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2025-11-01 · Dread

The bike ride — Scenario

Original scenario. Target duration: 3-5 hours.

Summary

A group of friends goes on a cycling trip through central France, gets hit on a cliffside road, then finds shelter with a "former doctor" who turns accident victims into biomechanical puppets -- the Dollface.

Themes & content warnings: Isolation, injuries, medical manipulation, morgue, incinerator, mechanical prosthetics, electronic noises, loss of identity. (Tone down as needed for your table.)


Characters & key elements

Dr. Wilhelm Kraus

Polite, composed, clinical vocabulary, economical gestures.

The Dollface

Mutilated human bodies (face removed, skull cavity partially hollowed out), filled with armatures, wires, speakers (recorded breathing), small crackling coils -- dead-alive cyborgs.

The house

A former dispensary styled as a manor/small medical practice, on 3 levels:

Atmosphere: smell of ether, polish, hot metal, basement dampness.

The car (in the garage)

Same model/color as the one from the accident, dented hood, corpse wedged in the engine compartment (botched attempt at concealment -- the car won't start anymore).


Scenario structure

  1. [S1] Curve & fall -- Accident, waking up at the base of the cliff, inventory, first choices.
  2. [S2] The path & the building -- Approach to the house, signs of activity.
  3. [S3] Clinical welcome -- The doctor offers to help, isolates a PC for "examinations."
  4. [S4] The room next door -- Recorded breathing, a "prepared" corpse, first Dollface awakening.
  5. [S5] Exploration phase -- Semi-sandbox house: rooms, clues, tensions.
  6. [S6] Garage -- The car from the accident, corpse in the engine, mechanical parts.
  7. [S7] Basement & workshop -- Morgue, incinerator, inactive Dollface, victim files.
  8. [S8] Cat and mouse -- Separation, power cuts, locked doors, light gas.
  9. [S9] Confrontation -- Face Kraus / deal with Dollface / sabotage the house / escape.
  10. [S10] Epilogues -- Exit variants, consequences, traces left behind.

Detailed scenes

[S1] Curve & fall

Objectives:

Atmosphere: rural silence, smell of wet earth, wind through tall grass, twisted bikes.

Clues:

Triggers:

Outcomes:

[S2] The path & the building

Objectives:

Atmosphere: overgrown path, gate ajar, poorly maintained garden, distant electrical hum (generator), muffled barking (speaker?).

Clues:

Triggers:

Outcomes:

[S3] Clinical welcome

Objectives:

Atmosphere: hallway with coat hooks, dark living room, old photographs (medical school class), bookcase (treatises on neuropathology, experimental prosthetics, pre-war eugenics -- nothing explicitly Nazi on the walls).

Clues:

Triggers:

Outcomes:

[S4] The room next door

Objectives:

Atmosphere: an overly clean room, drawn curtains, muffled regular breathing. Make sure to describe that "someone is sleeping in a bed." The principle is to unveil the horror VERY SLOWLY and inevitably.

Clues:

Triggers:

Outcomes:

[S5] Exploration phase (sandbox house)

Objectives:

Room map:

Ground floor

Upstairs

Basement (locked by default -- key on Kraus / hooks behind a painting / metal rod)

Garage: see S6.

Event table (every 10-15 real minutes or every 2-3 rooms searched):

  1. A Dollface passes at the end of the hallway, motionless facing the wall for 5 seconds, then sprints noisily elsewhere.
  2. Lights: voltage drop, fluorescent tubes buzzing, audio static.
  3. Kraus appears with a lamp, offers "sugar and water" ("blood pressure drop, I'm sure"), stays calm if not threatened.
  4. A door locks behind the PCs; Kraus claims "the humidity" (a lie).

[S6] The garage

Objectives:

Atmosphere: smell of oil, dried metallic blood, workbench, bass hum of the generator.

Clues:

Triggers:

Outcomes:

[S7] Basement & workshop

Objectives:

Atmosphere: cold dampness, sporadic beep of an oscillator, smell of metal and grease.

Clues:

Triggers:

Outcomes:

[S8] Cat and mouse (escalation)

Objectives:

Atmosphere: short alarms, narrow corridors, slamming doors, heavy footsteps of a Dollface on the stairs.

Escalation plan (trigger when ~60-90 min have passed or after the garage/basement revelation):

  1. Kraus tries to separate: locks a PC's area, speaks through the door: "Stay calm, I'm calling for help."
  2. A Dollface stands motionless in front of a door -- an imperfect "guard"; suddenly leaves.
  3. Localized fire (workshop) if the PCs have spilled gasoline (accidental or not).
  4. Loss of a key item (lamp / first-aid kit) during a chase: dilemma -- do we go back for it?
  5. Examined friend: returns staggering, constricted pupils, needle mark on the arm. They are genuinely in danger (mild poisoning / sedative).

Consequences:

[S9] Confrontation & tactical options

Objectives:

Major options:

  1. Sabotage the electricity

    • Cut the circuit breaker: the house becomes hostile (darkness, unsteadied Dollface crackle).
    • Destroy the jammer: a trickle of signal possible outside (climb to a ridge/garden).
  2. Set fire

    • Gas + rags: progressive fire.
    • Incinerator overload (open hatch, stuff with paper): alarm, smoke.
    • Risk: getting trapped; smoke attracts/panics the Dollface.
  3. Restrain/neutralize Kraus

    • Evidence: garage car, files, human parts.
    • Kraus is dangerous up close (box cutter, syringe, improvised stun gun), but weak if surprised/tied up.
    • He talks a lot: "I transcend death... your fears are archaic..." (stalling for time).
  4. Escape through the outside

    • Kitchen window (grate), garden door, basement window well.
    • Terrain: thorns, low wall, muddy slope, BEAR TRAPS ON THE GROUND!
    • Dollface outside: hindered by total darkness and cold (slow when far from electrical/heat sources).
  5. Steal the car

    • Not viable as long as the corpse blocks the engine; but they can take the papers, photos (evidence).

