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Welcome to the Doctor Who Solitaire Story Game...

This is the Doctors darkest hour. Hell rise higher than ever before, but then fall so much further...
(River Song A Good Man Goes to War)
The Doctor Who Solitaire Story Game comes right up to date in this latest expansion that recreates the second
season of the eleventh Doctor. Travel to 1960s America, explore the futuristic medical facility on Apalapucia and
fight against the sinister Madame Kovarian. But what lurks beneath Lake Silencio? Not all time can be rewritten...

How to Use this Expansion


You may add the Adventures to the Core game in their respective Eras in
e001 and play normally, or you can play the eleventh Doctor in his new
adventures and start with Amy Pond and Rory Williams as Companions.
Roll 1D6 for starting equipment: 1-2: e182; 3-4: e183; 5-6: e184.
This expansion also introduces the keywords Fate and Imposter. If a
TARDIS Character has a Fate event, immediately see me70.

The Eleventh Doctor


The eleventh Doctor is an excited explorer of the universe, with a keen
intelligence that means he often notices what everyone else has missed.
As always, he has a powerful sense of right and wrong and a
determination to do what's right. His dress sense might be a bit odd, but
he knows that bowties are cool.
Ive been running my whole life...now its time for me to stop.
Brains 12, Brawn 5, Bravery 9 (Aware, Charisma, Computers, Gloating,
Pilot, Running, Science, Thief) Abilities: Indiscreet, Powers of Observation

Amy Pond
Amy Pond, the young Scottish woman from Leadworth who first met the
Doctor when she was a little girl, waited for fourteen years before he
returned to take her away in the TARDIS. She's brave, bold and decisive,
always ready to confront the problem. Amy has known Rory since they
were children and now theyre married, she loves him even more.
Rory, I love you now save me!
Brains 6, Brawn 5, Bravery 7 (Aware, Charisma, Running, Thief)
Personality (optional): Appealing, Quick Thinking.

Rory Williams
Rory is compassionate, inquisitive, and capable of great bravery and
endurance. He loves Amy, but the Doctor sometimes exasperates him.
Following them both around has already landed Rory in huge amounts of
trouble but he's faced terrifying aliens with courage and would defend
his wife to the end no matter what threatened her.
Does anybody else find this day just a bit difficult?
Brains 6, Brawn 5, Bravery 7 (Aware, Charisma, Medicine, Running, Troop)
Personality (optional): Moral Code, Protective (Amy).

Ma13. Earth 1969 (8; Present Era)


You have landed in America as the space race is at its peak and NASA is about to attempt to land a man on the
moon. Theres a new President in the Oval Office and the American culture and economy is booming. But is the
giant leap for mankind being assisted by sinister extra-terrestrials with another agenda?
Special: If the Silence are the Enemy here, take an additional -1DM when revealed. All Defeat Actions have a -1
penalty. TARDIS Characters are +1 to Bravery when you can Oppose.
Enemy (D6): 1: mv10; 2: mv15; 3: mv16; 4: v529; 5: v500; 6: v544.
Character (D6): 1: me36; 2: me37; 3: me40; 4: me42; 5: e119; 6: e041

Event 1 (D6): 1: me14; 2: e151; 3: e121; 4: e038; 5: e034; 6: e002


Event 2 (D6): 1: me62; 2: e223; 3: e177; 4: e033; 5: e116; 6: e002
Plot (D6): 1: me43; 2: e161; 3: e133; 4: e166; 5: e173; 6: e150
Location (D6): 1: me23; 2: me41; 3: me44; 4: me46; 5: me51; 6: e144

Ma14. Earth 1699 (9; Renaissance Era)


(Wilderness) You have landed on a galleon in the middle of a strangely becalmed ocean. An evil presence lurks
in the shadows, forever watching. But no winds fill the sails and the ship is stranded and helpless in the still, silent
waters. Is the ship under a curse or is there some other, even more unearthly, explanation?
Special: Any Move Actions are automatically successful. Your first Talk option on a Character event has a -2
penalty. Sea Devils or Sisters of the Water are +1 to all Qualities here.
Enemy (D6): 1: mv11; 2: mv05; 3: v525; 4: v507; 5: v502; 6: v517.
Character (D6): 1: me12; 2: e048; 3: e018; 4: e081; 5: me45; 6: me45

Event 1 (D6): 1: me56; 2: e151; 3: e112; 4: e124; 5: e229; 6: e002


Event 2 (D6): 1: me60; 2: e145; 3: e079; 4: e268; 5: e256; 6: e002
Plot (D6): 1: me21; 2: e133; 3: e157; 4: e141; 5: e155; 6: e150
Location (D6): 1-2: Character; 3-4: Enemy; 5: me46; 6: me46

Ma15. Asteroid (Outside Time)


