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.
- Objective: isolate, test, "prepare" subjects, recycle corpses.
- Means: anesthetics, electricity, internally locked doors, circuit breaker, single key, generator.
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.
- Behavior: erratic, unfinished, sometimes motionless for 1-2 minutes, then sprinting, spasmodic movements, scraping against metal surfaces.
- Attracted to: heat, electricity, low-frequency sounds.
- Shred on contact.
The house
A former dispensary styled as a manor/small medical practice, on 3 levels:
- Ground floor: reception, living room, kitchen, office, examination room
- Upstairs: bedrooms
- Basement: morgue, workshop, incinerator, electrical room
- Garage: wrecked car, workbench, storage
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
- [S1] Curve & fall -- Accident, waking up at the base of the cliff, inventory, first choices.
- [S2] The path & the building -- Approach to the house, signs of activity.
- [S3] Clinical welcome -- The doctor offers to help, isolates a PC for "examinations."
- [S4] The room next door -- Recorded breathing, a "prepared" corpse, first Dollface awakening.
- [S5] Exploration phase -- Semi-sandbox house: rooms, clues, tensions.
- [S6] Garage -- The car from the accident, corpse in the engine, mechanical parts.
- [S7] Basement & workshop -- Morgue, incinerator, inactive Dollface, victim files.
- [S8] Cat and mouse -- Separation, power cuts, locked doors, light gas.
- [S9] Confrontation -- Face Kraus / deal with Dollface / sabotage the house / escape.
- [S10] Epilogues -- Exit variants, consequences, traces left behind.
Detailed scenes
[S1] Curve & fall
Objectives:
- Establish isolation, lightly injure/exhaust the group, create urgency (cold, nightfall approaching).
- Assign a few items (headlamp, folding knife, water bottle, whistle, and especially: who has the phone that doesn't work).
Atmosphere: rural silence, smell of wet earth, wind through tall grass, twisted bikes.
Clues:
- Tire tracks above: sudden braking + impact on the guardrail.
- Plastic shards consistent with a modern side mirror.
- Paint marks on a bike (same color as the car).
Triggers:
- If the PCs try to climb back up the cliff: difficult, dangerous, time-consuming, automatic failure.
- A wisp of smoke spotted in the distance (the house's chimney) catches their attention.
- An intermittent glow (generator) in the valley.
Outcomes:
- The PCs follow a deer trail toward the building.
- "Camping" option possible: cold, hunger, pain encourage them to move.
[S2] The path & the building
Objectives:
- Present the house: a plausible but unsettling refuge.
- Provide "soft" alarms.
Atmosphere: overgrown path, gate ajar, poorly maintained garden, distant electrical hum (generator), muffled barking (speaker?).
Clues:
- Wet doormat but no recent rain (frequent cleaning).
- Fresh tire tracks toward the garage.
- Fake camera at the entrance, but real sensors (internal motion detectors).
Triggers:
- If the PCs call out: Kraus arrives with a slight limp, storm lantern, composed voice.
- If they circle around: half-open window in the office, smell of ether.
Outcomes:
- They enter, "for now."
- If they refuse: sudden bad weather (fog), nightfall, pressure on urgency.
[S3] Clinical welcome
Objectives:
- Establish Kraus as a "benevolent" host (but VERY suspicious).
- Separate a PC for examination (core tension).
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:
- Very complete first-aid kit... but rusted instruments, metal scratches on a stretcher.
- Speaker box (artificial breathing) set aside "for repair."
- Flat key marked Elec. Room on his belt.
Triggers:
- Kraus offers a saline drip and a "simple neuro test" (reflexes + weak electrical impulses "just to check").
- He isolates a PC (examination room). Once the exam has "gone wrong": "Go get some rest, bedrooms are upstairs."
Outcomes:
- The examined PC suffers tingling, a needle prick (pretext: painkiller). Effects: mild dizziness / sluggishness / short-term amnesia if you want to push harder.
- Electrical resistivity tests: gratuitous injury!
