A Headfuck in Cling (Red Adventures)

Written by Emma Geen (character of Ana designed by Kesia Saunders)

This adventure is designed to help characters consider their back stories and is more about role-playing than combat, however their are combat options if this is the route the party wishes to pursue them.

Notes:

  • Recommended for experienced DMs, a lot of information and conflicting takes on reality have to be held in mind along with the usual DM fare – extremely easy to get confused and forget things.
  • There is a new character, Ana, introduced in this adventure to make up for the fact that the DM takes control of Ms Grey for the duration of the adventure. She is a young human, of any desired class, who is on the run after killing her father who was a very powerful man. The murder was self-defense as her father tried to kill her when she approached him after she realized her true ancestry. She was raised by  poor elves in the woods.
  • It is easy enough to remove Ana if necessary – simply open with the rich couple entering the Fingertips Inn.

Characters & Info

Doctor Glass has a different understanding of the character’s back story than the player and through therapy will try to encourage them to believe his version of events which are detailed below:

Red’s company is in fact called ‘Red & Co Handymen’ and are known for odd jobs, landscaping, pest removal, cleaning, rubbish removal, building and saving cats from trees. Evenings go to their local the Fingertips Inn (run by Pete) and play Dnd with a pint

Adrian

Adrian McCullen, huge rugged face northern man, 40

  • Sergeant in Iraq (there the day of the invasion) and Afganistan (two terms) – hence the team ‘Warforged’
  • Symbol on his forehead is an old war wound
  • Lack of emotion and memories is a symptom of PTSD
  • After his second term dropped out of army and (Red’s parents say) became an alcoholic and bum (lack of memory also possibly due to Korsakoff’s which is a syndrome many people with severe alcoholism suffer from.)
    1. Korsakoff’s : anterograde amnesia, retrograde amnesia, confabulation, blackouts, meager content in conversation, lack of insight, apathy, indifferent to change.
  • After army became a bum and ended up in a drunken stupor in Red’s father’s scrapyard where she found him and nursed him back to health.
  • Very little on record other than service in army Iraq 2003 & later in Afghanistan, left army in 2008, no family known of

Red

Ruth Vick, dwarfism, 27

  • Got horribly teased for her disability as a child – fantasy world is an escape where being a dwarf is not considered a disability but to belong to a noble and powerful heritage
  • Never treated as an adult by her over-protective parents, mollycoddled, and expected to stay working in her father’s business, the scrapyard, for the rest of her life
  • Met Adrian who was lying drunk and feverish in one of the scrap cars and despite her parents protests, nursed him back to health then ran away together. Father assumes that they are dating (and disapproves as Adrian is far too old for her) and that it was all Adrian’s idea

Jerra

Jerra Forrester, 19

  • Grew up on an huge Arboretum owned by her father. Was struck deaf as a toddler when she run beneath a tree that was being pruned and got hit on the head with a large branch. Since the accident her family report her being a little strange and withdrawn, though Dr Glass won’t be sure whether this was the result of how people treated her or people treated her poorly because she was odd.
  • Albino crow she found as a baby being attacked by the other crows and nursed back to health – not allowed on ward for H&S but being safely kept in a cage outside, if good might get to go out and see it
  • Poor relationship with her father (when the doctors phoned up he started yelling down the phone at them, wasn’t surprised his useless daughter had gotten into trouble, and wouldn’t come in to see her – too busy with business) Later her granny phoned the doctors and gave more details describing Jerra as a sensitive and lonely child, more at home with her books than other children, and given to flights of fancy.
  • Mother died of a heart attack when she was 8 when they were walking in the woods. Jerra realised too late and couldn’t shout for help because of being deaf and so her father blames her for the death, over the years his hatred has install in her the belief that she murdered her mother.
    • Wants to believe she’s magic and can change reality because she’s so ashamed of herself and unempowered? But no one could have saved her mother, she mustn’t blame herself.
  • Used to run off into the forest and loose herself, pretend she had fairy friends
  • Red & Co did some scrubland clearing on her father’s arboretum and they got friendly and offered her work experience