(Dimensional) You have landed on a remote, desolate asteroid, just large enough to support a thin atmosphere
and light gravity. The rocky surface of the asteroid is covered with the remains of crashed ships and other junk but
the real threat may lie unseen at least for now...
Special: To reach the asteroid requires extra energy from the TARDIS see e008 before your first Action. If House
(mv12) is the Enemy here, take a -1DM when revealed.
Enemy (D6): 1: mv12; 2: mv17; 3: mv01; 4: v512; 5: v545; 6: v519.
Character (D6): 1: me49; 2: e100; 3: e048; 4: e039; 5: e127; 6: e053

Event 1 (D6): 1: me19; 2: e112; 3: e107; 4: e034; 5: e069; 6: e002


Event 2 (D6): 1: me29; 2: e035; 3: e069; 4: e038; 5: e005; 6: e002
Plot (D6): 1: me04; 2: me48; 3: e131; 4: e260; 5: e159; 6: e150
Location (D6): 1: me67; 2: me67; 3: e217; 4: e064; 5: me46; 6: e158

Ma16. Earth - 2111 (9; Near Future Era)


You have landed on a remote rocky island off the coast of Scotland. The ruin of a monastery has been converted
into a factory that pumps valuable, yet highly dangerous and corrosive, acid to the mainland. The sky overhead
looks unsettled and murky and a damp chill penetrates your clothes.
Special: After any Explore, Investigate or Move Action, a group must roll 1D6 (adding +1 if turn 7+). If the result
is 5+ then see me47.
Enemy (D6): 1: mv11; 2: mv13; 3: mv01; 4: v531; 5: mv18; 6: v525.
Character (D6): 1: me53; 2: me55; 3: e020; 4: e042; 5: e023; 6: e119

Event 1 (D6): 1: me47; 2: e112; 3: me50; 4: me60; 5: e151; 6: e002


Event 2 (D6): 1: me47; 2: e036; 3: e215; 4: e145; 5: e116; 6: e002
Plot (D6): 1: me10; 2: e210; 3: e140; 4: e131; 5: e161; 6: e150
Location (D6): 1: me66; 2: me66; 3: e297; 4: e253; 5: e218; 6: e064

Ma17. Earth - 1888 (9; Victorian Era)


You have landed in the fog-bound, cobbled streets of Victorian London. Hansom cabs rattle by and yellow gaslamps cast eerie shadows through the gloom. In the distance you hear the unmistakable sound of a ships foghorn
so you must be close to the docks. But terror stalks the streets of London town
Special: If any female Character is killed here, lose an extra Luck point. All Move rolls have a -1 penalty. Native
Characters are -1 to Bravery on e229.
Enemy (D6): 1: mv17; 2: mv07; 3: v502; 4: v513; 5: v540; 6: v543.
Character (D6): 1: me52; 2: e050; 3: e244; 4: me49; 5: e105; 6: e118

Event 1 (D6): 1: me62; 2: e229; 3: e078; 4: e076; 5: e151; 6: e002


Event 2 (D6): 1: e268; 2: e223; 3: e229; 4: e076; 5: e177; 6: e002
Plot (D6): 1: me54; 2: e149; 3: e137; 4: me54; 5: e157; 6: e150
Location (D6): 1: me16; 2: e028; 3: e093; 4: e093; 5: e091; 6: me28

Ma18. Sector 77 5146 (10; Twilight Era)


(Base) You have landed on a huge asteroid in a remote sector of space, known for eternity simply as Demons
Run. The asteroid would make an ideal military base for any forces that wanted to gather to make a devastating
strike on the rest of the galaxy or perhaps their goal is a more personal one...
Special: All Rescue and Escape Actions have a -1 penalty and add +1 to the number of Minions or Troops
encountered here. If Madame Kovarian (mv14) is the Enemy here, take an additional -1DM when revealed.
Enemy (D6): 1: mv10; 2: mv12; 3: mv14; 4: mv08; 5: mv03; 6: mv17.
Character (D6): 1: me27; 2: me55; 3: e081; 4: me69; 5: e054; 6: e125

Event 1 (D6): 1: e120; 2: me64; 3: e096; 4: e160; 5: me62; 6: e002


Event 2 (D6): 1: me56; 2: e215; 3: e197; 4: e177; 5: e116; 6: e002
Plot (D6): 1: e179; 2: e155; 3: e159; 4: e148; 5: e139; 6: e150
Location (D6): 1: me66; 2: e055; 3: e094; 4: e094; 5: e146; 6: e097

Ma19. Earth - 1938 (9; Modern Era)


