players at the proper times. The details of the new
  monsters and magic items used in Cave of the Spiders
  are located in appendices at the end of the adventure.
  ADVENTURE
  BACKGROUND
  The aranea known as Mettik is a particularly crafty and
  greedy member of his race, and thoroughly evil to boot.
  Not long ago, he used his considerable persuasive skills
  to bring together a band of fellow araneas of like mind.
  These creatures used their shapeshifting skills to infil-
  trate several woodland communities and commit a
  wide variety of crimes, from simple burglaries to
  kidnapping for ransom. With the proceeds from those
  crimes, they built an even larger group of fulltime
  bandits, with bugbear warriors and monstrous spiders
  for muscle. Since then, they have been ravaging the
  countryside in earnest.
  ADVENTURE SYNOPSIS
  The PCs must penetrate the bandit lair and slay Mettik
  to remove the threat to the nearby civilizations. To do
  so, they must fight their way past numerous bugbear,
  ettercap, and aranea guards, as well as several monstrous
  spiders.
  
  2
  ADVENTURE HOOKS
  If your PCs aren’t in the habit of exploring every myste-
  rious cave mouth they find, consider using one of the
  following adventure hooks to draw them into the action.
  • While traversing a woodland highway, the PCs come
  upon a wrecked caravan. The remains of smashed
  wagons lie everywhere, and desiccated carcasses of
  draft animals, bound up in webbing as thick as rope,
  litter the road.
  • The characters have found the remains of a caravan
  that Mettik’s group recently attacked. The caravan was
  delivering goods to a merchant named Genevieve de
  Guare (see area 6). The bandits have covered their
  trail, but a persistent group of adventurers can track
  them back to their lair with little difficulty.
  • While visiting a woodland town or village, the PCs
  either witness a kidnapping or just happen to be pres-
  ent when it happens. The locals are quick to suggest
  that the PCs locate the kidnapper’s lair. Alternatively,
  if the PCs foil the crime and apprehend the culprits,
  their prisoners tell them about the treasure that their
  boss, Mettik, has accumulated recently.
  • The PCs come upon an elf bound in a silken cocoon
  and hanging upside down from a tree. Perhaps this
  hapless individual is a genuine victim, or perhaps he
  is really an aranea who is just waiting to dump a
  charm person spell on a would-be rescuer. In either
  case, one or two araneas, along with an ettercap and a
  couple of huge monstrous spiders, wait nearby to
  attack the party. PCs who defeat these bandits can
  easily track them back to their lair.
  BEGINNING THE
  ADVENTURE
  Cave of the Spiders is a site-based adventure that takes
  place within a cave complex. The adventure begins
  when the characters reach the lair of the bandits (see
  area 1, below).
  THE LAIR
  The map provided for this adventure doesn’t include a
  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.
  The map shows an interconnected series of natural
  chambers hollowed out by wind and water. Changes in
  the climate and the water table over the years have left
  the complex mostly dry. Unless otherwise stated in the
  text for a specific area, the cave’s major features are as
  follows.
  Walls: The cavern walls are natural stone, with a
  climb DC of 20.
  Ceilings:The ceilings are 10 to 20 feet high. Because
  the map shows the cave complex as a side view, it’s fairly
  easy to estimate ceiling heights in individual chambers
  and passageways.
  Corridors: Areas described as corridors are 20 feet
  wide and 15 feet high.
  Floors: The cavern floors are made of natural stone
  and are fairly rugged. Because movement is hampered
  on these surfaces, movement costs are doubled, and the
  DC for Balance and Tumble checks increases by +5.
  Running or charging isn’t possible.
  The areas that have plank floors are both shown
  on the map and noted in the text. Though the
  planking is smooth, it’s also damp and slightly slip-
  pery, so the DC for Balance and Tumble checks
  increases by +5. Running or charging is possible
  across the planks. The planking is fairly thin, so
  characters can easily damage it—deliberately or
  otherwise.
  s Plank Floors: 4 in. thick; hardness 5; hp 40; break
  DC 25.