Wizzle

Arthur Smith, short, thin, podgy, unattractive, 60

  • Lead singer and guitarist of 80’s band ‘Wizzle and the Wonders’
  • One hit wonder for ‘Choo Choo Candy’ from the record ‘Gimmie Candy’ (song that defined the 70s) which made him very rich before loosing most of it in his divorce and a later drug scandel, even though he continued his music career for many years
  • Wore spandex and makeup
  • Infamous for doing lots of hallucinogenic drugs and groupies – Dr Glass thinks there’s a possibility that acid has stayed in his system and is leading to hallucinations
  • Band had a turbulent break up after the drummer committed suicide. Keyboardist later OD on heroin, Bassist died of cancer last year. Wizzle is the last surviving band member.
  • Failed marriage to the lingerie model Dita Lima
  • Had a period as an experimental solo artist – eclectic mix of smooth southern country mixed with the jive hot beats of contemporary London rap, then Indian Soul, funk, Classical infusion
  • Records include: Pop – ‘Gimmie Candy’, ‘Wink Wink Watch Out Baby!’, ‘Wizzle me Wizzle’. Experimental solo work – ‘Squaring the Circle’, ‘Homo Sapien Transcendental or In God’s Eye the Second’

Ana

Anna Singer

  • Father’s bodyguard is there with the therapist – believes she’s faking being mad to get the law to go easy on her, that she relieved that she couldn’t get a ship out of port and that the net was closing on her and so joined a group of crazies to get an easy route out.
  • Also points out that they were a harmless bunch of crazies until she turned up whenin they started massacring youths.
  • Guard: ‘Yes, and what are you? An elf? A dragon? Some sort of namby pampy fairy princess that farts magics rainbows from your butt?’ Doctor: ‘innocent until proven guilty’, Guard: ‘Guilty, you want guilty, it’s sat right there in front of you. This bitch shot Eric Page five times in head, right in front of his sons. How’s that for guilty?’ ‘Yes, well. I’m not denying the facts, but we mustn’t forget that the mind is a vastly complex organ, that works in idiosyncratic and subtle ways. We know Anna shot Mr Page, what we don’t know is why.’
  • No birth certificate or any official records – was raised by a group of hippies in some woods.
  • Father owned a vast energy conglomerate, his wealthy sons are now doing everything in their power to catch her.

Dr Jack Glass

(Fantasy, gnome)

  • Wizzle: Idolises Mr Wizzle ‘‘Choo Choo Candy’ was the soundtrack to his teenage years’, 2nd meeting asks for his records to be signed. Wizzle gets +2 to all diplomacy with him and another +2 if he signs the records. Can be persuaded not to give Wizzle pills if he promises to give him pick up techniques for women (looks up as says this and +15 perception to see he’s looking at the photo of the consultant.)
  • Red, Jerra, Ana: Open to flirting. Red +1, Ana +2, Jerra +3 to diplomacy if flirtatious.
  • Adrian: Susceptible to intimidate +2 but will give extra red pills for being threatened

Perception on him, +5 middle aged, glasses, rough beard,+10 gold watch, +15 mid-forties, very expensive suit, overly so for work +20 pale patch of skin where wedding ring should be. Insight shows that he truly believes that the players are sick and that everything he says is true.

Perception on office: +5 desk, bookshelves +10 photos of family on desks, lots of intelligent looking books bookshelf +15 men’s health and fashion magazines on chair by the window, some of the photos show him with another woman (the consultant if they’ve seen her before), keys on desk +20 book spines never cracked, lots of photos of him with the consultant for a married man, keys on the desk red with yellow shield black horse rearing.

If the topic of the consultant is raised in a positive light will ramble on and on in an enthused fashion about her various awards and good deeds. If the character lets him ramble on 5mins – +1 to attacks on the director, 10 mins +2, until he stops +4

The Director

Level 15 Eleven Illusionist, young, pretty, professional, haughty. Will always insist that what she does is for the party’s own best interests and that they are ill but is inscrutable under insight checks.

