TEXT: Power Plays II
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monster Squad 
  1
  Monster Squad 
   
   
  Monster Squad is a short scenario designed for a party of four characters of level 2 or 3. The characters are 
  hired to protect a noble’s wilderness holdings.  His holdings have been under attack by monsters that are 
  not normally found in this region.  In Act One, the characters have been hired and are travelling from 
  Waterdeep to the noble’s walled compound on the edge of the Westwood forest.  In Act Two, the characters 
  defend the compound from a nighttime raid.  In the final act, the characters go on the offensive to determine 
  who is behind the attacks. 
   
  As written, the characters are assumed to be based in Waterdeep, but this can easily be changed to any 
  town or city.  Monster Squad is a sequel to Guard Duty, but can be played as stand-alone adventure.  The 
  adventure does provide hooks for future adventures and is part of the Power Plays story arc that will take 
  characters to level five.   
   
  by EBrun 
   
  Illustrations by Patrick Pullen 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
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  Monster Squad 
  2
  Monster Squad 
  “That’s how you tell a merc is dead; he 
  just stops collecting paychecks.”  
  ― Mercedes Lackey, By the Sword
  Introduction
  2
  Getting Started
  2
  Act 1: On the Road Again
  3
  Act 2: Siege
  5
  Act 3: Showdown
  8
  WrapEUp
  11
  What’s Next?
  12
  Introduction 
  The Talmost family has a storied past in
  Waterdeep’s nobility, famous as clothiers and
  furriers. They operate hunting and trapping
  operations throughout the region. The family
  uses Waterdeep’s Bronze Talons mercenary
  company to provide security for the family
  holdings.
  Over the past few weeks, an increase in the
  number of attacks on the Talmost’s hunting and
  trapping operations near the Westwood forest
  (3E4 days from Waterdeep) is threatening to
  disrupt the Talmost’s businesses. Even more
  concerning, the attacks are perpetrated by
  monsters that are not normally found in the
  region.
  Jos Hawkwood, the captain of the Bronze Talons,
  suspects that this is a deliberate attempt to
  either disrupt trade or make the Bronze Talons
  look bad and has hired the characters to support
  the Westwood compound and determine the
  cause of the attacks.
  This adventure is divided into three acts. On the
  Road Again covers the character’s travels to the
  Talmost compound on the edge of the Westwood
  Forest. In Act Two, Seige, the characters reach
  the compound and help defend it from a
  nighttime attack. During the final act,
  Showdown, the characters attempt to track the
  attackers and put an end to the threat.
  This adventure is designed to stand by itself.
  However, the following DM’s Guild resources can
  help you round out a campaign based in
  Waterdeep.
  • 
  Faction Folio: Waterdeep DM’s City
  Guide
  • 
  Faction Folio: Waterdeep Players’ City
  Guide (free)
  • 
  City Encounters
  • 
  Road’s End Robbery
  • 
  Guard Duty
  Monster Squad is the second adventure in the
  Power Plays story arc, but can easily be run as a
  standEalone. Guard Duty provided a start to this
  campaign by introducing the characters to
  Waterdeep and the start of a conflict between
  major players in the city. The broader story arc
  is described in the “What’s Next?” section at the
  end of the adventure.
  Getting Started 
  This scenario starts a few days after the end of
  Guard Duty. If the characters played that
  adventure, start with them relaxing at their
  favorite tavern (possibly the Spyglass Tavern).
  Give them a few minutes to share (in character),
  what they have been up to the past few days.
  Foster good storytelling by giving an appropriate
  reward. For example, if they describe a few
  nights of carousing, give them a handful of gold
  pieces in gambling winnings, a female merchant
  contact, and her husband as an enemy. Once
  they are done sharing, a runner sent by Mac
  Bondo (a gruff Zhentarim agent) approaches
  them and asks them to meet with Captain Jos
  Hawkwood at the Bronze Talons guildhall.
  Hawkwood will explain the problems at Talmost
  compound. He expects that it will take roughly a
  tenday for him to muster additional mercenaries
  to secure the compound. He will pay the
  characters 60GP each if they can leave today to
  support the garrison. He adds that he will pay a
  bonus (an additional 50gp each) if they can
  determine who, or what, is behind the attacks.
