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The Brigands of

Bristleback Burrow
A 1st–3rd level adventure designed for use with Shadowdark RPG

“No amount of coin is worth crossing paths with the Bristlebacks; they’ll rob you
of more than your gold.” – Myrtle Salesbury of Salesbury & Sons Caravansary.

The Brigands of Bristleback Burrow is an independent product published under the Shadowdark RPG Third-Party
License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC
Contents
03 Overview
04 Areas 1–12
07 Creature stats & NPC generator
08 Keyed Map

Written by Brynjar Már Pálsson.

Cover art by @nbomedroned / Fiverr.com.


Check out their other amazing work over at
www.artstation.com/nbomedroned.

Other minor illustrations were generated with Midjourney A.I. software.

2
Overview
ROOM DESCRIPTIONS
The keyworded descriptive elements in RUMORS
bold in the beginning of each area are safe
1 The burrow is rife with secret tunnels.
to share with the players. The bulleted
descriptions below them are for the GM. 2 The goblin boss wears a magical iron crown.
3 The Bristleback clan is famously fond of traps.
BACKGROUND
Once a series of interconnected mining 4 Undead stalk the abandoned mines below.
tunnels, Bristleback Burrow has gone 5 The old warlord had a vault brimming with gold.
through many inhabitants ranging from Past inhabitants hid many treasures that have
priests to warlords with each leaving a mark 6 never been uncovered.
on its construction. Now it serves as a bandit
hideout for the Bristleback goblin clan where ENTRANCES & ENVIRONMENT
tensions are high. Reenk and his veterans
don’t like how Derrig is leading the clan and ◆ [1] Temple. Carved into the top of a hill.
plans are already in motion to change that. ◆ [4] Storage. A cargo lift hidden next to a
river descends into a natural cavern.
FACTIONS AND COMBAT ◆ [6] Kitchen. A narrow, hidden chimney
The Boss. Derrig is a craven goblin boss pokes up on the side of a rocky hill.
whose penchant for cruel punishments has ◆ [12] Mines. Submerged tunnel leads to a
caused a rift in his late father’s clan. river. The southern tunnel opens up to a
His two loyal gnoll bodyguards protect him boarded–up mine entrance.
with fervor and fight to the death. One is
with Derrig in area 3, the other resides over Temple. The cracked alabaster walls and
the throne in area 10. Derrig flees through vaulted ceilings give the impression of past
secret tunnel if in danger. beauty. Its azure motifs and expertly carved
The Right Hand. Reenk is a cunning and pillars a stark reminder of its lost splendor.
manipulative goblin shaman whose
ultimate goal is becoming clan leader. Burrow. Cramped and muddy vermin–
He resides in area 8 attempting to cast a infested hallways with the lingering stench
ritual. Backed up by several loyal goblin of urine and body odor. Goblin voices echo
veterans who control areas 4–8. Retreat from the gloom as flickering torchlight
through area 4 tunnel if outnumbered. emanates from intermittent wall sconces.
The Instigator. Keira is an ambitious and Mines. These winding, abandoned tunnels
patient doppelganger, secretly forming a are pitch black and full of cobwebs. Strange
mutiny within the clan so she can take off shadows seem to flicker and disappear in
with the contents of the hidden vault. Until the eerie silence as a cold breeze flutters.
then, she resides in area 10, drinking.
Each normal goblin has a 3:6 chance to APPROACH
be in on the mutiny. Once it starts, the The Bristleback clan is in turmoil as its
mutineers attack areas 8–10 while Keira leaders vie for power and the rank–and–file
secretly breaks into area 11 and then tries dread the inevitable confrontation.
to escape in the chaos. Flees with as
much loot as possible if threatened. ◆ Goblins will think that any outsiders are
hired mercenaries at first glance.
The Undead. Helga Blackmantle was once ◆ Mutineers will assume that any outsiders
the old mine’s foreman. Now an undead have been brought in for the mutiny.
wight, she seeks the return of her treasured
stone tablet, stolen by Derrig. ◆ Goblin Veterans will seek to steer or use
Resides in area 12 searching for more any outsiders for Reenk’s ultimate goal.
miners to raise as skeletons. Retreats ◆ Derrig and his gnolls are outmatched and
behind her minions if threatened. will happily pay for outsider help.
3
Areas 1–12
Danger level. Risky. Check for random
encounters every 2 crawling rounds and RANDOM ENCOUNTERS
after walking into a room with a goblin
veteran or bristleback hyena. d4 Details (Duplicate results of 7+ use result 6)
1 1d4 curious goblins come asking questions.
Light. A dim, flickering torchlight barely
illuminates most rooms. The mines are in 2 Wall torches go out. Goblins re–light in 2d6 rds.
total darkness with dark–adapted denizens. 2d4 goblin highwaymen return to burrow with
3 2d10gp loot each. 1:6; roll on Treasure Table.
NPCs. See page 7 for goblin NPC generator.
1d4 savage bristleback hyenas escape from
Mutiny. Each time you roll on the random 4 area 9, attacking anyone they come across.
encounter table after the first, add a 5 1d4 wary Goblin Veterans come patrolling.
cumulative +1 to the result. After the
Mutiny! encounter has occured, switch to d6 6 2d6 skeletons crawl out of pit in area 7.
and reset counter. 7+ Mutiny! (see page 3, The Instigator).