- The others go upstairs and find the infamous "other room."
[S4] The room next door
Objectives:
- Trigger the horror: recorded breathing, a "prepared" body, the first Dollface.
- Push toward exploration / flight.
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:
- Under the sheet: face removed, skull opened then closed again, brain replaced by a machine; under the bed: small pump + tiny speaker emitting the "breathing."
- Crude sutures, translucent gel, smell of metal and antiseptic.
Triggers:
- Upon leaving the room, the thing awakens: convulsions, stands up, flees at high speed, down the corridor, around a corner, out of sight, and RUNS AWAY from the players.
- The noise crackles, magnetic static.
Outcomes:
- Panic, regrouping, searching for the friend being examined.
- If immediate pursuit: corridor toward the staircase (creaking, flickering lights).
[S5] Exploration phase (sandbox house)
Objectives:
- Let the PCs search, discover rooms and clues; build pressure in waves.
- Alternate silences and intrusions (Kraus or Dollface).
Room map:
Ground floor
- Examination room: jury-rigged electrodes, blood pressure cuff, syringes (partial labels). Clue: notebook -- "muscle response under 9V erratic."
- Office (desk): paper files on "residents," topographic maps (back roads, isolated locations marked in red). Clue: newspaper clippings -- "Unexplained Disappearances."
- Kitchen: jar of hemostatic gel, smell of "cooked" meat (unidentifiable).
- Living room: old radio picking up persistent static (jammer?).
- Kraus's room: locked wardrobes; calendar with initials (dates of "procedures").
Upstairs
- Guest room A: n beds (one per player), nothing unusual -- describe it as normal as possible.
- Guest room B (the "sleeping" Dollface's): unmade bed, signs of a struggle (broken nails, torn-off button), see S4.
Basement (locked by default -- key on Kraus / hooks behind a painting / metal rod)
- Morgue: 2 empty drawers, 1 occupied drawer (body parts?), cold mist (chilled group, penalties/exhaustion).
- Workshop: inactive Dollface on the floor, cables in the thorax; "control board" blueprint; prosthetic tool case. The Dollface wakes up when the players least expect it!
- Incinerator: warm; fresh ashes (jean buttons, staples, a twisted ring).
- Electrical room: main circuit breaker, generator, jammer (kills mobile reception nearby).
Garage: see S6.
Event table (every 10-15 real minutes or every 2-3 rooms searched):
- A Dollface passes at the end of the hallway, motionless facing the wall for 5 seconds, then sprints noisily elsewhere.
- Lights: voltage drop, fluorescent tubes buzzing, audio static.
- Kraus appears with a lamp, offers "sugar and water" ("blood pressure drop, I'm sure"), stays calm if not threatened.
- A door locks behind the PCs; Kraus claims "the humidity" (a lie).
[S6] The garage
Objectives:
- Reveal that Kraus's car hit the PCs.
- Eliminate the "we take the car" solution.
Atmosphere: smell of oil, dried metallic blood, workbench, bass hum of the generator.
Clues:
- The bodywork has collision marks (height consistent with a bicycle), paint on the bumper, scratches.
- Under the hood: corpse wedged in the engine compartment (possible post-mortem mutilation).
- Torn fabric found in the body's hands (struggle).
- Keys on a pegboard (car, basement, electrical room).
- Gas can (10-15 liters).
Triggers:
- If they try to start the car: failure (engine blocked), burning smell, smoke.
- If the PCs remove the body: Dollface attracted by the heat.
Outcomes:
- Material evidence against Kraus (useful if "police" ending).
- Gas + rags = possible fire (risky weapon).
[S7] Basement & workshop
Objectives:
- Provide absolute proof (morgue, ashes, blueprints).
- Offer levers (cut power, destroy jammer, fire).
Atmosphere: cold dampness, sporadic beep of an oscillator, smell of metal and grease.
Clues:
- Files: "before/after" photos, diagrams of skulls without calvaria, notes: "non-deterministic behavior."