  
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  Monster Squad 
  3
  If the characters have not played through Guard
  Duty, you have two options to begin this
  scenario. The first option is to use the same setE
  up as described earlier, but have the runner be
  from a contact in the city that they know. The
  second option is to start in the middle of the
  action. The characters have already accepted the
  job and are on the road to the compound. In this
  case, have each player tell a “road story” to
  introduce their character’s past to the rest of the
  group.
   
  Act One: On the Road Again 
  The characters have been traveling for a couple
  of days and just left the small town of Amphail
  that morning. They have left the main trade
  route (The Long Road) and are now traveling on
  a much more rustic – and shoddy – road. Have
  the characters roll a perception check. The
  results don’t really matter, but it will keep the
  players guessing…
  As the sun begins to set, you round a bend in the
  road and spot an overturned wagon ahead. All
  seems quiet, and you do not see anyone near the
  wagon or on the sides of the roadway.
  If the characters approach, have them make
  appropriate rolls (e.g. stealth, additional
  perception rolls, etc). When they get closer, they
  see three Halfling bodies lying on the ground
  around the wagon. Two of the bodies – an older
  male and a young boy – appear to have been
  killed by crossbow bolts. The third, an older
  female, has had her throat slit. The wagon has
  been emptied – all that is left are a few broken
  boxes and other debris. They also notice three
  rectangular human sized holes dug along the
  side of the road.
  A successful investigation check (DC 10) reveals
  that the rectangular holes seem to too perfectly
  dug to be done by shovel. Additionally, the
  character(s) find woven brush that was likely
  used to cover someone hiding in the holes.
  Finally, the characters find a fairly obvious trail
  of trampled undergrowth leading away from the
  road. A survival check (DC 10) reveals that the
  attackers have led a pony or mule away from the
  road. If the check succeeds (DC 15) the
  characters know that there were at least three
  humanEsized attackers. A (DC 20) check
  indicates that these attackers appear to be
  heavily armored.
  A perception check (DC 15) also allows the
  characters to realize that something is moving
  through the trees and tall grass on the other side
  of the road from the trail. An owlbear smells the
  blood of the dead and is observing the
  characters, trying to decide if the characters are
  planning on stealing its dinner. If the characters
  leave the site (either along the road, or trail), the
  owlbear will wait a while before retrieving the
  bodies. If the characters approach the owlbear
  or appear to be removing or eating the bodies, it
  will attack.
  If the characters choose to follow the attackers,
  the trail is easy to find. If they decide not to, skip
  the rest of this section.
  After an hour of following the trail, the
  characters will hear arguing ahead. One voice –
  a bit nasally and high pitched – is arguing to, “kill
  the girl and be done with it.” A second voice –
  gruff and deep – insists that, “she will bring a
  good price if we sell her to the Drow.”
  These criminals are not overly cautious and the
  characters can get within sight (and long missile
  weapon range) with a stealth check against a DC
  of 12. See the map on the next page for the
  layout of their encampment.
  
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  Monster Squad 
  4
  The leader of the criminals, Rowan Stonebender,
  is a Black Earth Priest. He is accompanied by
  Ungred and Igan (use guard statistics). Rowan,
  Ungred, and Igan are survivors of the Cult of the
  Black Earth. Since the cult’s destruction near Red
  Larch, these three have lived as bandits –
  preying on travelers along the Long Road. They
  are using a dilapidated twoEroom cottage as
  their hideout. When the characters arrive, the
  three criminals are sitting around a fire in front
  of the cottage.
  Rowan Stonebender ? Human
  AC 17 (splint), Hit Points 37, Speed 30 ft,
  STR 15(+2) DEX 11(+0) CON 14(+2)
  INT 12(+1) WIS 10(+0) CHA 16(+3)
  Skills: Intimidation+5, Religion+3, Persuasion+5
  Senses: passive perception 10
  Challenge 3 (700xp)
  Spellcasting: 5thE level spellcaster using Charisma
  (spell save DC 13, +5 to hit with spill attacks).
  Cantrips: acid splash, blade ward, light, mending,
  mold earth
  1st level (4slots / 1 slot available): earth tremor,
  expeditious retreat, shield.