1. TEMPLE HALL 3. TEMPLE CRYPT


Creatures: A group of small, green Creatures: A crowned goblin lounges on
humanoids in a heated arguement. Walls: silk pillows atop a raised dais next to a tall
Bas–relief carvings of knights on horseback. brown–furred bodyguard and two goblin
Pillars: Blue motifs on cracked marble. servants. Coffins: Stone. Blue mosaic lids.
◆ Goblins. Four. Were sent to paint scary ◆ Boss Derrig. Lavender and cinnamon
images and threats on walls. Arguing over perfume. Drinking wine and eating cheese.
what to paint and where.
◇ Wears Purity, an iron crown capable of
◇ NPCs. Grubnash (bulging eyes), Ooble casting Shield of Faith 1/day.
(big belly), Skraggit (burned fingers),
◇ Knows that Reenk is planning a coup
Ugrok (aggressive, tattooed face).
but afraid to act while morale is low.
◇ Buckets. Four. Charchoal paint.
◇ Is willing to pay handsomely for killing
◆ Pillars. Three pillars have their motif Reenk and his goblin veteran lackeys.
slightly off pattern. Rotating each back
◆ Fang. Gnoll bodyguard, (eye–patch, dour).
into place opens a concealed floor tile.
◆ Servants. Nabz (klepto), Krid (docile).
◇ Compartment(C). Hides Forbearance,
a magical silver shield with a winged ◆ Coffins. Two, open. Skeleton in ruined
crown motif. The wielder can 1/day knight gear in each. Hidden under one is
negate all damage from a single attack. Virtue, a Bag of Holding magically inert
while held by a non–lawful character.
2. TEMPLE SHRINE
Statue: Stalwart woman in full plate holding 4. GOBLIN STORAGE
a longsword with both hands. Walls: Blue Room: A hectic cargo area full of crates and
mosaic art depicting knights. Cages: A putrid humans bustling about, supervised by a
stench wafts from ramshackle cages. foreman and goblin veteran. Tunnel: Strong
breeze blows in from the adjoining cave.
◆ Sword. Azure hilt, lionhead pommel (70gp).
◆ Ukoz. Goblin veteran, (scarred lips, sleepy).
◇ Stuck in the statue’s grasp.
◆ Humans. Trikk (foreman, bossy) ordering
◆ Mosaic. A yelling knight has a hidden
around four vapid bandits stacking crates.
crevice in the mouth. Deep inside is a
hidden lever which quietly slides the ◆ Cargo. 16 variously sized crates. Each crate
knight mosaic aside, revealing area 4. has 4d4 of the following mercantile goods:
1. Spices (5sp each). 2. Textiles (10gp each).
◆ Cages. Two, open. Each contains two
3.Porcelain (4gp each). 4. Herbs (1sp each).
collared bristleback hyenas chained and
5. Furs (5gp each). 6. Dyes (2gp each).
hungrily snarling.
7. Tea (5sp each). 8. Glassware (3gp each).
4
5. GOBLIN LAIR 8. WARLORD’S STUDY
Room: Small group of goblins sit on a floor Creatures: A lanky goblin in a leather cap
covered in straw and punctured hyena pelts. scribbles chaulk on the floor. Room: A plush
Smell: Rancid urine and rotten food. study with a pair of standing plate armor