You have landed in Berlin just before the start of World War II. The Third Reich and the Nazi party are at the
height of their powers with Adolf Hitler as Fuhrer. It is a time of decadence for the aristocracy, mixed with cruelty
and horror. Not a place to stay in for a long time...
Special: Add +1 to number of Troops encountered with -1 to Charisma rolls if choosing a Talk option. If captured
by Troops, take a -1 penalty to Escape rolls. All Troops are +1 to Bravery.
Enemy (D6): 1: mv15; 2: mv03; 3: v510; 4: v514; 5: v522; 6: v508.
Character (D6): 1: me57; 2: me57; 3: e081; 4: me69; 5: me40; 6: e048

Event 1 (D6): 1: me39; 2: me62; 3: e034; 4: e151; 5: e112; 6: e002


Event 2 (D6): 1: e038; 2: e145; 3: e287; 4: e160; 5: e223; 6: e002
Plot (D6): 1: me10; 2: e173; 3: e154; 4: e139; 5: e159; 6: e150
Location (D6): 1: e297; 2: e144; 3: e055; 4: e255; 5: e158; 6: e073

Ma20. Earth - 2011 (8; Post Modern Era)


You have landed in the middle of a run-down London council estate. Its dark and a chill wind blows paper and
refuge from the collecting piles of black bags that litter the walkways. Avoiding the still puddles of rain from a
recent downpour you notice lights flickering on and off in some of the windows and a dog barks in the distance...
Special: Your first Event (1) is automatically e229. A Character with less than 15 total Qualities gains +1 to Move
or Explore Actions. Any child Character or Screamer is -1 to Bravery here.
Enemy (D6): 1: mv15; 2: mv16; 3: mv17; 4: v513; 5: v516; 6: v500.
Character (D6): 1: me18; 2: me22; 3: e269; 4: e050; 5: e049; 6: e022

Event 1 (D6): 1: me56; 2: e124; 3: e103; 4: e291; 5: e278; 6: e002


Event 2 (D6): 1: me03; 2: e229; 3: e278; 4: e270; 5: e115; 6: e002
Plot (D6): 1: me43; 2: e157; 3: e173; 4: me04; 5: e140; 6: e150
Location (D6): 1: e236; 2: e073; 3: e252; 4: e252; 5: e158; 6: e091

Ma21. Apalapucia 10,051 (10; Far Future Era)


(Holiday) You have landed in the Two Streams Facility a medical centre on the paradise planet of Apalapucia.
The centre seems strangely deserted is this because the population is enjoying the many attractions the planet
boasts? Or is there a more sinister explanation to be found in the sterile corridors?
Special: Gain an extra +1 to Research using Medicine. If a Character is Wounded you may Heal as an Action by
spending 1 Luck point per Character.
Enemy (D6): 1: mv13; 2: mv01; 3: mv02; 4: v531; 5: mv11; 6: v510.
Character (D6): 1: me35; 2: me53; 3: me61 4: me61; 5: e043; 6: e039

Event 1 (D6): 1: me14; 2: me19; 3: me60; 4: me50; 5: me58; 6: e002


Event 2 (D6): 1: me34; 2: e194; 3: e181; 4: me58; 5: e296; 6: e002
Plot (D6): 1: me04; 2: me10; 3: e210; 4: e162; 5: e149; 6: e150
Location (D6): 1: me59; 2: me59; 3: me66; 4: e070; 5: e097; 6: e102

Ma22. Earth - 2011 (8; Post Modern Era)


(Holiday) You have landed in Utah, close to the shores of the beautiful and tranquil Lake Silencio. The desert heat
beats down upon you as explore, yet it is peaceful and quiet. But the stillness of the incredible vista is a little
unnerving after a while and you get the feeling that something is waiting to occur...
Special: You may Relax here as an Action but on a result of 8+, do not roll on events listed but gain 1 Luck point
per TARDIS Character. Add +1 to any Fate rolls on me70.
Enemy (D6): 1: mv10; 2: mv11; 3: mv15; 4: mv05; 5: v544; 6: v508.
Character (D6): 1: me69; 2: me42; 3: e136; 4: me40; 5: e081; 6: e023
Event 1 (D6): 1: me39; 2: me03; 3: e121; 4: e038; 5: e287; 6: e002
Event 2 (D6): 1: me11; 2: me39; 3: e151; 4: e115; 5: e116; 6: e002
Plot (D6): 1: me35; 2: e210; 3: e159; 4: me43; 5: me24; 6: e150
Location (D6): 1: me23; 2: me51; 3: e158; 4: e255; 5: e297; 6: me16

Ma23. Twisted Earth - 2011 (Outside Time)


(Dimensional) You have landed on Earth in alternate reality where Time is dying stuck like a needle on a
scratched record on the 22nd April 2011. But all of Time is concentrated in that split second all of history, all the
events that ever were and ever could be squeezed into a pinprick of a moment. Reality can barely contain it...
Special: If you Defeat the Enemy here then gain an extra Luck point. If you fail, the game is over. All non-TARDIS
Characters lose Aware here. Each time you have a Temporal event, take a -1DM.
Enemy (D6): 1: mv10; 2: mv14; 3: mv06; 4: mv07; 5: v544; 6: v515.
Character (D6): 1: me05; 2: e212; 3: e052; 4: me52; 5: e081; 6: me65