- Recordings: tapes labeled "BREATH-1 through 4," "HEART-LOOP" (loops meant to deceive).
- Inactive Dollface: disassemblable (you can recover a coil, speaker, blade).
- Jammer: box with a whip antenna; interrupting it allows a sliver of signal if the PCs go outside (not guaranteed).
Triggers:
- Power cut (automatic) if the PCs trip the circuit breaker: darkness + unsteadied Dollface crackle.
- Light gas (modified cooking aerosol) if the PCs force the wrong door: dizziness.
Outcomes:
- The PCs understand the plan: capture -> dissect -> "equip" -> incinerate the waste.
- Resources: tools, gasoline, circuit breaker (levers for S8-S9).
[S8] Cat and mouse (escalation)
Objectives:
- Apply time pressure.
- Force choices: set fire? sabotage? flee?
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):
- Kraus tries to separate: locks a PC's area, speaks through the door: "Stay calm, I'm calling for help."
- A Dollface stands motionless in front of a door -- an imperfect "guard"; suddenly leaves.
- Localized fire (workshop) if the PCs have spilled gasoline (accidental or not).
- Loss of a key item (lamp / first-aid kit) during a chase: dilemma -- do we go back for it?
- Examined friend: returns staggering, constricted pupils, needle mark on the arm. They are genuinely in danger (mild poisoning / sedative).
Consequences:
- Fatigue, panic, accumulated minor injuries.
- Pressure to act now (S9).
[S9] Confrontation & tactical options
Objectives:
- Offer several credible exits.
- Let them choose their own ending.
Major options:
-
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).
-
Set fire
- Gas + rags: progressive fire.
- Incinerator overload (open hatch, stuff with paper): alarm, smoke.
- Risk: getting trapped; smoke attracts/panics the Dollface.
-
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).
-
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).
-
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):
- A Dollface freezes in front of a PC (20 inches away), inactive for 10 seconds... then screams (crackling + overloaded speaker) and charges the opposite wall.
- Kraus tries to administer a sedative via "inhaler" ("minty smell"): tests to resist.
- Escape route falsely "open": garden door padlocked (key in basement/garage).
[S10] Epilogues (pick / combine)
-
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).
-
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?).
-
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".
-
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
- Stands motionless, facing a wall, 1d4x10 seconds.
- Rubs its head against metal, crackling.
- Emits recorded breathing that is too regular (out of sync with its movements).
- Erratic sprint for 10-15 meters, falls, gets back up.
- Presses itself against a heat source (pot, engine), burns without reacting.
- Attacks on contact (hands, teeth, attached tools), then stops dead after 1-2 rounds.
Tension encounters (every 20-30 min or on demand)
- A lightbulb explodes, plunging the group into darkness.
- A door slams behind them, a key turns (trap).
- Ozone smell (electricity): a Dollface is nearby.
- Whispering through a speaker: fragments of a recorded voice ("Everything's... fine...").
Resources & possible improvised gear for the PCs
- Improvised weapons: fireplace poker, crowbar, scalpel, kitchen knife, screwdriver.
- Tools: wire cutters (antennas/cables), electrical tape (sensors), hammer (locks), keys (padlocks).
- Fire: gasoline + fabric; cremation oven (dangerous).
- Electricity: cutting the circuit breaker slows/disrupts the Dollface (test to move without injuring yourself in the dark).
- Evidence: photos (if the phone eventually gets signal), files, metal plates from the "control board."
Playing Kraus
- Always calm, explains, rationalizes: "You're in shock."
- Avoids direct violence as long as possible; isolates, sedates, disorients (light, discreet gas).
- Knows the house by heart: shortcuts, duplicate keys, local circuit switches.
- If cornered: syringe (sedative), box cutter, improvised stun gun.
- Never attacks a prepared group head-on; prefers to "waste their time."
Quick map
- Ground floor: Hall -> Living room (radio) | Kitchen (garden door) | Office (desk) | Examination room (toward locked basement stairs).