  Ladders: A few areas are fitted with ladders that
  connect the various levels within the complex. Just
  about anyone can climb these ladders, but doing so still
  requires a DC 0 Climb check.
  s Ladder: 2 in. thick; hardness 5; hp 20; break DC 23.
  Light: The denizens of the caves rely primarily on
  their darkvision to see, and no areas are lit except where
  noted.
  1. ENTRANCE (EL 9)
  The cave complex lies behind a cliff face that soars to
  about 200 feet above the ground. The opening, about 20
  feet above the surrounding forest floor, faces west. The
  60-foot-long slope leading up to it is mostly clear of
  vegetation but covered with scree.
  To reach the cave opening, characters must either fly or
  traverse the slope. See page 89 in the Dungeon Master’s
  Guide for the effect of the scree.
  The forest abruptly gives way to a long slope
  covered with loose rocks and scraggly bushes. A
  sheer cliff, about as tall as a good bowshot, rises
  from the top of the slope.
  
  3
  The cave mouth is 25 feet wide. Beyond it lies a level
  space about 40 feet wide and 45 feet long, and beyond
  that is an exit to the east. The corridor leading from the
  exit slopes up for 20 feet, requiring a DC 10 Climb
  check to ascend.
  Creatures: Three bugbear guards and an aranea
  sergeant always stand watch here.
  D Bugbear Guards: Male or female bugbear
  warrior 3; CR 4; Medium humanoid (goblinoid); HD
  6d8; hp 27; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
  footed 18; Base Atk +5; Grp +8; Atk or Full +10 melee
  (1d8+4, +1 morningstar) or +8 ranged (1d8+3/[TS]3,
  masterwork composite longbow [+3 Str bonus]); SQ
  darkvision 60 ft., scent; AL CE; SV Fort +4, Ref +6, 
  Will +2; Str 17, Dex 15, Con 11, Int 10, Wis 10, Cha 7.  
  Skills and Feats: Climb +7, Hide +5, Jump +5, Listen
  +4, Move Silently +7, Spot +4; Alertness, Dodge,
  Weapon Focus (morningstar).
  Languages: Common, Goblin.
  Possessions: Masterwork chain shirt, masterwork
  buckler, +1 morningstar, masterwork composite long-
  bow (+3 Str bonus) with 20 arrows.
  D Aranea: CR 4; Medium magical beast (shape-
  changer); HD 3d10+6, hp 22; Init +6; Spd 50 ft., climb 25
  ft.; AC 13, touch 12, flat-footed 11; Base Atk +3; Grp +3;
  Atk or Full Atk +5 melee (1d6 plus poison, bite) or +5
  ranged (0, web); SA poison, spells, web; SQ change
  shape, darkvision 60 ft., low-light vision; AL N; SV Fort
  +5, Ref +5, Will +4; Str 11, Dex 15, Con 14, Int 14, 
  Wis 13, Cha 14.  
  Skills and Feats: Climb +14, Concentration +8,
  Escape Artist +5, Jump +13, Listen +6, Spot +6;
  Improved Initiative, Iron WillB, Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 13, initial damage
  1d6 Strength, secondary damage 2d6 Strength.
  Spells: An aranea casts spells as a 3rd-level sorcerer.
  It prefers illusions and enchantments and avoids fire
  spells.
  Web (Ex): In spider or hybrid form (see Change
  Shape, below), an aranea can cast a web up to six times
  per day. This ability is similar to an attack with a net but
  has a maximum range of 50 feet, with a range incre-
  ment of 10 feet, and is effective against targets of up to
  Large size. 
  The web anchors the target in place, allowing no
  movement. An entangled creature can escape with a
  successful DC 13 Escape Artist check or burst the web
  with a successful DC 17 Strength check. The web has 6
  hit points, 0 hardness, and takes double damage from fire.
  Change Shape (Su): An aranea’s natural form is that
  of a Medium monstrous spider. It can assume two other
  forms. The first is a unique Small or Medium
  humanoid; an aranea in its humanoid form always
  assumes the same appearance and traits, much as a
  lycanthrope does. The second form is a Medium spider-
  humanoid hybrid. Changing form is a standard action. 