Event 1 (D6): 1: me03; 2: me58; 3: me31; 4: e095; 5: e076; 6: e002


Event 2 (D6): 1: me64; 2: me32; 3: e287; 4: e206; 5: e116; 6: e002
Plot (D6): 1: me24; 2: e238; 3: e235; 4: e279; 5: e159; 6: e150
Location (D6): 1: me16; 2: me46; 3: me63; 4: me63; 5: me23; 6: me29

Ma24. Sirius VII 5345 (10; Twilight Era)


(Wilderness) You have landed in a beautiful winter forest. The snow is crisp and clean on the ground and your
breath clouds in the chill air. It is a place of quiet majesty and calm with an almost magical atmosphere. Snowcovered trees and foliage surround you as explore with delight
Special: All TARDIS Characters and child Characters gain 1 Luck point on their first Explore Action. Gain +1 to
any Tracking rolls or Follow Actions here.
Enemy (D6): 1: mv17; 2: mv18; 3: mv06; 4: mv04; 5: mv13; 6: v526.
Character (D6): 1-2: me71; 3: e232; 4: e020; 5: e242; 6: me74
Event 1 (D6): 1: me56; 2: e095; 3: e205; 4: e077; 5: e078; 6: e002
Event 2 (D6): 1: e265; 2: e101; 3: e135; 4: e079; 5: e115; 6: e002
Plot (D6): 1: me48; 2: e260; 3: e162; 4: e141; 5: e238; 6: e150
Location (D6): 1: me73; 2: me73; 3: e065; 4: e158; 5: e064; 6: e297

Mv10. The Silence


You have encountered the Silence (DM -1; Goals: 1-2: e240; 3-4: e156;
5-6: me38) a sinister and terrifying race that invaded Earth a long time
ago. With telepathic powers and the ability to store and discharge
electricity, they are a very dangerous threat, but an extra ability makes
them even deadlier...
Roll 1D3 for the number of Silence (Brains 8, Brawn 8, Bravery 5)
encountered, each with the power to edit itself from the memory of
anyone who sees it. Glance away from them and no-one remembers the
encounter and so the Silence can infiltrate and control society with ease.
If any Character with Aware (rolling separately) can make an Aware 8 roll then choose from the options below
normally. If not, then roll 1D6 and add the current DM - on a 1-4, this encounter ends but you must choose to
have a -1DM penalty or lose a Luck point; on a 5+, see the Fight option below.
At the end of each Enemy encounter, see mv10a below.
Fight: Combat occurs as normal. If any of your Characters are wearing eye drives (me64) then at the end of
each combat round they must make a successful Bravery roll or take a Wound. If you wish to Surrender
or Evade, see options below but with -1 to either roll. If you win a fight against the Silence, gain a +1
DM or if you can Oppose then you have instead Defeated them.
Surrender: Roll 1D6 with -1 to the roll if you can Oppose: 1-3: The Silence attack! 4-6: e061. Also roll 1D6
and on a 1-2 the Silence cannot help gloating over their plans roll for a Goal event.
Evade: The Silence can move fairly fast when they want to so you must make Running 8 rolls to escape. If you
fail, or choose not to escape, you must choose another option.
Hide: It is very difficult to hide from the Silence - you must make Thief 10 rolls before any other option. If you
fail, or choose not to hide, choose another option with any initial Running rolls having a -2 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-6: Discovered: choose another
option with -1 to the roll; 7-9: Lose quarry event ends; 10: me23; 11: e082; 12+: e144.
Talk: This option is only possible if you have 3 Aware and 20 Brains, eye drives (me64) or a nano-recorder
(mv10a). You try to bluff your way out and discover useful information. If you can make an opposed
Brains roll (adding any Gloating but with -1 for each previous attempt at this option) then you gain
+1DM or reveal the Goal. If you fail, choose to Fight, Evade (-1 to any Running rolls) or Surrender.
Confront: This option is only possible if you can Oppose. If you can make an opposed Brains roll (adding any
Gloating but with -1 for each previous attempt at this option) then you Defeat the Silence. If you fail,
take a -1DM, immediately roll on me70 (Fate: +1) and then choose to Fight or Surrender.

Mv10a. The Mark of Silence


The ability of the Silence to edit memory means that at the end of an
Enemy encounter unless you have 3 Aware and 20 Brains, or an Eye
Drive (me64) you forget the encounter. This means that it is as if the
Enemy has not been revealed and you cannot complete Actions such as
Investigate or Seek Information. DM maybe gained normally.
If you have 3 Aware and 20 Brains (or Characters have Eye Drives) then
you remember the Silence and may continue the Adventure normally.
You may also attempt an Engineering 10 roll as an Action to construct
1D6 nano-recorders. These will allow Characters to remember the
Silence even if separated and other Characters to gain +2 to Rescue rolls
if the captured Character has a nano-recorder.