- Upstairs: Room A (signs of struggle), Room B (sleeping Dollface), Kraus's room (wardrobe).
- Basement: Landing -> Morgue | Workshop (inactive Dollface) | Electrical room (breaker + jammer) | Incinerator.
- Garage: Side door from ground floor | Car | Key board | Workbench | Gas cans.
Difficulty variants
- Softer: Only 1 active Dollface, Kraus falls/gets injured early, signal accessible outside.
- Harder: 2-3 Dollface "patrols," secondary jammer in the attic, Kraus wears a filter mask (immune to gas).
Questionnaires
Player 1 -- The enthusiastic leader
- You're the one who suggested this trip. Why this remote area in particular?
- What promise did you make to convince everyone to come?
- You had planned to film the outing. Why did you end up leaving the camera in the car?
- What is your relationship with nature: fascination, escape, challenge, or nostalgia?
- One of the group members deeply annoys you. Why?
- What argument broke out just before departure?
- You seem to know the local roads well... or maybe not so much?
- What did you forget in your bag that you already regret?
- What song has been stuck in your head since the start of the trip?
- You convinced everyone not to bring phones because "it would feel more natural," but you forgot to charge the only working phone. Why?
- What are you hiding behind your confident smile?
- What is your biggest regret about a broken promise?
- What is your name?
Player 2 -- The cautious one / the skeptic
- You weren't keen on this trip. Why did you agree to come?
- You know the area: what do people say about these remote roads?
- You don't like trusting others on the road. What bad experience left its mark on you?
- What piece of emergency gear did you insist on bringing?
- You checked the weather before leaving: what worried you?
- You think the others are taking this outing too lightly. Why?
- You almost backed out at the last minute. What held you back?
- What secret have you promised never to reveal to one of the others?
- What smell or sound immediately puts you on edge?
- When someone suggests a break, what always pushes you to say no?
- What can you not stand being blamed for?
- If everything went wrong, who would you trust to make the decisions?
- What is your name?
Player 3 -- The funny / unstable friend
- You came "for the laughs," but you're hiding something else. What?
- What kind of joke do you crack right at the start of the trip?
- You forgot an essential piece of gear. Which one?
- What's your nickname in the group and how did you get it?
- You hate silence. Why?
- You don't like people looking at you too closely. What scar are you trying to hide?
- You have a small nervous tic that the others notice quickly. What is it?
- What is your greatest fear, the one you hide behind your humor?
- You often talk about a recurring dream. What happens in it?
- What sentimental object do you always carry in your bag?
- What can't you manage to forget from your teenage years?
- If you could disappear for a day, where would you go?
- What is your name?
Player 4 -- The outsider / the newcomer
- You're not used to this kind of activity. Why did you agree to come?
- Who in the group invited you to join?
- What do you secretly hope to find during this outing?
- You often observe the others before acting. Why?
- You come from a very different background. What surprises you here?
- You hide your unease behind flawless politeness. What anxiety do you dread?
- What trivial thing makes you strangely angry?
- What did you notice in the landscape that nobody else saw?
- What do you feel when the road moves away from any sign of habitation?
- What little voice inside tells you to turn back?
- What does your laugh sound like when you're trying to convince yourself everything is fine?
- What image haunts you when you close your eyes?
- What is your name?
Player 5 -- The quiet one / the observer
- You rarely speak, but you mentally note everything. Why this habit?
- What relationship connects you to the group leader?
- You're carrying a heavy bag whose contents nobody knows. What's inside?
- What smell or color takes you back to a childhood memory?
- What did you notice was strange even before the departure?
- You can't stand people touching your gear. Why?
- What sound always makes you flinch, even when everything is fine?
- You always seem to be somewhere else. Where does your mind go when you're pedaling?
- You recognized a familiar detail on the road. What was it?
- What do you feel when the group laughs at something you don't understand?
- What sentence has haunted you without you knowing why?
- If someone had to disappear, who would you miss the most?
- What is your name?