  In humanoid form, the aranea gains all the abilities
  of the form and has that form’s speed. (For example, an
  aranea in dwarf form has dwarven racial traits.) The
  aranea keeps its ability scores and can cast spells, but it
  cannot use webs or poison in humanoid form. In hybrid
  form, an aranea looks like a Medium humanoid at first
  glance, but a successful DC 18 Spot check reveals the
  creature’s fangs and spinnerets. The aranea can use
  weapons and webs in this form. The speed of an aranea
  in hybrid form is 30 feet. 
  An aranea remains in one form until it chooses to
  assume a new one. A change in form cannot be
  dispelled, nor does the aranea revert to its natural form
  when killed. A true seeing spell, however, reveals its
  natural form if it is in humanoid or hybrid form.
  Sorcerer Spells Known (6/6 per day; caster level
  3rd): 0—acid splash (+5 ranged touch), daze (DC 12),
  detect magic, ghost sound (DC 12), light; 1st—mage
  armor, magic missile, ray of enfeeblement (+5 ranged
  touch). 
  Tactics: The guards here keep a sharp eye on the
  slope leading up to the cave. Upon spotting intruders,
  the bugbears fire their bows while the aranea casts mage
  armor on itself (improving its AC to 17). If the aranea
  gets a chance to cast a second spell before the enemy
  arrives, it uses magic missile on the closest foe.
  When intruders enter the cave, all the guards fall
  back toward the exit. The bugbears stop at the base of
  the exit slope, draw their morningstars, and ready
  melee attacks. The aranea continues up the slope at its
  climb speed. When possible, it moves and uses its spells
  and webs against the intruders. It begins with ray of
  enfeeblement against fighting characters, then uses
  web attacks against those same foes. After that, it uses
  magic missile against enemies that aren’t stuck in place
  by its webbing.
  The aranea keeps fighting until reduced to 8 or
  fewer hit points, or until all the bugbears are killed. If
  either of these situations occurs, it flees toward area 2.
  The bugbears fight to the death so long as the aranea
  stays around. If it flees or is killed or incapacitated, they
  surrender immediately.
  Development: Noise from a fight here alerts the
  ettercap and the spiders in area 2.
  Captured bugbears have an attitude of indifferent. If
  questioned, they claim that they were kidnapped and
  
  4
  
  5
  forced to guard the cave. A successful Intimidate check
  or a Diplomacy check that improves their attitude to
  helpful causes them to admit that they’re working for
  Mettik. They can give a rough description of the
  complex, though they have detailed knowledge of only
  this area and areas 2 through 6.
  If the PCs sneak past the guards without a fight, the
  bugbears here go to join any fight that breaks out in area 2.
  2. CHECKPOINT (EL 8)
  This area is about 40 feet square and has a 50-foot-square
  side chamber to the north. Read or paraphrase the
  following aloud, adjusting as needed if the characters
  are not approaching from area 1.
  Traps:The chamber’s ettercap guardian has blocked the
  entrance with a sheet web.
  a Ettercap Sheet Web Trap: CR 2; mechanical;
  location trigger; repair reset; Search DC 15; Disable
  Device DC 15. Cost: —
  Any approaching creature must succeed on a DC 20
  Spot check to notice the web or stumble into it and
  become entangled. An entangled creature can escape
  with a DC 13 Escape Artist check or burst the web with
  a DC 17 Strength check. The web has 6 hit points and
  hardness 0, and it takes double damage from fire.
  Creatures: An ettercap and two monstrous spiders
  lurk in the side passage.
  D Ettercap: hp 27; see Monster Manual, page 106.
  D Huge Monstrous Hunting Spiders: hp 52
  each; see Monster Manual, page 289.
  Tactics: The ettercap and the spiders stay out of
  sight in the side chamber, relying on the spiders’
  tremorsense to alert them to intruders. The ettercap has
  also strung a line of webbing from the sheet web into
  the side chamber, so that it knows when anything
  touches the web.