Experience of Reality

  1. 0-1, Fantasy: Normal Dnd universe, see doctors as different races
  2. 2-4 Mid-way: Reality morphs between the two, constantly changing.
  3. 5-6, Non-fantasy: A very normal psychiatric ward, spells are things like people throwing orange juice in people’s face. When any character reaches 5, an encounter with the therapist is arranged where they ask them to try steer their companions to the truth and ask do they know the where abouts of Ms Grey who is believed to be the most mentally unstable of the group and free she is a danger to herself and others.
    1. Therapists can roll diplomacy against will at any time, each successful roll = +1 to experience of reality.
  • Hallucinogenic: Completely bat-shit crazy, to have fun with, might be able to see and hear what others are up to but if so then radically distorted. Automatically gets dreams when go to sleep.

Drugs

Injection

Given any time combat initiated and guard roles a successful strength check: Injected with drug that -2 to all checks apart from physic ones which are -5. -5 to all attacks. Experience reality as Hallucinogenic.

Pills

Red Pills: 0-2 pills (number depending on aggressive behaviour without right attack), -1 to all checks for each pill and -2 to all attacks for each pill. Being sick halves their effect though character takes 5 damage and if a guard notices they are forced to take the pills again.

White pills: Acting as if fantasy world is completely normal, 0-5 pills (number depending how often the player disagrees with the doctor’s version of reality .e.g, states a belief in magic or that they are a race other than human) Alters experience of reality +1 on scale for each pill swallowed, -2 to all magical abilities for each pill.

Map

Chapter 1

Ana early evening in pub: she knows her pursues are pressing in from the land, she was hoping to get a ship from the port here and escape across the sea but she’s just learnt that orders have been given to all ship captains to bring any young human female travelling alone in for questioning. She figures that if she found a group to travel with she might be able to slip onboard without raising alarm

Joining parties: At this point a bunch of tired adventures march in – Red Company. As Ana listens she hears that they’re puzzling over the identity of some rare gem they’ve just acquired (Ms Grey holds it) and it occurs to her that she knows a gem expert across the ocean in Cant where she was hoping to go Elven couple. However Ms Grey raises doubts about whether the party can afford the travel costs.

Rich Couple: After they have joined forces Ms Grey’s light up as a rich elven couple walks through

“Darling. We’ll get you another one.”

“Harold, how could you be so insensitive. Do you realise what this is? This is my third favourite cashmir cardigan. I’ll never be able to get the mud of it.”

“I’ll have Sam take it direct to the dry cleaners.”

“Dry cleaning won’t touch it-”

“It’ll come off-”

“No, it’s ruined. These kobolds are getting completely out of hand. If you were a real man you would- “

“Darling.”

“Don’t you dare darling me. Can’t you see I’m inconsolable. And now all these… people are looking. They must think me some slovenly peasant. Go get me a wet cloth. Quickly.”

Grey goes over and suggests they help with the kobold problem if no one else does. The elf looks over the party, looking with skepticism and finally focuses on Adrian.

“Yes, I suppose that might work. You… people solve this town’s kobold and I will pay you a fair price. Shall we say, 3000 gold for solving the town’s kobold problem?”

The man comes back and tries to wipe at the mud but she slaps him away. “Not now, Harold, can’t you see I’m doing business.”

“But your cardigan-”

“Oh for heaven sakes. This ugly old thing, I’ll send Sam to get me a new on in the morning. Go get me a gin and tonic, oh no, get me Pims, but no cucumber in it. Cucumber disagrees with one’s complexion, don’t you find. Now where were we, you take mastercard I presume? A cheque?”

“They’re in the park. They hang out there, setting rubbish bins on fire and drinking. The noise!”

