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The Briar-Hound of Brackenford

5 scenes · about 3.5 hours · 3 encounters

The Briar-Hound of Brackenford

A monster stalks the road, but the trapper may be the real danger.

Read aloud

Three travelers have vanished on the east road, and a wagon returned with its horses torn apart. Brackenford's reeve offers a reward for the death of the beast locals call the Briar-Hound. She wants it dealt with before the next market caravan arrives.

Run the session

Scene
1/5
A Reward Before the Caravan
Objectives
0/3

Objectives

A complication

Cheat sheet

Objectives

  1. 1Find the Briar-Hound before it strikes again.
  2. 2End the immediate threat on the east road.
  3. 3Expose the poacher responsible for driving the beast toward the road.Optional

The clock

The next market caravan arrives at dusk tomorrow. If the Briar-Hound is still active, it may target the caravan's meat and livestock on the east road.

Scenes

  1. 0:00A Reward Before the Caravan
  2. 0:25The Roadside Evidence
  3. 1:10The Trap Line
  4. 2:00The Briar-Hound's Last Hunt
  5. 3:00The Man Behind the Snares

Cast

  • Mara VennQuestgiver
  • Tovin ReedAlly
  • Edrin ValeAntagonist
  • Sella NollWitness

The hook

Set the scene

Read aloud: "Rain taps against the shutters of Brackenford's meeting hall as Mara Venn spreads a torn harness across the table. One buckle is bent inward, and dark blood has dried in the leather. 'Three travelers gone, two horses dead, and a market caravan due tomorrow,' she says. 'Find the Briar-Hound and make sure it cannot hunt this road again.'"

How Mara Venn asks

Mara Venn summons the party to Brackenford's meeting hall after hearing of their arrival.

Rumours

Roll a rumour

1“The Briar-Hound can smell blood through stone. This is an exaggeration, but it is unusually good at finding wounded prey.”
2“A carter says the beast ignored a group of children and attacked a meat wagon instead.”
3“Someone has been buying iron traps in bulk, though the nearest smith claims the buyer paid in cash.”
4“Tovin Reed swears the wolf's tracks loop back toward the old logging hollow.”

Scenes

about 3.5 hours
  1. 0:00

    25 min

    socialThe table is here

    1. A Reward Before the Caravan

    Brackenford meeting hall, while rain and market preparations fill the village outside.

    Mara hires the party and lays out what is known. The characters can negotiate for supplies, question her about past attacks, and meet Tovin, who offers to help track the animal.

    NextTovin leads the party to the last attack site, where the trail begins.

  2. 0:25

    45 min

    exploration

    2. The Roadside Evidence

    The east road and a rain-darkened wagon wreck beside the tree line.

    The party examines the abandoned wagon, gathers testimony from Sella, and follows signs of blood, paw prints, and dragged meat. They can notice that the beast targeted cargo rather than people and discover a broken iron snare.

    NextA clear trail leads toward the old logging hollow, or Tovin suggests the nearby clearing where he saw a fresh snare.

  3. 1:10

    50 min

    skill

    3. The Trap Line

    A bramble-choked clearing and the old logging trail, where rain, soft ground, and snares make pursuit hazardous.

    The party follows the trail through difficult woodland. They can free the snared wolf, search the trap line, and decide whether to investigate Edrin's nearby camp before confronting the Briar-Hound.

    The Trapped Sentinel

    NextTracks and signs point to the denning hollow. Evidence from the traps can also lead to Edrin's camp.

  4. 2:00

    60 min

    combat

    4. The Briar-Hound's Last Hunt

    The root-tangled hollow beneath the old logging rise.

    The party confronts the Briar-Hound in its denning hollow. The beast fights to reach its food and escape threats, not to protect treasure; clever use of bait, cover, or a safe retreat can change the fight.

    The Briar-Hound's Last Hunt

    NextWith the road's immediate threat ended, the party can return to Mara or pursue the evidence to Edrin's camp.

  5. 3:00

    40 min

    social

    5. The Man Behind the Snares

    Edrin's temporary logging camp, followed by Brackenford's meeting hall.

    The party decides what to do with Edrin and presents its findings to Mara. Edrin may be confronted at his camp, captured on the road, or exposed through his ledger and traps.

    The Poacher's Camp

    NextThe story closes with payment, local consequences, and the party's choice about the valley's future.

Behind it

What people believe

Travelers have disappeared along the east road near Brackenford, and a deadly beast known as the Briar-Hound is blamed.

Background

The hamlet of Brackenford sits beside a stretch of the old King's Road where travelers have recently vanished.

The stakes

If the Briar-Hound remains active, another traveler may die and Brackenford may lose the market caravan that supports its winter stores.

Encounters

3
  • The Trapped Sentinel

    Optional social or combat encounter

    A narrow forest clearing with thorny brush, a shallow stream, and two iron snares. Brush is difficult terrain; the stream is easy to cross but noisy.

    Foes

    • Snared wolf

    ComplicationAn injured wolf is caught in an iron snare. If freed calmly, it retreats and the party can inspect the trap for evidence. If attacked or startled, it fights defensively before fleeing.