  2nd level (3 slots): shatter, spider climb
  3rd level (2 slots / 1 slot available): slow
  Actions.
  Multiattack: The priest makes two melee attacks.
  Glaive: Melee Weapon Attack: +4 to hit, reach 10 ft.,
  one target. Hit: 7(1d10+2) slashing damage.
  Reactions.
  Unyielding. When the priest is subjected to an effect
  that would move it, knock it prone, or both, it can use
  its reaction to be neither moved nor knocked prone.
  Aftermath
  If interrogated, the criminals will identify the
  drow as Xaret Nightshade, a trader in illicit
  goods that visits Amphail monthly. A small
  Halfling girl is bound and gagged in one corner of
  the back room. The girl, Frocey Brambledale, is
  still in shock from the brutal slaying of her family.
  If the characters show compassion, she will
  reveal that her family was traveling to Amphail
  to sell some of their harvest.
  If the characters want to take the girl to Amphail,
  remind them of the urgent nature of their
  mission. If they still delay, adjust the remaining
  sections – it is likely that the compound will be
  overrun if the characters are not present.
  The criminals are each carrying d20 silver pieces
  and d10 gp. Rowan also is carrying two small
  rubies (100gp each) in a secret pocket near his
  waist. The criminals have a small cart with two
  horses. The cottage contains a healer’s kit and a
  variety of grains and vegetables, a small crate of
  horseshoes, a crate of farming tools, and four
  bolts of cloth. At market, these goods could fetch
  35 gp. The cottage also holds a small lockbox
  with 300 cp, 60 sp, 20 gp, a Potion of Giant
  Strength, and a Potion of Healing.
  Experience
  Black Earth Priest 700xp
  Guards 25 each
  Owlbear 700xp
  Story Award 500xp (If the characters take the
  girl with them to the compound.)
  Note: The characters should be third level by the
  time they reach the compound.
  
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  Monster Squad 
  5
  Act 2: Siege 
  The characters arrive at the Talmost estate late
  in the afternoon. The Talmost Estate is
  approximately 115 feet on a side and sits in a
  large clearing. The Talmost’s have cleared
  approximately 150 feet to the tree line in each
  direction. The walls are 20 feet tall and ringed
  by a narrow walkway to serve as battlements.
  Each gatehouse is two stories tall (even with the
  walls) and the tower stands 30 feet tall with
  crossbow slits facing in each direction. The
  internal structures are single story buildings,
  with the exception of the twoEstory
  bedchambers.
  Read the following.
  As late afternoon begins to turn to evening, the
  road you are following approaches the open
  gates of a stoneEwalled estate. You hear the
  sounds of construction ahead. The land around
  the estate has been cleared in all directions. To
  the west of the estate, a large body of some
  creature lays dead, peppered with crossbow
  bolts and arrows. The damaged wall and
  positioning of the clawed feet, hookEended arms,
  and beakEmouthed head, shows that the body
  was dragged from the wall to its current
  location.
  As you near the gatehouse, two armored men
  approach you and you spot another guard
  standing watch in the corner tower.
  The two men that approach the party are Rhys
  Horne, the captain of the Bronze Talons
  detachment (use Veteran stats) and Jayden, a
  Bronze Talon (use Guard stats). Rhys is pleased
  to see that reinforcements were sent, but was
  hoping for more. He explains that the troubles
  started with the harassment of hunters and
  trappers employed by Talmost. A few days ago,
  the problems escalated and have now become
  nightly attacks. They have lost over a dozen men.
  Only Rhys, Dharamst Talmost (use knight stats),
  six Bronze Talons (Jayden, Justus, Grey, Kolby,
  Asher and Darrien – use Guard stats), three
  hunters (Finlay, Sebastian, and Kieran – use
  Scout stats) remain to defend the estate.
  All of the defenders look tired, bloodied and
  desperate. It is obvious that they are worried
  that the characters will not provide enough
  reinforcements.
  When Rhys introduces the characters to
  Dharamst Talmost, he is obviously irritated that
  the reinforcements were so small. Rhys tells the
  characters to stow their belongings in the
  retainer hall and get some rest.
