Well, we had three players and only about four hours, so I opted to run a modified version of the free WotC adventure, Cave of the Spiders ( http://www.wizards.com/default.asp?x=dnd/oa/20041126a ). I had a bit of extra time on my way to the game so I stopped off at the dollar store to pick up a couple of props (pictured with the other minis I used, below). I had adjusted the adventure in a number of ways. Adding an outdoor encounter with eight bugbears midway between the destroyed wagon train and the cave gave the players a chance to get used to their one-shot characters. Using the tenth level iconics from Enemies and Allies (but updated to 3.5), Regdar, Jozan, and Hennet were the chosen few. We normally play the one-shots in such a way that if someone dies off early in the adventure, an alternate iconic can be chosen and trots up from the rear as if late for the adventure, replacing the fallen PC. Since all three lasted until nearly the end of the gaming session, only those three PCs entered the Cave of the Spiders. Read on to discover how many later emerged from that foul place.
The three adventurers discovered the broken wagons of a former caravan and followed an obvious trail into the woods to the east toward a mountain ridge. Coming upon eight bugbears, and not being fooled by their attempts at ambush, the party made short work of them. They kept them at range and allowed only one of their javelins to do any damage, and that to one of their steeds. Knowing they were in for a tough fight at their final destination, I allowed the party to roll up their own treasure. They rolled quite well and reveled in their good fortune. I described it as having discovered on the bugbears but stored in a number of coffers and small chests bearing the same insignias as the ravaged wagon train that prompted their self-imposed quest. The players of the three good-aligned characters feigned not to hear my clues of the origins of the spoils and quickly moved along to more important matters.
With the trail cold and no sign of dead victims or survivors, the group considered their options with no tracker in the party. Up until now, the trail to follow had been obvious but from this point no apparent tracks led forth. Judging that a near-straight line had been the previous course, Regdar led the way further west until the forest gave way to mountainous territory. Tying off their mounts out of sight in the woods, the party proceeded to the nearby cliffs. Hennet cast several
dimension door spells to bypass the scree slope and reach a cave noticed on the high cliff face above; first taking Regdar along with him to the cave mouth, then to return below and retrieve Jozan, and once again to then transport back with the cleric to Regdar's side.
I also shortened the interior of the complex in order to allow for a few encounters to suffice.
Four dwarf merchants wrapped up in webbing were within the entry chamber guarded by a bugbear chieftain (I made him Large and added a level of Barbarian). Regdar stepped up and diced him before the chieftain even managed a blow with his upsized morningstar! Freeing the dwarf merchants, but feeling suspicious of them, they left them huddled off to one side in the entry cave began to proceed deeper into the complex. Lighting a lantern they were now able to discern that nearly a dozen body-sized shapes were dangling from the ceiling, cocooned in web strands. With no ability to fly, and possible danger lurking further in the cave complex, they decided not to investigate them immediately.
The cave floor was uneven and sloped dramatically up and down as it headed eastward. Unable to keep his footing, Hennet and his lantern fell behind so Jozan tapped into his magic and cast a light spell. Regrouping on a rise in the natural corridor, they spied a large chamber off to one side and the main corridor blocked by webbing. Hennet and Regdar moved boldly forward with designs on dousing the webbing with oil and igniting it in short order. However, upon moving up next to the large side chamber, they set off a web trap and found themselves both entangled.
Now, and ettercap, followed by a huge monstrous spider came forth from the side chamber and pressed their advantage on the beleaguered heroes. The ettercap, using the webbed off corridor as its pathway moved up and attacked Hennet. The huge monstrous spider loomed over Regdar, struggling in the center of the web trap. It was also about this time that the four aranea who had taken the shape of dwarf merchants decided to attack from the rear, shapechanging to medium spiders and skittering up behind a none-to-happy Jozan.
Strands were flying, fangs were sunk in repeatedly,
cones of cold were blasted, and weapons were seriously bloodied.
Lightning bolts and
searing light until it all came down to Jozan and the huge monstrous spider left toe-to-toe, neither with more than single digits of hit points left. Most of the enemy had been killed and both Hennet and Regdar had succumb to the poisons, essentially helpless and hoping their side would win the day so that they might have the opportunity to recover. Jozan, with no appropriate spells left and his back against a wall lest he fall over from Strength-loss went several rounds without connecting with his mace and his opponent couldn’t seem to connect with his razor-sharp fangs.
Finally, with but five hit points left, the spider’s maw clamped down in a death blow that spelled doom for all three of the adventurers. TPK but a battle that was about as well-matched as one could hope in a game session.