Mv11. The Siren


You have encountered the Siren (DM +2; Goals: 1-2: e168; 3-4: e228;
5-6: mv11a) an ethereal creature that appears as a beautiful, angelic
woman in a shimmering blue light. The Siren has a seductive, hypnotic
song which can prove to have a mental hold on those around her, but
her serenity can be short lived when threatened and her pale blue
appearance can become an angry, demonic red.
Any non-Machine Character that is Wounded or Seriously Wounded
must make a successful Bravery roll (adding any Domination and +2 if
female) or be irresistibly drawn towards the Siren.
Characters that become drawn to the Siren must be restrained by other Characters that have equal or greater
Brawn. A Character that is not restrained is killed by the Siren (in a random order although Victims are selected
first). Whilst the Siren is killing a Character, the rest of your Characters can evade the encounter with Running 6
rolls. If you have to carry a restrained Character with you, then you have -2 to the Running roll.
If no Characters are drawn to the Siren (or those that were have been killed), or you still do not wish to evade the
encounter then choose from the options below:
Fight: Combat occurs but you may only harm the Siren if you have Laser or Marksman native from the Colonial
Era or later. If you do then roll 1D6 at the start of each combat adding the number of Laser or
Marksman Traits and if the roll is 5+ then the Siren is repelled - gain +1DM or Defeat the Siren if you
can Oppose. If you do not have these Traits then you cannot do any damage to the Siren. Each combat
round she will choose a random Character (Victims and male Characters selected first). Roll 2D6 and if
the result is equal or greater to the Brawn of the selected Character, then that Character is killed.
Surrender: Roll 1D6 with +1 to the roll if you can Oppose: 1-4: The Siren attacks! 5: The Siren just ignores you
and vanishes; 6: see me46.
Evade: The Siren can move incredibly fast so you must make Running 10 rolls to escape. If you fail, or choose
not to escape, you must choose another option.
Communicate: You may only attempt this option if you can Oppose. If you can make a successful Brains roll
(with -5 unless you have Medicine) then you have Defeated her. If you fail the roll then take a 1DM and choose another option.
Characters that are drawn to the Siren recover at the end of the encounter but are -2 to Qualities for 1D3 Turns.
After the first encounter with the Siren, you may try to determine how the Siren can seem to appear as if from
nowhere by either having 25 Brains or by making a Brains roll (as an Action and adding your current DM to your
Brains) by at least 6. If you are successful then each time you roll for an Enemy encounter you may roll 1D6 and
on a result of 1-3, you may cancel the encounter.

Mv11a. Automatic Program


(Goal 3) You discover that the Siren is really an emergency medical
holographic doctor that has malfunctioned and is now running an
automatic program in attempting to cure the sick or wounded. If any of
your Characters are Wounded or Seriously Wounded (or have a Disease
or radiation Wounds) then add +1 when rolling 2D6 for an encounter
each Turn, then -1 to the 1D6 roll when determining the encounter type.
Also add +2 to a Surrender roll above.
If you can Oppose, you may spend 1 Luck point to see me46. If you
have Bureaucrat or 2 Charisma, 20 Brains, 20 Bravery and 2 Medicine,
then gain +2DM. Any Characters killed by the Siren recover fully healed
at the end of the Adventure if she is Defeated.

Mv12. House
You have encountered House an ancient, malevolent and mysterious
entity that feeds on temporal and artron energy (DM: 0; Goals: 1-2:
mv12a; 3-4: e221; 5-6: e156). House has an enormous physical body,
like a huge sea urchin, that is buried deep underground. It can also
control weak minds and communicates through them.
House can penetrate the TARDIS so roll for Enemy events even if inside it.
Roll 1D6 and then see below to find what is encountered. Add +1 each
time you have previously rolled here, your current DM and +2 if after
Turn 4 or +4 if after Turn 8:
1-4: You have encountered Auntie and Uncle humanoid servants of House who have been repaired over
hundreds of years and all their body parts replaced. Each is Brains 4, Brawn 4, Bravery 5 (Minion, Troop).
Roll 1D6 adding your current DM: 1-3: You gain some useful information gain +1DM; 4-7: They gabble
insanely no effect; 8+: You are attacked you may also Surrender (e061) or Evade (Running 7 rolls).
5-7: You encounter Nephew an Ood that is controlled by House with glowing green eyes. Nephew is Brains
4, Brawn 7, Bravery 8 (Creature, Minion, Troop). Roll 1D6 adding your current DM: 1-2: You gain some
useful information gain +1DM; 3-4: It passes by with no event; 5+: You are attacked you may also
Surrender (e061) or Evade (Running 7 rolls) and also roll 1D6 and on a result of 4-6, House cannot resist
gloating roll for a Goal event. If you kill Nephew, gain a +1DM.
8-9: House attempts to terrorise the Characters in your group. Each Character must make a successful Bravery
roll (adding any Domination) or run off on their own. Characters that run are -1 Bravery (-2 if they have
Screamer) for the rest of the Adventure unless they can make a Running 8 roll.
10-11: House attempts mind tricks on the Characters in your group. All Characters must make a successful Brains
roll (adding any Domination). If the roll is failed then he or she is frozen in fear and can take no Action
next Turn. If the Brains roll is failed by at least 4 then the Character gains Madman and has -1 to
Qualities until the end of the Adventure.
12+: You are forced to confront House. You must make a Brains roll, then add the difference to the current DM
and add any Domination and Gloating (and any TARDIS if the Goal is mv12a). If the result is 12 or higher
then gain a +1DM, or reveal the Goal, or instead Defeat House if you can Oppose. If you fail, take a -1DM
penalty and see result 8-9.