  If the characters explore the estate, Dharamst
  stays in the Lord’s Hall with his wife (Layla) and
  young son (Rohan). Layla will take charge of
  Frocey if the characters brought her with them.
  They eat a simple dinner in the Great Hall,
  prepared by Kieran, before Rhys calls everyone
  into the courtyard at dusk.
  Rhys informs the assembled group that they will
  be sleeping on the battlements again tonight,
  with a twoEhour watch rotation on each wall.
  The characters are assigned to the west wall.
  Dharamst and his hunters will watch the north
  wall. Rhys, Jayden and Justus are stationed along
  the gate and the remaining Bronze Talons watch
  the eastern wall.
  Have the characters determine their watch order
  (four watch periods) and roll four perception
  checks for the night. Record the value for each
  check. These will be used during the encounter
  below.
  All is quiet until early in the third watch. Check
  the perception roll for the character on watch. If
  it is successful (DC 12), the character on watch
  notices the attack before it starts. He is able to
  wake his companions and take an action during
  the first round of the encounter. The
  companions can begin acting on the second
  round. If the check is failed, the character on
  watch acts in the second round and companions
  can act in the third round.
   
  
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  Monster Squad 
  6
  Attack!
  The attacking forces consist of two Quagoth
  Thonots, Xaret Nightshade (see stats in the
  Showdown section, page 9), and two rust
  monsters. A table summarizing the attack is
  included on the next page
  One Quagoth Thonot attacks from the west and
  one from the east. Before attacking, each
  Quagoth Thonot casts mirror image prior to
  charging the wall. The characters hear yelling
  from the other walls and see four stoneEgrey
  apeElike humanoids break from the tree line in a
  ferocious charge towards them. It takes two
  rounds for the monsters to reach the base of the
  wall. At the end of the second round, they cast
  enlarge on themselves (growing both
  themselves and their duplicates). In their
  enlarged forms, they can scale the wall in one
  turn and still make one claw attack. If the
  characters need help with the attackers on their
  wall, Dharamst will come to their aid at a
  dramatic point in the combat. Rhys and the other
  combatants are engaged on the eastern wall or
  front gate.
  
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  Monster Squad 
  7
  When the Quagoth Thonots begin their attack,
  Xaret Nightshade, in the form of a small black
  cat, will sprint to the gatehouse and climb the
  wall unobserved by the guards on the south wall.
  By the end of the third round, Rhys has left to
  help with fighting on the eastern wall. During
  rounds four and five, Xaret changes into his
  Drow form and incapacitates Jayden and Justus
  with his poisoned hand crossbow. During
  rounds six and seven, two rust monsters charge
  from the tree line as Xaret opens the gate. Once
  the gate is open, Xaret returns to his cat form
  and flees.
  Use the characters’ previous rolled perception
  checks (DC 20) in round six to notice the
  charging rust monsters and (DC 15) in round
  seven to notice the opening gate. It is unlikely
  (DC 25) that the characters will notice Xaret. If
  Xaret ever feels endangered, he will cast
  darkness and turn into a spider to hide in cracks
  until he is able to safely flee.
  On round eight, the rust monsters enter the
  courtyard and begin rampaging for metal!
  Combat Summary
  Round
  1
  Quagoth Thonots (with mirror image) break
  from the tree line to attack the eastern and
  western walls.
  2
  Quagoths reach the base of the walls and
  casts enlarge.
  3
  Quagoths scale the wall and makes one claw
  attack. Rhys leaves the gate to help on the
  eastern wall.
  4
  Quagoths’ continue attack. Xaret attacks the
  two guards remaining at the gate.
  5
  Quagoths’ continue attack. Dharamst aids
  PCs as needed. Xaret completes attack.
  6
  Quagoths’ continue attack. Xaret begins
  opening the gate and Rust Monsters charge.
  7
  Quagoths’ continue attack. The Rust
  Monsters are at the open gate.
  8
  Xaret flees and the Rust Monsters rampage
  in the courtyard.
  9+
  Quagoth’s Enlarge spell expires. Fight
  continues…
  Aftermath
  Rhys, one hunter, and three guards were killed
  during the combat. It takes about ten minutes to
  revive Jayden and Justus after combat. Narrate
  the damage to the courtyard based on how long
  the rust monsters were able to rampage before
  being put down.