◆ Goblins. Toe (no shoes), Snot (no nose), sets flanking a desk and bookshelf.
Squib (mumbles incoherently). ◆ Reenk. Hurriedly finishing the vengeful
◇ Huddled together, eating and grumbling spirit summoning for the other armor set.
about too short breaks. ◇ Offers to give one animated armor
◇ Release hyenas if threatened. in exchange for killing Derrig but will
◆ Wall. 2 bristleback hyenas collared to immediately betray them afterward.
short chains spiked into the wall. ◆ Veterans. Blight (maimed), Gnarl (fanatic).
◆ False Door. Locked, DC 15 DEX to pick or ◆ Plate Armor. One is an animated armor
DC 12 STR to force. under Reenk’s control. Worth 130gp each.
◇ Trapped. Acid spills from a tipped ◆ Study. Writing supplies, map of the
bucket overhead. DC 18 DEX or 1d4. burrow, a cheap, leather–bound spellbook
with a wand motif on the cover. Contains
6. GOBLIN KITCHEN detect magic, feather fall & magic missile.
Creatures: A hulking humanoid stirs a large ◆ Bookshelf. Moldy leather ledgers and an
cauldron while a pair of goblins sneak about. unfinished manuscript ‘Being a Warlord’.
Hole: Opens into murky water 20’ down. ◇ Behind. Locked leather tube(DC 12 DEX)
◆ Ogre Chef. Penelope (blind, sweet, containing a scroll of fixed object.
grandmotherly, protective of kitchen).
◆ Goblins. Taz (deceptive), Gurt (simple). 9. WARLORD’S KENNEL
◇ Trying to steal a snack and sneak away. Room: A pungent stench of urine and filth
wafts out of stalls on either side of the room.
◆ Wall. Bucket and 20’ pole, each tied to a Noise: Loud snarling and banging coming
rope sit next to the hole. from large crates with heavy locks.
◇ 2 skeletons lie in the water, skulls eerily ◆ Crates. Six. Each barely contain the 1d4
bobbing and hands grabbing anything. rabid bristleback hyenas locked inside.
7. MAIN HALL ◇ Inside. 1 crate has a gold and jade scarab
Creatures: Armed goblins fend off an pin (20gp) buried in excrement.
undead skeleton clambering out of a pit. ◇ Scraps. Various bones and rotten food lie
Room: Filthy stone chamber held aloft by scattered around the crates.
decorated pillars and stone walls. ◇ Troughs. Two, filled with pungent water.
◆ Goblins. Uhb (fierce) and Zap (timid)
fend off a climbing skeleton while next to
them, Garl (mad genius) resets a floor trap.
◆ Pit. Collapsed mining tunnels full of
rubble and corpses. Outer edges are
10’ deep, concaving to 20’ at the center.
Circled by a stone floor and a dingy wood
balustrade.
◇ Tunnel. Connects to area 12 via a narrow
tunnel hidden in deep shadows where a
group of 4 skeletons wander aimlessly.
◆ Pillars. Strung with 1–3 bodies, each with a
sign stating ‘thief’ or ‘trespasser’ etc.
◆ False Doors. Locked, DC 15 DEX to pick or
DC 12 STR to force.
◇ Trapped. Acid spills from a tipped
bucket overhead. DC 18 DEX or 1d4.