    ScalingFor a smaller or less capable party, the wolf is already exhausted and has reduced hit points. For a larger or stronger party, add a second wolf that stays near the edge of the clearing and joins only if the first is attacked. Use suitable 5E wolf statistics or a comparable system-specific creature.

  • The Briar-Hound's Last Hunt

    Combat

    A denning hollow among exposed roots, thorn thickets, and a fallen tree. Thorn patches impede movement; the fallen tree offers cover and can be climbed. A set snare can be spotted and avoided or turned against the beast.

    Foes

    • Briar-Hound, a scarred dire wolf

    ComplicationThe Briar-Hound tries to drag a carcass into the denning hollow, then attacks anyone who blocks its route. If the party approaches quietly or uses the bait, they can choose the ground and avoid being surprised. Edrin's snares may also hinder combatants.

    ScalingUse dire wolf statistics as a baseline in D&D 5E. For a party of three or level 3 characters, reduce its hit points and remove Pack Tactics. For a party of five or level 5 characters, retain the baseline and add two ordinary wolves only if the fight is otherwise too easy. These adjustments are encounter guidance, not official variant rules.

  • The Poacher's Camp

    Optional social or combat encounter

    A rough logging camp with stacked timber, a muddy track, and a cookfire. Timber stacks provide cover; the mud slows a dash across the camp.

    Foes

    • Edrin Vale

    • Two hired guards

    ComplicationEdrin tries to flee with his trap ledger and a bundle of pelts. He can be confronted, persuaded to surrender, or chased through the logging camp. If the party exposes him before the beast is killed, he may offer the den's location in exchange for being allowed to leave.

    ScalingFor a smaller party, one guard is absent or unwilling to fight. For a larger or stronger party, use both guards and give Edrin a clear escape route rather than increasing their durability. Use commoner or bandit-like statistics appropriate to the system and table.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver, Brackenford's reeve

    WantsProtect Brackenford's travelers and restore confidence in the road.

    “It takes the east road at dusk. I want it stopped before another family loses someone.”
  • Tovin Reed

    Ally, local tracker

    WantsKeep the party from killing every wolf in the valley, and expose the trappers who caused the attacks.

    “That thing isn't hunting for sport. Someone has been laying iron traps in its denning ground.”
  • Edrin Vale

    Antagonist, poacher and traveling factor

    WantsConceal that he has been setting illegal traps and selling pelts to a distant factor.

    “The beast is a menace. The traps are lawful salvage, and none of your business.”
  • Sella Noll

    Witness, rescued carter

    WantsHelp the party find the truth, while avoiding blame for having ignored an earlier warning.

    “I saw the wolf turn away from the children. It went straight for the cart with the meat.”

How it ends

Rewards

Experience: Award experience appropriate to the table's D&D 5E advancement method for the combat and investigation. As a milestone option, completing the main objective is a suitable step toward the next level.
Gold: 75 gp total for the party, with Mara willing to advance 15 gp for supplies. Add 25 gp if the party brings credible proof against Edrin.
In the story: The party gains local recognition and a standing invitation to stay at Brackenford's inn when traveling through the area.
Standing: Brackenford's residents regard the party as reliable protectors. If Edrin is exposed, local hunters and carters offer additional assistance on future work.

Items

  • A well-made hunting bow or equivalent mundane weapon, chosen by the party

  • A pouch of three antitoxin doses, offered by Tovin as thanks if the party frees the snared wolf

On a win

The road is safe from the Briar-Hound, and the party returns proof of its defeat or evidence that it has been permanently driven from the area.

What it leaves open

Edrin's ledger lists a buyer in the city who pays extra for pelts from supposedly legendary beasts.
If the party spares or relocates the Briar-Hound, it may return if poaching and logging continue to encroach on its territory.
Tovin asks the party to help persuade Brackenford to establish a protected stretch of woodland away from the road.

If it fails

The party cannot locate or defeat the Briar-Hound before the trail goes cold.
The Briar-Hound survives and attacks another isolated cart within days. Brackenford closes the east road at dusk, disrupting trade and leaving nearby farms without supplies.
The party kills the Briar-Hound but fails to identify or capture Edrin.
Edrin escapes with his ledger and evidence, allowing him to continue trapping elsewhere. Mara still pays for the beast's death but cannot promise the poaching will stop.
The party ignores a clear warning, loses control of the final approach, or leaves a vulnerable witness exposed.
A traveler or local is seriously injured, and Brackenford's trust in the party is damaged. Mara delays payment until the injured person's care is secured.

Complications (d6)

  1. 1A sudden downpour washes away the clearest tracks. The party must find a sheltered print or use another lead to stay on the trail.
  2. 2A wounded wolf limps across the trail. It is frightened, not aggressive, and its snare wound bears the same workmanship as traps found near the road.
  3. 3A cart axle breaks on the exposed road. The party must spend time repairing it or leave the cart and its vulnerable passengers behind.
  4. 4Edrin Vale's hired lookout spots the party and moves the nearest bait carcass, making the trail point toward Brackenford unless the deception is noticed.
  5. 5A pack of ordinary wolves follows at a distance, drawn by blood and food. They flee if offered meat or driven off, but fighting them costs time and may alert the Briar-Hound.
  6. 6A frightened traveler insists on coming along to identify the beast. If the party refuses, the traveler follows secretly and risks being caught in the final confrontation.

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