If they ask where the park is Grey says she knows. If pushed as to why she just glares. Couple wait in the pub whilst they do the job

Chapter 2

Park – right on top of the cliff in the rich quarter of the city. Cross over bridge where a stream trickles down to the waterfall.

Ms Grey holds her hand up: Stop

Perception: only the sound of the stream

When asked Ms Grey says the sound reminds her of home, says she comes here sometimes – perception +10, the supercilious sneer has gone from her face. Then turns home and sees people looking at her becomes obviously embarrassed and hits Wizzle or Jerra depending on who’s closer “what you looking at dancing gnome/pigtails” take 2 damage. Then leads the way quickly on

Kobolds: At the centre of the park find 15 kobolds clustered on the bandstand over a rubbish bin that has been set on fire, roasting squirrels and drinking. Start jeering when they see the party.

Any response from the group causes them to jeer and laugh. Threats or suggestions to move cause the lead kobold to pick up his sling and attack, followed by the others.

At the first kill half start to run away. From then on every kill causes one to run. After two kills an orc comes running in with a wolf screaming and attacks

Chapter 3

Returns to pub to find the rich couple have gone. Ms Grey is livid that the contract has been broken, she pulls out both daggers and runs out the door. If they follow they see her run round the turning at the end of the street. Round the corner she is gone +20 perception to see that her tracks lead up the cliff-face.

If try to follow, Skill challenge 12 successes before 3 failures. Halfway up attacked by a flock of nesting seagulls that have been disturbed by Ms Grey’s climb. Acrobatics – Moderate, Athletics – Moderate, Nature – Hard, Perception – Moderate, Stealth – Hard
If they won’t give up on the search for Ms Grey and go back to their room at the pub encourage them to go to the ferret.

Ambush: prepares for sleep – when door kicked in and a gas canister thrown in, everyone has to throw saving throw to stop passing out each turn, the rest can fight the orcs dressed in black who rush in with gas masks on but with – 4 to all attack rolls and roll saving throw every turn. Orcs will do strength checks on anyone less standing and force a cloth to their face, saving throw failed and they pass out.

Chapter 4

Coming to: +15 constitution brings people round in separate cells. All equipment and armour taken, dressed in white loose pyjama like clothes. Completely white, concrete walls, metal framed bed, toilet and sink in the corner, can’t see through door +30 strength to break through door, but looks like it’s got a slat that slides open. Those who don’t come round -2 to all checks and attack rolls, those who come round but don’t sleep -4, those that sleep no minuses

Doctor: Red, then individually in order of initiative. Two orc guards (three for Adrian) come into cell and drags them across a corridor to a small office. Both hands chained to chair, an unattractive gnome in white coat and half moon glasses sits on the chair opposite.

Glass waits for them to speak first. If they don’t then says, My name is a Dr Glass, consultant psychiatrist at the (town) asylum. Asks them how they’re feeling and apologises for the restraints and tells them that it’s for their own safety… and mine of course.

Then looks very serious and asks where they’re other friend is – the pale one she is believed to be very dangerous and a threat to others and herself – the police recovered 5 people but one of them was not who they were expecting. Giving them information on Ms Grey eg. About the stream leads the pill count being wiped clean unless they do something extreme

Then asks do they know why they are here. If no pushes a box forwards that suddenly comes to life, there are little people in it and when they concentrate harder they realise that it’s the party in the park that evening. There’s no sound but when they get to the bandstand they see that instead of kobolds it is a bunch of teenage humans lolling around drinking beer, the party approaches then one of the teenagers throws a beer can at the party – the party attack and slaughter them. Halfway through a policeman runs in with a dog and is killed too. The magic box dies with a tap of the gnome’s hand and he sits back and continues to watch in silence a little longer.

Starts to talk about how Pete the owner of the pub where they stay said that they were a handyman company that came over in the evenings to play Dnd and have a pint. He thought they were harmless, indeed they saved his daughter from a local gang, until tonight. He says that the party was always a little odd in the head and that this is obvious a psychotic episode.