mv12a. Absorb Artron Energy


(Goal 4) You discover that House wishes to invade the TARDIS and
absorb all of the artron energy to increase its power.
A non-Time Lord Character (random selection but any Madman is chosen
first) immediately becomes the host of the TARDIS life-force. They gain +5
Brains, Aware 2 and TARDIS 2 but can only contain the energy for a
number of Turns equal to their average of the their Qualities (round up).
At the end of this time they are killed and the TARDIS is lost forever.
If no Character can contain the TARDIS life-force then the game is over.
You gain no bonuses for Research whilst inside the TARDIS. If you return to the TARDIS and have 25 Brains, 25
Bravery, either Domination or Gloating, and 2 TARDIS, then gain a +2DM. If you Defeat House and a Character
contained the TARDIS life force is still alive then gain either Aware, TARDIS, or 1D6 Luck points as you finally
manage to communicate face to face with your oldest friend...
If you do not Defeat House, then the TARDIS is destroyed and the game is over.

Mv13. The Gangers


You have encountered Gangers (DM: +1. Goals: 1-2: e164; 3-4: e216;
5-6: e286) avatars created from the Flesh and controlled remotely by a
human operator to work in dangerous environments. But these Gangers
have developed independent sentience with feelings and memories of
their human originals. And they are angry and confused...
Roll 1D6 for each Ally in your group (unless you have rolled for them in a
previous Enemy encounter). If the result is a 1, then the Ally is revealed to
be a Ganger and their face dissolves into white, pasty Flesh.
Roll 1D6 for the number of Gangers encountered each is Brains 5, Brawn 6, Bravery 6. If any of your Allies are
revealed to be Gangers, they are included in this number but retain original Qualities if higher than a normal
Ganger. If you encountered fewer Gangers than the number of Allies revealed, increase to that number.
Gangers are also prone to paranoia and schizophrenia roll 1D6 for each Ganger you encounter (adding +1 if
you can Oppose). If the result is 6+ then the Ganger gains Madman. If you have had a previous Enemy encounter
then also roll 1D6 and on a roll of 5+ then the Gangers have duplicated a random Character see mv13a.
Choose from options below:
Fight: Combat occurs but each Ganger with Madman gains +3 Brawn and is so terrifying that any Screamers
must make a Bravery roll or automatically attempt to evade. You may later choose to Surrender with -1 to
die roll. If you can Oppose and have a sonic screwdriver then you may make an Engineering 10 roll to
destroy all Gangers at the end of a combat round but lose 1 Luck point per Ganger without Madman
killed. If you win a fight against the Gangers gain +1DM, or you Defeat them if you can Oppose.
Evade: You must make Running 8 rolls to evade. If you fail, or choose not to escape, choose another option.
Hide: You must make Thief 8 rolls before any other option. You cannot choose to hide if a Character is revealed
to be a Ganger. If you fail, or choose not to hide, choose another option.
Talk: You try to convince the Gangers to leave without conflict. Make a Brains roll (with -2 for each Ganger with
Madman and -1 for each previous attempt at this option). If you succeed, the Gangers leave - gain a
+1DM or reveal the Goal. If you fail, choose another option.
Broker Peace - This option is only possible if you can Oppose and no Ganger here has Madman. Make a
Charisma 10 roll with a -2 penalty for each Fight you have had with Gangers in this Adventure,
and -1 for each Human Troop with you. If you succeed, you Defeat the Gangers and gain an
additional 2 Luck points. If you fail, choose to Evade, Surrender or Fight
Follow: This is only possible after a successful Hide. Make a Follow action: 2-5: Discovered: choose another
option with -1 to the roll; 6-7: Lose quarry event ends; 8-9: me66; 10+: e144.
Surrender: Roll 1D6 with -1 for each Ganger that has Madman: 1-2: The Gangers are not interested in your
surrender and attack; 3-6: You are surrounded by the Gangers and imprisoned see e061