  It would be in poor taste to attempt to pilfer loot
  from the dead hunter and guards. If a character
  tries, have them roll sleight of hand (DC 15) to
  get away with it. The hunter and three guards
  each have d10 gold pieces and d20 silver pieces.
  Rhys has d20 gold and a small garnet worth 100
  gp.
  Experience
  • 
  Quagoth Thonot 700 xp
  • 
  Rust Monster 100 xp each
   
  
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  Monster Squad 
  8
  Act 3: Showdown 
  The next morning, Dharamst meets with the
  survivors in the courtyard. The ragged group
  consists of the PCs, two hunters (Finlay and
  Sebastian – scout), three guards (Jayden, Justus
  and Asher – guard), Dharamst Talmost and his
  family. Talmost is insistent that the PCs track
  and put a stop to the attackers. The estate can’t
  face another night raid without being overrun.
  The tracks to the south, east, and west are all
  easy to find. They loop around and connect
  about ¾ of a mile north of the estate and then
  continue northeast together. A survival check
  (DC 15) shows that the group consisted of two
  4Elegged creatures, 2 heavy bipeds with large
  clawed feet (Quagoth) and one lighter humanoid.
  After two miles of travel through thick forest, the
  trail crosses an overgrown clearing. The ruins of
  a small cottage sit in the middle of the clearing –
  the roof and at least one wall have crumbled
  away. If the characters search the ruins, they
  find the remnants of a campsite with charred
  rodent bones in a cold fire pit. A survival (DC
  10) check shows that the camp is likely weeks, if
  not months, old.
  After another mile, the trail continues along a
  narrow pathway up a steep rocky outcrop. A
  rutted wagon trail heads off to the southeast. A
  survival check (DC 10) allows a character to
  determine that there are no signs of recent use
  of the wagon trail.
  The pathway twists upwards for 200 feet before
  taking a sharp turn around a large boulder. The
  trail continues past a narrow cave entrance (6 ft
  wide x 4 ft tall) 100 feet from the boulder. A
  human head, complete with reddish brown hair
  (shoulder length…if there were shoulders) and
  shaggy beard is impaled on an upright spear 20
  feet from the cave entrance. The yellowishEred
  eyes of the head stare unblinkingly down the
  path towards the boulder.
  If the characters want to avoid the head, it is
  possible to leave the trail – either above or
  below E and scramble across the rocky slope.
  Ask the characters to determine how much space
  they give the head. An Acrobatics (DC 10) check
  is needed to successfully navigate the slope. A
  failed check means that the character tumble
  either back to the pathway, landing directly in
  front of the head, or (if crossing below), 1d4 x 10
  feet down. Sliding characters take 1d4E1 points
  of damage per 10 feet. Each character crossing
  above the head should also make a stealth check
  (DC 15). A failed check means that debris slides
  down the slope and awakens the head.
  As soon as any humanoid comes within 15 feet
  of the head, its eyes shift to focus on the creature.
  A bloated and cracked black tongue licks its
  purplish lips before it loudly moans in a hoarse
  voice, “Turn back…only…your death…awaits
  ahead…”
  Every other round while humanoids are within
  range, the head moans additional threats.
  • 
  Ulgath the undying…will tear…your
  arms…from your body.
  • 
  Trespassers…shall perish.
  • 
  Your head…will be…upon a spike.
  
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  Monster Squad 
  9
  The Cave
  The cave is dark, damp, and permeated with the
  stale stench of decay. The occupants starting
  points are shown on the map below. If the head
  bellows a warning, none of the occupants are
  surprised. If the head does not provide a
  warning, Xaret is only surprised if the party can
  get past the Fomorian Zombie without it howling
  in rage. A larger map of the cave is found on page
  13.