5
10. WARLORD’S THRONE 12. FLOODED MINES
Noise: Raucous laughter and clinking cups. Tunnels: Claustrophic and winding tunnels
Party: Merry goblins drink and dance on full of rubble and cobwebs. Senses: Eerie
tables. Throne: A battered and brooding silence, ephemeral dancing shadows and an
gnoll sits on the once majestic stone throne. uncharacteristic cold.
◆ Claw. Gnoll bodyguard, (sharpened claws, ◆ Dead–ends. 2d4 mismatched skeletal
hates parties). Retreats through secret miners held up with rotting ligaments and
tunnel to warn Derrig if trouble starts. armed with pickaxes.
◆ Table 1. 5 belligerent goblins share a whole ◇ Skeletons. Silently looking for more
barrel of ale atop the table. bones for Helga to re–animate. Lazily
◇ Zog (dancing), Grik (tired), Snik (yelling), attack the living unless they carry
Draz (crawling), Fiz (banging a beat). pickaxes or otherwise look like miners.
◇ Under. Two more ale barrels (10gp each). ◆ Flooded Tunnels. Eastern tunnels are on
◆ Table 2. 3 goblins huddled in conversation. average 5’ deep with another 3’ above the
water. 5 lost skeletons hide beneath the
◇ Nix (looking around), Grub (trying to eat water, their skulls poking out slightly.
a snack), Keira (recruiting mutineers).
◆ Helga. An undead female human(wight)
◇ Under. Two kegs of lamp oil (5 flasks wearing mining attire and wielding a
each), 8 torches and a crowbar. sharpened thigh–bone pickaxe.
◆ Table 3. 2 goblin veterans gambling ◇ Is willing to grant the PCs a Boon of
and drinking around a war table, their Beherit in exchange for retrieving her
weapons heaped atop it. missing tablet, hidden by the goblins.
◇ Grime (never washes), Snatch (freakishly ◇ Tablet. Discreetly hopes that the tablet
long arms). Both are drunk (DISADV). has some way for her to reverse her fate
◇ Under. An ivory horn mug carved with and become human again.
rams charging each other (35gp). ◇ Minions. Surrounded by 10 skeletons
◇ Map. Old war map with crude goblin that blindly follow her every command.
plans doodled and scribbled all over.
BOON OF BEHERIT
11. WARLORD’S VAULT
Walls: Chipped red paint covered in vulgar 2d6 Details
goblin scribbles and drawings. Treasure: An 2 +2 to Constitution stat or +1 to spellcasting.
opulent chest overflowing with loot. Armor:
3–7 +1d4 to maximum hitpoints.
An old armor stand draped with furs.
◆ False Door. Locked, DC 15 DEX to pick or 8–11 Gain advantage on CON death timer rolls.
DC 12 STR to force. Choose one option or 2 points to distribute
12 to any stats.
◇ Trapped. Acid spills from a tipped
bucket overhead. DC 18 DEX or 1d4.
Pact Slate of Beherit
◆ Chest. Open. 70gp, 520sp, 3 statuettes of a
lady, a knight and a horse (30gp each). A broken and chipped stone tablet with infernal
writing and streaks of dried blood.
◇ False Bottom. Contains a broken and
chipped stone tablet with dried blood Effect: Stamp your finger in your blood onto the
tablet. Upon each death, return to life with 1hp after
and strange writing. This is the stolen 1d4 hours.
Pact Slate of Beherit.
Curse: Lose 1d4 CON each return. When you return
◆ Armor Stand. Beneath the furs hangs with 0 CON, become a wight.
a dead goblin wearing the Raging
Conqueror’s Armor, a +1 chainmail. Curse:
suffer 2d4 damage when donned. Wearer
may suffer 1d4 to re–roll a failed attack.
◇ Furs. 4 bristleback hyena furs in pristine
condition (5gp each).
◇ Goblin. This was Darig, Derrig’s father. He
wears a gold toering(10gp) in his boot.