mv13a. Deadly Duplicates


These Gangers have identical Qualities and Traits to the original
Character it is modelled on and also gain Imposter. If Gangers are not
the Enemy then the duplicate is controlled by their operator who is frozen
until either the duplicate is killed or the operator wishes to cease using
the duplicate Ganger. Duplicate Gangers are counted as Allies.
If Gangers are the Enemy then duplicates of Allies join the Enemy in
encounters and require no operators. Duplicates of TARDIS Characters
must make a successful Bravery roll to remain Allies and if successful must
make a new Bravery roll each time you gain DM or be frozen for a Turn.

Mv14. Madame Kovarian


You have encountered Madame Kovarian (DM -1; Goals: 1-2: mv14a; 34: me38; 5-6: e156), a mysterious figure dressed in black with an eyepatch. Kovarian (Brains 10, Brawn 4, Bravery 8) is a totally ruthless
woman with a cruel and unexplained hatred of you. Allying herself with
dark forces, she takes great glee in any anguish she can cause and will
stop at nothing to destroy you and anyone that you hold dear.
Roll 1D6 to find Kovarians Minions for the Adventure (only rolling for a
different number each encounter), refer to the relevant event for Qualities
and Traits, then return here to choose an encounter option below:
1-2: 1D3 Silence (mv10); 3-4: 1D6 Headless Monks (me55); 5-6: 1D6+1 Soldiers (e081).
Fight: Combat occurs normally and you may later Evade or Surrender see options below with a -1 to each
roll. If you win a Fight against Kovarian gain a +1DM or Defeat her if you can Oppose.
Evade: You must make Running 8 rolls (Running 9 if any Silence are here) to escape. If you fail, you must
choose another option.
Surrender: Roll 1D6 with -1 if the Silence are here, -1 if you can Oppose: 1-3: You are attacked; 4-6: See
e061 and also roll 1D6 - on a 4-6, roll for a Goal event as Kovarian cannot resist gloating over you.
Hide: You must make Thief 8 rolls (Thief 10 if the Silence are here) before any other option. If you fail, or
choose not to hide, choose another option with any initial Running rolls having a -2 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-6: Discovered: choose another
option with -1 to the roll; 7-8: Lose quarry event ends; 9-10: e144; 11+: e082.
Talk: You try to bluff your way out of trouble make an opposed Brains roll with Kovarian with a -1 for every
previous attempt with this option, and -1 unless you have Gloating. If you succeed, gain a +1DM or roll
for a Goal event. If you fail you must choose to Fight or Surrender.
Confront: This option is only possible if you can Oppose. You confront Kovarian and try to convince her to
leave. Make an Opposed Bravery roll (adding +1 for each Domination or Gloating, but with -1 if the
Silence are here or on Demons Run ma18). If you succeed then Kovarian snarls in anger but
leaves and you have Defeated her. If you fail, take a -1DM and choose to Fight, Evade or Surrender.

mv14a. A Good Man Goes to War


(Goal 5) If you have no Companion, re-roll for a different Goal event. You discover that Kovarian wishes to bring
you down through the friends you hold dearest by kidnapping your Companion and replacing them with a Flesh
avatar. Immediately take a -1DM and lose a Luck point.
You may dissolve the avatar or keep them as a Companion, although they might be controlled unconsciously by
Kovarian... If you keep them then roll 1D6 at the end of each Turn: 1-3: No effect; 4: Take a -1DM penalty; 5: -1
to your roll on your next Action; 6: Attacked the avatar always chooses you as their opponent if possible. You
may spend 1 Luck point to dissolve the Companion after a combat round.
To rescue your Companion you must complete the Adventure on Demons
Run (ma18) with Kovarian as the Enemy (and roll again for type of
Minion on Demons Run). Once there, you can make a Rescue Action
normally. Your Companion may try to Escape see e061.
If you have 4 Friends or Companions, 25 Bravery and 3 Thief, gain a
+2DM.
If you do not Defeat Kovarian and your Companion is still captured, then
they are killed lose 3 Luck points.