  1. Entry
  The entrance to the cave widens to 25 feet and a
  height of 20 feet. Light quickly fades as the
  characters move away from the entrance. A
  tripwire (Investigation DC 10, Dexterity DC 15
  to disable, or just step over it) will drop a 10ft x
  10 ft net from the ceiling. A strength (DC 15)
  check can be made each round to free a
  character or two rounds to cut free with any
  sharp edged weapon. The Fomorian Zombie will
  charge into combat with a roar when the party
  passes the tripwire (or trips the net trap). Xaret,
  in the form of a giant spider will also charge into
  combat if previously alerted. Xaret takes 2
  rounds to get from his chamber to the tripwire
  area. (Combat Note: Xaret enters combat as a
  giant spider. When dropped to 0 hp, he will
  revert and flee – using his second shape change if
  available.) See aftermath for loot!
  Fomorian Zombie – Huge giant, undead
  AC 14, Hit Points 67 Speed 30 ft,
  STR 18(+4) DEX 11(+0) CON 15(+2)
  INT 6(E2) WIS 8(E1) CHA 5(E3)
  Immunities: Poison, exhaustion
  Senses: darkvision 120 ft, passive perception 18
  Challenge 2 (450xp)
  Undead Fortitude: If damage reduces the zombie to
  0 hp, it must make a constitution check with DC
  5+damage taken, unless damage is radiant or a
  critical hit. Upon success, the zombie is reduced to 1
  HP instead.
  Appearance. The fomorian stands 12 ft tall. It’s dark
  form is twisted, lumpy, and bloated. It wears rotting
  and ragged furs.
  Actions.
  The fomorian makes one attack with his greatclub.
  Greatclub: Melee Weapon Attack: +6 to hit, reach 10
  ft., one target. Hit: 17(1d10+2) bludgeoning.
  Xaret Nightshade – Dark Elf Druid, Circle of the Moon
  AC 12 (16 with barkskin), Hit Points 26, Speed 30 ft,
  STR 10(+0) DEX 14(+2) CON 13(+0)
  INT 12(+1) WIS 15(+2) CHA 12(+1)
  Skills: Stealth +4
  Senses: darkvision 120ft, passive perception 14
  Challenge 2 (450xp)
  Fey Ancestry: advantage on saving throws against
  charm, can’t be put to sleep.
  Sunlight Sensitivity: disadvantage on attack and
  perception rolls while in sunlight.
  Innate Spellcasting: Charisma (DC 11), at will:
  dancing lights, 1/day: darkness, faerie fire.
  Spellcasting. 4thElevel spellcaster, Wisdom (DC 12),
  +4 to hit with spell attacks.
  Cantrips (at will): druidcraft, produce flame,
  shillelagh
  1st level (4 slots): entangle, longstrider, speak with
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin)
  Appearance: black skinned with pale copper hair
  pulled into a ponytail. Steal nose ring. Staff carved
  with skulls.
  Actions.
  Quarterstaff. Melee Weapon, +2 to hit (+4 w
  shillealagh), reach 5ft, one target. Hit: 3(1d6) or 4
  1d8) sith shillelagh or two hands, bludgeoning
  damage.
  Hand Crossbow: Ranged Weapon, +4 to hit, 30/120,
  Hit: 5 (1d6+2) piercing plus poison. DC 13 Con saving
  or poisoned for 1 hr. If fails by 5 or more, unconcious
  until shaken or damaged.
  
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  Monster Squad 
  10
  2. Xaret’s Quarters
  This small side cavern serves as Xaret’s living
  quarters. A tripwire (DC 10 to find and remove)
  drops acid in a 10 ft square across the entrance.
  Anyone with exposed skin takes 6 (2d6) points
  of acid damage. Clothing and armor is stained a
  yellowEgreen color, affecting appearance only.
  The alcove to the south holds two wood crates
  and a large barrel of water. The crates contain
  three weeks worth of rations for one person.
  A raised sleeping pad is located at the end of the
  cavern. An explorer’s pack and two pouches lay
  near the pad. The first pouch contains 23 gp, 15
  sp, a quartz stone (30gp), a bone whistle (3 cp),
  and a collection of six colored hair ribbons. The
  second pouch contains a flask (Drow Poison, 10
  doses) and a quill and ink set. A scroll tube,
  change of clothes, and silver hairbrush (4 gp)
  also sit near the sleeping pad. See aftermath for
  contents of the scroll tube.