  As soon as anyone enters the outer chamber, the
  monstrous spiders charge to the attack and the ettercap
  trots along behind, firing webs at any target to which it
  has a clear shot (but preferably spellcasters). If possible,
  the ettercap closes in on entangled characters and tries
  to bite them.
  The whole trio fights to the death to defend the lair.
  Development: Any fighting in area 1 alerts the crea-
  tures here. Likewise, if the party manages to sneak past
  area 1 without a fight, a combat in this chamber alerts
  the guards there. In that case, the bugbears join the
  combat, leaving the aranea to keep watch on the
  entrance.
  3. SINKHOLE
  This sinkhole is a natural feature of the complex.
  The sinkhole is 20 feet deep. The smell results from the
  fact that the residents frequently throw their trash
  down here.
  4. MAIN SHAFT (EL 9)
  A steep and fairly slippery slope leads 20 feet down to a
  natural ledge. Below it is a natural vertical shaft about
  20 feet wide and 100 feet deep. However, anyone falling
  into the shaft drops only 40 feet before hitting the plat-
  form at area 5.
  The slope here has a Climb DC of 20. The “fortification”
  actually supports a wooden drawbridge that the guards
  stationed here can lower when they wish to let visitors
  cross. The bridge swings out to connect the top of the
  slope to the upper platform, so that welcomed guests
  don’t have to climb the slope.
  Creatures: Three bugbear warriors hide among the
  barrels and crates on the lower platform, and an aranea
  sergeant mans the upper platforms.
  D Bugbear Guards (3): hp 27 each; see area 1.
  D Aranea: hp 22; see area 1.
  Tactics: All the guards stay out of sight until they
  hear a creature descending the slope to the east. The
  PCs might be able to bluff their way past, but all the
  guards are unfriendly and suspicious of strangers. If the
  PCs try to bluff or threaten the guards, or fail to
  A precipitous slope of smooth, damp stone
  plunges down to a thin lip of rock, beyond which
  yawns a black abyss that could well be bottomless.
  On the far side of the drop stands a rickety
  wooden platform cluttered with bales and barrels.
  Over the platform stands some kind of wooden
  fortification supported by wooden stilts. Ladders
  lead from the main platform up to the overhead
  fortification and also down into the darkness.
  The corridor becomes slightly wider here, form-
  ing a more or less round chamber perhaps 30 feet
  in diameter. In the middle of the floor is a gaping
  sinkhole some 15 feet wide. A nasty, charnel smell
  rises from its depths.
  Here the passage widens to form a chamber
  perhaps eight or nine paces square. The corridor
  continues on from the opposite side, and a larger
  chamber seems to open on the left.
  
  6
  persuade them with a Diplomacy check, the aranea
  pretends to go along and extends the drawbridge. Once
  an intruder steps onto the bridge, however, the creature
  releases the mechanism and drops the intruder into the
  shaft. Since the drawbridge is higher than the stone lip
  at the bottom of the slope, the hapless victim falls 50
  feet to area 5. The character can attempt a DC 15 Climb
  check to keep from falling, and anyone who hangs on
  can try to catch another character, as noted in the Climb
  skill description.
  Otherwise, the creatures here use the same tactics as
  their counterparts in area 1 do, except that this group
  has cover (+4 AC, +2 Reflex saves) against attacks from
  the slope and the corridor from the west.
  Development: Thanks to the acoustics down here,
  the guards don’t notice any fighting in areas 1 and 2
  (and vice versa). The creatures in area 5, however, can
  hear what’s going on here pretty clearly (see
  Development in area 5 for details).
  5. LANDING
  A wooden ladder on this 40-foot-square platform leads
  40 feet up to the platform at area 4. In addition, a
  wooden bridge spans the shaft, giving access to area 5a,
  where another ladder leads 20 feet down to another
  platform. There, a collection of coiled, knotted ropes
  allows a 30-foot descent to area 6.