Then goes into the individual chat about their history etc (see characters & info) , why they needed to seek sanctuary in a fantasy world. Clearly makes notes whenever they says something he considers odd.

Taken back to cells

Chapter 5

Canteen: Out into canteen together, can discuss and interact with each other.

Are hungry, can go up get food, jolly kindly dinner ladies. If Adrian does eat lady comes over and tries to jolly him into eating, too strange comments about not eating leads to more pills

Issac hangs near them and stares. At first giggles and says nothing. If attacked screams and does nothing. Treated kindly reveals that he saw the ‘pale one’ in the yard (he is allowed to exercise because of good behaviour) and that he can carry information or even small packages between them if they help Issac by promising to kill the asylum director.

+5 Orge in the corner, thinks everyone is a demon, hisses to get away, if pushed attacked. +10 a sharp knife dropped on the floor (+10 stealth to hide from guards)+ perception, notice windows on level above, woman watching, +20 perception for those in Dr Glass’s sessions recognise her from the photos.

Administered with drugs that vary depending on how they responded in therapy, if choose to fight face 10 security guards. +20 stealth to avoid taking them

Given time to discuss the pills

Chapter 6

Returned to cells, told to sleep.
Can break out if good stealth but lots of guards patrolling.
DM rolls will, if higher than character’s they experience dream related to the past the doctors have described:
Red (being held under water, she’s a school and bullies are trying to drown her in a toilet, then comes to in the headmasters office, her parents say she needs to be home schooled from now on take her away, watches school recede in back of window, knows she’s never going back. If doesn’t fight back gets minuses to checks.)

Wizzle (he’s on stage singing, comes offstage, drummer huddled in corner of dressing room with a bottle of vodka obviously distressed but there’s a bunch of groupies at the door, later the bassist bursts in on him and the groupies and tells him that the drummer just shot himself. If he didn’t try to help his friend before going with the groupies gets minuses)

Adrian (he’s leading a squadron in Iraq, they’re taking heavy fire but there’s a small Iraqi girl caught out in the fire, if he does nothing she gets shot and her steps over her dead body as he leads his men on, if he helps her there’s an explosion and he’s thrown with girl and when he comes to he sees that she’s dead and there’s shrapnel in his head. Doesn’t help=minuses)

Jerra (she’s walking with her mother through the autumn forest when a silver stag jumps out in front of them, if she chases it she comes back to find her mother collapsed, if she doesn’t her mother collapses when she’s near her and she can run for help even though she knows it’s too late. Chases deer=minuses)

Ana (She’s standing in a lavish office, a man stands looking out of the window, his back to her unaware, there is a gun in her hand and she realises she hates the man, if she doesn’t shoot him immediately he turns round and pulls a gun out of the desk) Shoots first = minises.

Depending on how they react to dreams can get + & – to checks and reality level.
Night -4 if don’t sleep, nothing if do
PILLS NOW KICK IN – characters will white pills will start experiencing flickers of the world as Dr Glass reported it to be

Next day

Roll charisma.

+10, Red’s mother and father appear outside cell, worried, apologising and promising that when she gets better and comes home things will be better and support her through university if that’s what she wants.

+20 Wizzle get’s visit from ex-wife who is very angry but still affectionate for him, he can diplomacy +20 her to agree that she’ll take him back after he is discharged.

+10, Jerra get’s visit from Grandma who is very distressed and angry at Jerra’s father, tells her that if she gets better she can come live with her.

+ 15 Ana’s hippy friend from the troop where she was brought up, tells her that Eric Page was a terrible man and that when she’s gets better there’s a home for her back in the forest

+20, Adrian gets visit from old army Commander, brings him some old photos of ‘the lads’ from their time in Iraq, +10 diplomacy he agrees he’ll see about taking him back into the army after being discharged, mentions Adrian’s young daughter who sometimes asks where her daddy is.

If they didn’t take pills and diplomacy fails, they roll insight against character’s bluff and call nurse and made to take pills +2 white pills to what was prescribed before.