6
Creatures
animated armor goblin shaman
AC 15, HP 11, ATK 1 longsword +3 (1d8), MV near, S +3, AC 12 (leather), HP 19, ATK 1 staff +0 (1d4) or 1 spell +3,
D +-1, C +2, I -1, W +1, Ch +0, AL C, LV 2 MV near, S +0, D +1, C +1, I +0 W +2, Ch +1, AL C, LV 4
Statue. When standing still, looks exactly like a suit of Keen Senses: Can’t be surprised.
armor. Bug Brain (WIS spell): DC 13. Near range, one target.
Target’s INT drops to 1 for 1d4 rounds.
bandit Skitter (WIS spell): DC 12. Self. Climb like a spider for
AC 11 (leather), HP 4, ATK 1 club +1 (1d4) or 1 shortbow 5 rounds.
(far) +0 (1d4), MV near, S +1, D +0, C +0, I -1, W +0, Ch -1,
AL C, LV 1 Stink Bomb (WIS spell): DC 12. One target within
far 2d4 damage and DC 12 CON or DISADV on next
Ambush: Deal an extra die of damage when check / attack.
undetected.
goblin veteran
doppelganger AC 13 (chainmail), HP 10, ATK 1 bastard sword +2 (1d10)
AC 12, HP 20, ATK 1 dagger (close/near) +2 (1d4), MV or 1 crossbow (far) +0 (1d6), MV near, S +2, D +0, C +2,
near, S +1, D +2, C +2, I +1, W +0, Ch +4, AL C, LV 4 I -1, W +0, Ch -1, AL C, LV 2
Change Shape: In place of attacks, transform into any Keen Senses: Can’t be surprised.
similarly–sized humanoid.
Telepathy: Can secretly hear the surface thoughts of hyena, bristleback
all humanoids within near. AC 10, HP 4, ATK 1 bite +0 (1d6), MV near, S +0, D +0, C
+0, I -2, W +1, Ch -2, AL C, LV 1
gnoll Quills: When a melee attack misses you, the attacker
AC 12 (leather), HP 10, ATK 1 spear (close/near) +1 (1d6) suffers 1d4 damage.
or 1 longbow (far) +1 (1d8), MV near, S +1, D +1, C +1, I -1
W +0, Ch -1, AL C, LV 2
ogre
Rage: 1/day, immune to morale checks, +1d4 damage AC 9, HP 30, ATK 2 ladle +6 (2d4), MV near, S +4, D -1,
(3 rounds). C +3, I -2, W -2, Ch -2, AL C, LV 6

goblin skeleton miner


AC 11, HP 5, ATK 1 club +0 (1d4) or 1 shortbow (far) +1 AC 10, HP 11, ATK 1 pickaxe +1 (1d6), MV near, S +1, D +0,
(1d4), MV near, S +0, D +1, C +1, I -1 W -1, Ch -2, AL C, LV 1 C +2, I -2, W +0, Ch -1, AL C, LV 2
Keen Senses: Can’t be surprised. Undead: Immune to morale checks.

goblin boss wight foreman


AC 14 (chainmail), HP 20, ATK 1 spear (close/near) +3 AC 11, HP 15, ATK 1 pickaxe +3 (1d6) and 1 life drain +3,
(1d6), MV near, S +2, D +1, C +2, I -1 W +0, Ch +1, AL C, LV MV near, S +3, D +1, C +2, I +1, W +0, Ch +3, AL C, LV 3
4
Greater Undead: Immune to morale checks. Only
Keen Senses: Can’t be surprised. damaged by silver or magical sources.
Life Drain: 1d4 CON damage. Death if reduced to 0
CON.

GOBLIN / BANDIT GENERATOR


d8 Names (goblin / bandit) Appearances Behaviors

1 Giznak / Willem Hunched / Hobbled Sneaky / Deceptive

2 Sniggle / Aldric Big–nosed / Warty Greedy / Cunning

3 Blagruk / Beatrice Bug–eyed / Squinty Curious / Scheming

4 Skritter / Hugo Chubby / Toothless Cowardly / Prankish

5 Snibbles / Mabel Pale–skinned / Lanky Timid / Cautious

6 Zizgag / Cedric Long–limmed / Malnourished Evasive / Forgetful

7 Glint / Osmund One–eyed / Scarred Erratic / Shy

8 Blim / Agatha Sharp–toothed / Barefoot Scheming / Arrogant

7
in/out

Derrig

Fang pillar motifs

crate crate
C to area 5
L

goblins

to area 9

Locked doors require DC 12 DEX to pick or DC 15 STR to force.


Secret doors represent revolving walls, unless otherwise stated.

T : Acid bucket. DC 18 DEX or 1d4


X : Concealed floor trap (no muddy tracks). Chute opens down into pit, 10’ below.
L

L in/out
Trikk

T. 1
T. 2
Claw

L
T. 3
Snot
Uhb Squib Toe
crate Zap
crate
crate
crate
crate
crate Gurt
Penelope

Taz

L L

Reenk Garl

in/out
Helga

in/out

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