  Anyone falling to this point from area 4 strikes the
  bridge and takes appropriate falling damage (either 4d6
  or 5d6 points, depending on the point at which the fall
  began). When the character hits the platform, the
  player must make a check against the platform’s break
  DC (25) to determine whether it breaks. Roll 1d20 and
  add +1 for each 10 feet fallen and +1 for every size cate-
  gory larger than Medium that the falling character is. If
  the result exceeds the break DC, the character breaks
  through the platform, dropping another 40 feet to area
  6 and taking another 4d6 points of damage from the fall.
  The character leaves a hole in the platform as big as his
  space. 
  Creatures: A bugbear always stands guard here. 
  D Bugbear Guard: hp 27; see area 1.
  Tactics: The guard here is primarily concerned with
  ensuring that no one attacks his companions in area 5a
  in their sleep. He uses the same general tactics as the
  bugbears in areas 1 and 4.
  Development: The bugbear quickly notes any
  disturbances in area 4 or 6. If alerted, he takes 1 round
  to awaken someone in area 5a, then goes to join the fray,
  taking another 2 rounds to reach area 4 or 6.
  Area 5a. Barracks
  Read or paraphrase the following when the characters
  arrive.
  Creatures: Sixteen bugbears live here, but only six are
  present at any one time. The rest are on duty elsewhere
  in the complex or away on a raid.
  D Bugbear Guards (8): hp 27 each; see area 1.
  Tactics: The bugbears spend most of their free time
  sleeping. If disturbed, they roll out of bed, grab weap-
  ons, and try to meet the trouble head-on. They sleep in
  their chain shirts, but they need at least 1 round to
  gather up their bucklers and weapons.
  Development: The sleeping bugbears are deaf to
  anything happening outside of this chamber or area 5.
  If awakened by the guard at area 5, they spend 1d4
  rounds getting out of bed and getting their equipment
  in order before following their comrade toward what-
  ever disturbance is afoot.
  6. PRISON (EL 8)
  To get here, the characters must fly or somehow drop
  down from area 5. Anyone who falls from area 5 lands
  here.
  Creatures: An ettercap and two monstrous spiders lurk
  in the passage here.
  D Ettercap: hp 27; see Monster Manual, page 106.
  D Huge Monstrous Hunting Spiders: hp 52
  each; see Monster Manual, page 289.
  Tactics: The ettercap and the two spiders remain out
  of sight in the passage to the west. Like their comrades
  in area 2, they rely on the spiders’ tremorsense to note
  intruders. When prey comes within reach, the trio
  attacks, using the tactics described in area 2.
  Development: If the PCs tear or burn away the
  webbing to the east, they find a horrid little chamber
  that Mettik uses as a prison and larder. At least half a
  dozen humanoids hang suspended from the ceiling in
  spider-silk cocoons, just like flies in a spider’s web. All
  have succumbed to spider poison and lost most or all
  A low hump of smooth stone, like a turtle’s back,
  lies at the bottom of a vertical shaft. A corridor
  stretches off to the west. A second exit to the east
  is completely blocked by thick webbing.
  The walls of this chamber are stained with smoke.
  Eight straw beds, a crude wooden table, several
  stools, a fire pit, and crates and barrels of provi-
  sions constitute the furnishings.
  
  7
  their Strength scores. A lucky few can expect to be
  ransomed, but most will become spider food. 
  These unfortunates are in no condition to help the
  PCs, and they have no useful information. However,
  one prisoner is Genevieve de Guare, a human expert 5
  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.
  7. SMALL SHAFT
  This area looks just like a plain corridor, but any charac-
  ter passing this point who can see the ceiling 20 feet
  overhead may make a DC 15 Spot check to notice the
  vertical shaft leading up to area 8.
  A character who climbs the corridor wall must traverse
  at least 5 feet of ceiling to reach the shaft. The shaft is 10
  feet wide and rises 30 feet to area 8. Its Climb DC is 20.
  Development: If the party uses any artificial light
  in here, the guards in area 8 notice it. The guards also
  can hear the PCs talking or trying to ascend the shaft.