  3. Cavern
  This large cavern smells strongly of decay. Four
  deep rothe zombies (muskox like creatures, use
  rhinocerous stats if you don’t have Volo’s Guide
  to Monsters.) mill about the cavern. They can be
  controlled by the bone whistle (area 2) and
  simple hand gestures. Two caravans, each
  consisting of three connected wagons, sit facing
  area 4. Five of the wagons hold large metal cages,
  four of which are empty. The fifth cage holds
  two young Quaggoths (half HP and damage). The
  final wagon is packed with crates (see aftermath
  for contents).
  The two young male Quaggoths (Shurak and
  Tharan) understand undercommon. They
  willing explain that the Drow purchased them
  and their parents from the slave pens at MantolE
  Derith (in the Underdark). He forces their
  parents to do things by threatening the kids.
  The tunnel to the east ends in a cavern holding
  six moldy bedrolls. Four large iron rings are
  bolted to the walls. The rings appear to be able
  to secure multiple chains and manacles to keep
  prisoners from escaping this area. It is currently
  unoccupied.
  4. Tunnel
  This wide tunnel leads off into the darkness at a
  shallow downward slope. Characters can follow
  this tunnel for about a ½ mile before it ends in
  an intersection…welcome to the Underdark!
  Aftermath
  The characters receive 450 XP for killing the
  fomorian zombie and an additional 450 XP if
  they kill or capture Xareth. If they only destroy
  his giant spider form, they earn 200xp). Any
  character that advocated for humane treatment
  of the Quaggoth children should also be given
  100xp).
  Most of Xareth’s personal belonging are found in
  area 2. He has an alexandrite gem (200gp) sewn
  into his belt. Xaret also has a wand of secrets
  (DMG pg 211).
  Xareth’s scroll tube (area 2) contains a number
  of sheets of parchment that appear to be a ledger
  of transactions, with a page each for many of the
  larger towns in the Dessarin Valley, including
  Amphail, Red Larch, Triboar, Longsaddle and
  Yartar. The ledger lists transaction by customer
  initials, and goes back many months and
  includes purchases of trade goods, illicit goods,
  and slaves.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monster Squad 
  11
  Mixed in with these parchments is a contract
  titled to Xareth Nightshade from someone
  named Silver Bursar. The contract pays Xareth
  450 gp in trade goods for harassment of the
  Talmost hunting and trapping operations in the
  Westwood Forrest area. The signature is sealed
  with an imprint of an eye superimposed on a
  dagger.
  The final wagon in the caravan is packed with
  wooden crates. Most of these crates contain
  trade goods: casks of molasses, bags of grain,
  fine cloth, fur, bottles of wine, reams of
  parchment paper, dried fruits, and sacks of
  spices. The total value of these goods is
  approximately 200 GP.
  The wagon also holds three locked chests (DC
  15).
  Chest 1: This chest is filled with bundles of grey
  roots (about 10 pounds). Any character with a
  criminal background, alignment with the
  Zhentarim, or a successful Medicine or Nature
  check (DC 10) knows that these are styxroots –
  an illicit stimulant that causes euphoria and
  jittery reactions. Any character with an
  appropriate background knows that this stash is
  worth around 160 gp. The root is addictive
  (Constitution check DC 5 + 3 for each dose).
  Any addicted character going for more than a
  week without a dose suffers disadvantage on
  physical checks (including attacks).
  Chest 2: This chest contains small squares of a
  hard yellow cheese. The cheese is spotted with
  green seeds throughout. Similar to chest one,
  characters with appropriate criminal
  backgrounds or a successful medicine check (DC
  10) know that this is Luiren Spring Cheese, also
  called Mind Cheese or just “cheeeese.” This drug
  is popular with halflings, but affects any
  humanoid with sluggishness of mind and body
  (disadvantage on physical and mental checks).
  This too is highly addictive (Constitution check
  DC 10 + 5 for each dose). Withdrawal begins
  after one day without a dose and includes
  cramps, fevers and hallucinations. Addicts in
  withdrawal gain one level of exhaustion on the
  first day, a second level on the second day, and
  are incapacitated with pain on the third day.
  This stash is worth around 120 gp.
  Chest 3: This small chest contains a dozen glass
  vials wrapped individually in thick cloth. (See
  DMG Pg 257 for descriptions)
  4 vials made from a reddish glass contain a
  gaseous Malice poison (250 gp each vial).