Chapter 7

Group therapy

Wizzle asked to sign albums by Dr Glass as the guards bring him in

Chained to floor in a circle – given another chance to give information on the whereabouts of Ms Grey

either:

If the characters agree to play along or are convinced that they are mad Dr Glass leads a group discussion

Put into hypnosis and flashback, How each person remembers it depends on fantasy level. +15 intelligence and they remember that they’re under hypnosis, otherwise believe it’s real other than a strong sense of deju vu. +10 perception shows that Dr Glass plays Ms Grey. How they respond affects the pill level for the day.

Canteen

Issac brings intel from Ms Grey if talked to before, talks to them now if he didn’t before.

There’s a period between 2-6 in the morning where there are fewer guards.

Gives them a map of the asylum

Issac has smuggled a pill from the pharmacy that will make on character violently sick, this will cause the guard on duty to open the cell and give them the opportunity to take his keys

Can talk to other inmates and explore again

given pills for that day

Return to cells: if no plans to break out have dreams and repeat sequence – individual therapy, canteen, sleep, visits, group therapy, canteen, sleep

Chapter 8

End Game

Three outcomes

a. Escape facility – triggered by going for exit without visiting the director first. If they visit the director first with the intention of only escaping she tries to stop them leaving and the Kill ending is triggered.

b. Kill  – triggered by attacking or being attacked by the director.

c. Cured – triggered when all members of the group 5-6 experience of reality and have told the consultant all they know about Ms Grey.

Escape.

Skill check at the gate, 20 successes before 3 fails or into combat encounter as with kill scenario. However, the next person to roll can try and help to prevent a fail – if they fail it’s a fail but their turn doesn’t count as a success. Have to tell the DM what they’re going to do and I -2 +2 or take rolls as they are. Acrobatics: easy, Athletics: easy, Bluff: hard, endurance: medium, insight: medium, intimidate: hard. Perception: medium, thievery: hard (can chose other checks but they have to argue the point). The DM will partly assess the appropriateness of the action depending on where the character is on the escape route map. A fail triggers an alarm and the director appears, turning the ending into the Kill scenario.

Once they’re free they have to find Ms Grey – either at the stream or working for the Ferret. She says when she returned to the pub Pete said that strange men had kidnapped them and mentioned an illusionist but that she hadn’t been able to track them down. If the group mentions Issac says she doesn’t know what they’re talking about.

Kill

The director is alone, working late, in her office. Says all she wants is for them to get better and to tell her where Ms Grey is. If they try to attack or threat or try to escape again she presses a red button/casts a spell n(depending on difficulty desired) guards appear/she multiples into n copies (depending on the reality level of the person perceiving her).

If combat needs to be extended every turn one character experiences a hallucination in which director rolls against their will and they experience their foes as some psychologically traumatising for a turn Red – parents, Adrian – the little girl from his dream, Wizzle – his ex-band members, Jerra – her mother, Ana – her elf step family. – 2 – 4 to attack depending on their reaction.

The moment the director dies she screams and leaves behind the body of an old woman an illusionists necklace around her neck, then anyone with a reality -5 experiences the hospital crumble away into old castle ruins on top of a hill.  In the same room there is a chest with 1000 gold and a note written in spindly hand telling the illusionist to acquire the ‘dragon gem’.

When they move through the ruined rooms there are lots of people on their knees groaning that they are lost, apart from a demon who smiles at them and flies away +15 perception character recognises him as Issac.

If they were captured at the Ferret’s he comes running up to them with the money owed them by the rich couple

Cure

Session with the consultant who says she’s very pleased with their progress

Each of the characters is greeted by their new lives (depending on how the interaction with their relatives went.)

Roll perception as they leave, +15 to see a very pale creepy woman watching outside the gates.

Red is pottering about her father’s scrapyard when is pulled into the shadows by Ms Grey who puts a knife to her throat and says ‘We’ve a lot to discuss, you and I.’

 

Leave a comment