  8. GUARDPOST (EL 8)
  This chamber is similar to area 5a, except that the beds
  are round cushions about 4 feet across. They resemble
  beanbags, though they are actually stuffed with leaves.
  The guards use a knotted rope to descend to area 7.
  They keep the rope coiled up in here and don’t lower it
  until they need it.
  Creatures: Eight araneas live here, but only four are
  present at any given time.
  D Araneas (4): hp 22 each; see area 1.
  Tactics: Usually two araneas sleep while the other
  two keep watch. At the first sign of intrusion, one
  aranea wakes the others quietly, then scurries off to area
  9 to warn Mettik. The araneas need only 1 round to
  awaken and get ready to defend the chamber.
  If they can catch intruders climbing the shaft from
  area 7, the araneas use their magic missile and ray of
  enfeeblement spells. If the invaders manage to get into
  this room, the araneas avoid melee combat by climbing
  the walls. They keep up their spell assault and throw in
  a few web attacks where possible.
  Development: As noted earlier, one aranea goes to
  area 9 to warn Mettik as soon as trouble arises. The
  messenger and Mettik arrive back here 1 round after
  Mettik 
  completes 
  his 
  preparations 
  (see 
  the
  Development section for area 9).
  9. METTIK’S CHAMBER (EL 9)
  Mettik’s chamber resembles areas 5a and 8, except that
  the furnishings are much better. 
  Mettik has placed a continual flame spell on the lamp,
  which is made of silver and jade.
  Creatures: Mettik lives here by himself.
  D Mettik: Male aranea sorcerer 5; CR 9; Medium
  magical beast (shapechanger); HD 3d10+9 plus 5d4+15;
  hp 52; Init +8; Spd 50 ft., climb 25 ft.; AC 18, touch 15,
  flat-footed 14; Base Atk +5; Grp +4; Atk or Full Atk +9
  melee (1d6–1 plus poison, bite) or +9 ranged (0, web);
  SA poison, spells, web; SQ change shape, darkvision 60
  ft., low-light vision; AL CE; SV Fort +7, Ref +8, Will +9;
  Str 8, Dex 18, Con 17, Int 14, Wis 14, Cha 21.  
  Skills and Feats: Bluff +13, Climb +13, Concen-
  tration +9, Diplomacy +9, Escape Artist +7, Intimidate
  +9, Jump +12, Listen +7, Spellcraft +6, Spot +7; Heighten
  Spell, Improved Initiative, Iron WillB, Weapon Finesse.
  Poison: Injury, Fortitude DC 16, initial damage 1d6
  Strength, secondary damage 2d6 Strength.
  Spells: Mettik casts spells as an 8th-level sorcerer.
  He prefers illusions and enchantments and avoids fire
  spells.
  Web (Ex): In spider or hybrid form (see Change
  Shape, below), Mettik can cast a web up to six times
  per day. This ability is similar to an attack with a net
  but has a maximum range of 50 feet, with a range
  increment of 10 feet, and is effective against targets of
  up to Large size. 
  The web anchors the target in place, allowing no
  movement. An entangled creature can escape with a
  successful DC 20 Escape Artist check or burst the web
  with a successful DC 26 Strength check. The web has
  6 hit points, 0 hardness, and takes double damage
  from fire.
  Change Shape (Su): Mettik’s natural form is that of
  a Medium monstrous spider. He can assume two other
  forms. The first is an elf. In this form, he always assumes
  the same appearance and traits, much as a lycanthrope
  does. The second form is a Medium, spider-humanoid
  hybrid. Changing form is a standard action. 
  In elf form, Mettik gains all the abilities of an elf
  (including elf traits) and has a speed of 30 feet. Mettik
  keeps his ability scores and can cast spells, but he
  cannot use webs or poison in humanoid form. In hybrid
  form, Mettik looks like a Medium humanoid at first
  glance, but a successful DC 18 Spot check reveals his
  This room appears to be an opulent bedchamber,
  except that the bed is a great, silk-covered cushion
  stuffed with down. A table and writing desk made
  from fine hardwood complete the ensemble, and
  an ornate lamp provides soft light.