  6 vials made from an orangish glass contain
  truth serum (150 gp each).
  2 vials made from a brown glass contain a
  gaseous Essence of Ether poison (300 gp each
  vial).
  This is a lot of loot! However, there are a few
  issues that the characters will have to resolve.
  First, the wagons can not be taken out of the
  cave. Crates must be hauled down the rocky
  outcrop to a waiting wagon. It will cost money
  to purchase or rent this wagon. Second,
  characters will likely only receive 50 – 75% of
  the value of the trade goods (use negotiation
  checks in a town or city) and 40E60% of the
  value of the illicit drugs and poisons. They can
  only sell the drugs and poisons if they have the
  appropriate contacts (e.g. Zhentarim). In
  addition, the characters will not be able to move
  the loot for a few days. They need to return to
  the Talmost estate and finish their job.
  Wrap-up 
  Dharamst Talmost is pleased when the
  characters return with evidence that the threat
  to the estate has ended. He knows the name,
  Xaret Nightshade, as a shady trader, rumored
  slaver, and troublemaker that works in the
  Dessarin Valley and the Underdark. He does not
  know who the Silver Bursar might be, but asks
  the characters to report this to their superiors
  when they return to Waterdeep.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monster Squad 
  12
  Dharamst sends Finlay to Amphail to recruit
  additional hunters and trappers and places one
  of the PCs in charge of guarding the estate (with
  the rest of the PCs, Jayden, Justus and Asher).
  The next few days pass without incidence. Any
  character that is interested may hunt with
  Dharamst and Sebastian. On the third day, a
  detachment of 20 Bronze Talons, led by Artan
  Stonehammer (dwarf) arrives with additional
  provisions. He pays the three remaining guards
  and the PCs (Seven 50Egp Moonstones each)
  before dismissing them. He asks the guards and
  PCs to check in with Captain Hawkwood when
  (or if) they return to Waterdeep.
  What’s Next? 
  If the characters return to Waterdeep, they can
  learn from Mac Bondo that the Silver Bursar is
  an agent of the Knights of the Shield, a secret
  society of merchants based in the south that
  often uses underhanded methods to disrupt
  trade in the north. For more information on the
  Knights of the Shield, visit:
  http://forgottenrealms.wikia.com/wiki/Knights
  of the Shield
  This adventure can stand alone. However, it also
  marks the second module in the Power Plays
  story arc that will take characters from first to
  fifth level. The remaining two adventures
  include:
  Mercenary Monkeywrench
  This adventure, appropriate for levels 3E4, takes
  place in Waterdeep. Mac Bondo hires the
  characters to discredit a rival mercenary band.
  At the same time, Mac’s rivals (from Guard Duty)
  start causing problems again. This module also
  contains a series of urban encounters that can be
  used in any city. Available February 2017.
  Waterdeep at War!
  This adventure also takes place in Waterdeep
  and is appropriate for levels 4E5. Mac Bondo’s
  rivals escalate their attacks in a night of bloody
  violence that threatens to destabilize the entire
  city. The characters fight back and eventually
  come faceEtoEface with the evil behind the scenes.
  Available February 2017.
  Other titles on DMs Guild:
  Faction Folio: Waterdeep - A DM's City 
  Guide (5 star - silver seller) 
  City Encounters (4.5 star - silver seller) 
  Road's End Robbery (Grave robbers!) 
  Giant Tales (Two adventures perfect for Storm 
  King's Thunder) 
  The Weeping Glass (a murderous rampage in a 
  hotel) 
  Credits 
  The head on a pike is Montrose’s Head on a Pike
  by Sir Joseph Noel Paton (1863). Usage rights:
  http://www.victorianweb.org/art/illustration/p
  aton/11.html
  The Deep Rothe image is from here:
  https://pixabay.com/pE153482/?no redirect
  The remaining artwork is from Patrick Pullen’s
  collections on the DMs Guild.
  The title, Monster Squad, is taken from the 1987
  movie about a group of preEteen monster movie
  enthusiasts that save their hometown from evil
  monsters…
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monster Squad 
  13
   
  Cave 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Monster Squad (Sanitized).pdf