Dramatic triggers (pick 2-3):

[S10] Epilogues (pick / combine)

  1. Out alive, house in flames

    • The PCs see the smoke at dawn; sirens in the distance (if signal was obtained).
    • Question: were there other "patients" still alive? Remorse.
    • Hook: a Dollface collapses in the ditch, speaker sputtering an old lullaby (tape found earlier).
  2. Out alive, Kraus captured

    • Media trial; newspapers: "The B&B of Horror."
    • Twist: among the evidence, a workshop blueprint bearing the stamp of a medical conference from 30 years ago (network? followers?).
  3. Out alive, no evidence

    • The authorities have doubts.
    • The following week: the house has burned "accidentally"; no more evidence.
    • Hook: anonymous package -- tape labeled "BREATH-3".
  4. Failure / capture

    • A PC reappears later... "calm," scars at the temples, long silences.
    • At the very end: they freeze, then turn their head one notch -- crackling.

Useful tables

Dollface "unstable" behavior

  1. Stands motionless, facing a wall, 1d4x10 seconds.
  2. Rubs its head against metal, crackling.
  3. Emits recorded breathing that is too regular (out of sync with its movements).
  4. Erratic sprint for 10-15 meters, falls, gets back up.
  5. Presses itself against a heat source (pot, engine), burns without reacting.
  6. Attacks on contact (hands, teeth, attached tools), then stops dead after 1-2 rounds.

Tension encounters (every 20-30 min or on demand)


Resources & possible improvised gear for the PCs


Playing Kraus


Quick map


Difficulty variants


Questionnaires

Player 1 -- The enthusiastic leader

  1. You're the one who suggested this trip. Why this remote area in particular?
  2. What promise did you make to convince everyone to come?
  3. You had planned to film the outing. Why did you end up leaving the camera in the car?
  4. What is your relationship with nature: fascination, escape, challenge, or nostalgia?
  5. One of the group members deeply annoys you. Why?
  6. What argument broke out just before departure?
  7. You seem to know the local roads well... or maybe not so much?
  8. What did you forget in your bag that you already regret?
  9. What song has been stuck in your head since the start of the trip?
  10. You convinced everyone not to bring phones because "it would feel more natural," but you forgot to charge the only working phone. Why?
  11. What are you hiding behind your confident smile?
  12. What is your biggest regret about a broken promise?
  13. What is your name?

Player 2 -- The cautious one / the skeptic

  1. You weren't keen on this trip. Why did you agree to come?
  2. You know the area: what do people say about these remote roads?
  3. You don't like trusting others on the road. What bad experience left its mark on you?
  4. What piece of emergency gear did you insist on bringing?
  5. You checked the weather before leaving: what worried you?
  6. You think the others are taking this outing too lightly. Why?
  7. You almost backed out at the last minute. What held you back?
  8. What secret have you promised never to reveal to one of the others?
  9. What smell or sound immediately puts you on edge?
  10. When someone suggests a break, what always pushes you to say no?
  11. What can you not stand being blamed for?
  12. If everything went wrong, who would you trust to make the decisions?
  13. What is your name?

Player 3 -- The funny / unstable friend

  1. You came "for the laughs," but you're hiding something else. What?
  2. What kind of joke do you crack right at the start of the trip?
  3. You forgot an essential piece of gear. Which one?
  4. What's your nickname in the group and how did you get it?
  5. You hate silence. Why?
  6. You don't like people looking at you too closely. What scar are you trying to hide?
  7. You have a small nervous tic that the others notice quickly. What is it?
  8. What is your greatest fear, the one you hide behind your humor?
  9. You often talk about a recurring dream. What happens in it?
  10. What sentimental object do you always carry in your bag?
  11. What can't you manage to forget from your teenage years?
  12. If you could disappear for a day, where would you go?
  13. What is your name?

Player 4 -- The outsider / the newcomer

  1. You're not used to this kind of activity. Why did you agree to come?
  2. Who in the group invited you to join?
  3. What do you secretly hope to find during this outing?
  4. You often observe the others before acting. Why?
  5. You come from a very different background. What surprises you here?
  6. You hide your unease behind flawless politeness. What anxiety do you dread?
  7. What trivial thing makes you strangely angry?
  8. What did you notice in the landscape that nobody else saw?
  9. What do you feel when the road moves away from any sign of habitation?
  10. What little voice inside tells you to turn back?
  11. What does your laugh sound like when you're trying to convince yourself everything is fine?
  12. What image haunts you when you close your eyes?
  13. What is your name?

Player 5 -- The quiet one / the observer

  1. You rarely speak, but you mentally note everything. Why this habit?
  2. What relationship connects you to the group leader?
  3. You're carrying a heavy bag whose contents nobody knows. What's inside?
  4. What smell or color takes you back to a childhood memory?
  5. What did you notice was strange even before the departure?
  6. You can't stand people touching your gear. Why?
  7. What sound always makes you flinch, even when everything is fine?
  8. You always seem to be somewhere else. Where does your mind go when you're pedaling?
  9. You recognized a familiar detail on the road. What was it?
  10. What do you feel when the group laughs at something you don't understand?
  11. What sentence has haunted you without you knowing why?
  12. If someone had to disappear, who would you miss the most?
  13. What is your name?