  
  8
  fangs and spinnerets. Mettik can use weapons and webs
  in this form. 
  Mettik remains in one form until he chooses to
  assume a new one. A change in form cannot be
  dispelled, nor does he revert to his natural form when
  killed. A true seeing spell, however, reveals his natural
  form if he is in humanoid or hybrid form.
  Sorcerer Spells Known (6/8/7/6/4 per day; caster
  level 8th): 0—dancing lights, daze (DC 15), detect
  magic, ghost sound (DC 15), mage hand, message, ray of
  frost (+9 ranged touch), read magic; 1st—charm person
  (DC 16), feather fall, magic missile, shield, shocking
  grasp (+4 melee touch); 2nd—Melf’s acid arrow (+9
  ranged touch), resist energy, see invisibility; 3rd—
  displacement, suggestion (DC 18); 4th—shout (DC 19).
  Languages: Common, Elven, Goblin, Sylvan.
  Possessions: Bracers of armor +2, ring of protection
  +1, lesser metamagic rod (Silent Spell), wand of scorch-
  ing ray (22 charges), 2 potions of cure moderate
  wounds, potion of lesser restoration, 2 potions of magic
  fang, strongbox key.
  Tactics: Mettik spends most of his time here in his
  hybrid form, planning new raids and scheming to
  gather more loot. If caught in this chamber by himself,
  he calls for the guards in area 7 and does his best to stay
  out of reach. He uses his shout spell on as many foes as
  possible, then casts displacement on himself. After that,
  he uses suggestion on fighter-types (suggesting that
  they leave), then uses shout again, or perhaps Melf’s
  acid arrow on a spellcaster.
  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,
  using tactics much like those noted above. If he can’t
  use his shout spells without harming allies, he uses his
  wand instead.
  Treasure: Mettik keeps a strongbox stuffed with
  loot from his previous capers. The box contains 2,000
  gp, 500 pp, 10 garnets (100 gp each), and a golden vial
  with a ruby stopper (500 gp). In addition, the silver-and-
  jade lamp is worth 700 gp.
  s Strongbox: 4 in. thick; hardness 5; hp 48; break
  DC 25, Open Lock DC 25.
  10. SPRING
  To one side of this area lies a pool from which the
  denizens of the caverns draw their drinking water.
  Characters can reach this area by climbing the tangle
  of ropes and platforms leading up from the corridor
  below.
  CONCLUDING THE
  ADVENTURE
  Once the PCs defeat Mettik, the bandits he has organ-
  ized disperse and cease to pose a threat to anyone, at
  least for a time. 
  FURTHER ADVENTURES
  Mettik and his bandits may be part of a far-flung cabal
  of similar groups with a more insidious plan. Their
  goal might involve political subversion, economic
  disruption, or outright invasion. In this case, the party
  should discover some clues about the cabal in
  Mettik’s chamber.
  If the PCs rescue Genevieve de Guare and wish to
  collect their 5,000-gp reward, they might have to do
  some extra work for it. Perhaps one of Genevieve’s
  subordinates has seized control of the company in her
  absence. Not only does he refuse to pay, but he also
  tries to have Genevieve assassinated. Alternatively,
  perhaps Mettik has replaced Genevieve with an
  imposter—most likely an aranea that can use a
  change self spell.
  ABOUT THE AUTHOR
  Skip Williams keeps busy with freelance projects for
  several different game companies, and he served as the
  sage of Dragon Magazine for eighteen years. Skip is a
  codesigner of the D&D 3rd edition game and the chief
  architect of the Monster Manual. When not devising
  swift and cruel deaths for player characters, Skip
  putters in his kitchen or garden (rabbits and deer are
  not Skip’s friends) or works on repairing and improving
  the century-old farmhouse that he shares with his wife,
  Penny, and a growing menagerie of pets.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Cave of The Spiders.pdf