Mv15. Mels
You have encountered Melody Pond (DM +1; Goals: 1-2: me38; 3-4:
e156; 5-6: e237), the psychopathic killer that has been raised and
trained by the Silence. She is also the daughter of Amy Pond and Rory
Williams and was, in a twist of temporality, also their best friend when
they were growing up in Leadworth, where her increasing bouts of
criminal behaviour meant they had to look after her anyway...
If you are with, or encounter, River Song in this Adventure then she
instantly vanishes on the first encounter with Mels, the Adventure
becomes Dimensional and you must roll on me70 (Fate +1).
Melody, or Mels, is Brains 6, Brawn 7, Bravery 7. Roll 1D6 and add your current DM. If the total is 7+ then she
attacks you see the Fight option otherwise choose from the options below:
Fight: Combat occurs normally although Mels will always attack you personally if possible. She will only attack
Amy Pond or Rory Williams if you can Oppose or if in a Dimensional Adventure. At the end of a combat
round if you have at least 15 Brawn then she will attempt to escape roll 1D6 and on a 4-6 she has
evaded you. You may choose to Evade or Surrender after a combat round see options below with -1 to
either roll. If you win a fight against Mels, roll 1D6: 1-3: Gain a +1DM; 4-6: See mv15a below.
Evade: You must Running 8 rolls to escape. If you fail, you must choose another option.
Surrender: Roll 1D6 subtracting your current DM, -2 if you (as the Doctor) are here and +1 if Amy Pond or Rory
Williams is here (+2 if both): 1-2: Mels gives you a dazzling smile and attacks anyway; 3-6: See e061
and roll 1D6 on a result of 4+ then Mels cant resist gloating over her plans roll for a Goal event.
Hide: You must make Thief 9 rolls before any other option. If you fail, or choose not to hide, choose another
option with any initial Running rolls having a -2 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-5: Discovered: choose another
option with -1 to the roll; 6-7: Lose quarry event ends; 8-9: Roll for Goal event; 10+: e082.
Talk: You try to bluff your way past Mels make an opposed Brains roll with a -3 penalty and -1 per previous
attempt with this option, although you may add +1 if Amy Pond or Rory Williams is here (+2 if both). If
you succeed, gain a +1DM or roll for a Goal event. If you fail you must choose to Fight or Surrender.
Confront: This option is only possible if you can Oppose. You try to confront Melody and convince her that you
are not her enemy. If you make both an Opposed Brains roll and an Opposed Bravery roll (with your
Qualities reduced by 2 unless Amy Pond is here) then you succeed and Defeat her roll on me70 (Fate:
+0) if Amy or Rory here. If you fail, take a -1DM and choose to Fight, Evade or Surrender.

mv15a. The Redemption of River Song


In a burst of incandescent energy, Mels regenerates into River Song - but
this is not the River that you may have previously known shes still
psychotic and out to kill you! She becomes Brains 8, Brawn 7, Bravery 7,
and may not be killed in a Fight for the next 1D6+1 Turns. If killed after
this point you Defeat her but lose 2 Luck points and roll on me70.
To complete this encounter, River tries to assassinate you before escaping
make an opposed Brains roll and if you fail see me62. Further Enemy
encounters with River in this Adventure uses the same options as above.
If you can Oppose you may also try to convince River to change her ways and shake off the Silence conditioning.
Make a Charisma 12 roll adding +1 if Amy Pond is here, +2 if the Teselecta is here, and +1 for each previous
Adventure you have had with River Song. If you succeed then you convince her and gain an extra 3 Luck points
and cancel me62. If you fail then take a -1DM and choose to Fight, Evade or Surrender with -1 to any initial roll.

Mv16. The Tenza


You have encountered a Tenza an alien species whose young are
raised by others. Tenza have advanced, psychic powers allowing them
to live amongst other races.
Tenza were born in space, where they drifted until they found a
habitable world. They would find a family that they could live with and
then the Tenza infant would adapt itself to suit its environment and alter
the memories of its surrogate parents and those around them. After that,
the Tenza would live out its life as a member of the surrogate parents'
species without conscious realisation of its true nature
If you already have a child Character, then that child is revealed to be the Tenza infant, otherwise you gain a
new child Ally Brains 2, Brawn 1, Bravery 1 (Aware, Thief).
Since they are totally benevolent, the Tenza does not have a Goal like normal but is currently terrified that they
will be taken from their surrogate parents. To counter this, the Tenza is removing everyone that scares it and
placing them in an eerie pocket dimension inhabited by peg dolls. At the end of each Turn, if the Tenza fails to
make a successful Bravery roll, then a random Character (selecting Victims first) is banished into this dimension.
In the dimension, Characters can complete no Action except make Aware 10 rolls to search for clues (they may
separate for multiple rolls and if they roll doubles in the Aware roll will separate anyway) and use normal Move
Actions (with a -1 penalty due to the darkness and disorientation) to regroup. If successful with an Aware roll, you
gain +1DM. Any encounter (rolled for normally on r307) in the dimension is always mv16a.
To Defeat the Tenza, you must convince it that it is safe and loved by increasing its Bravery until (as an Action) it
can make a successful Bravery roll. Due to the Tenzas psychic links, you do not actually have to be with the
Tenza Character when this roll is made. You may also spend your DM (or part of it) to act as a bonus for one
Bravery roll, but if unsuccessful then once spent your new DM is reduced accordingly.
Gain +1DM if you have psychic paper (e184) or 3 Aware (+2DM if both). You may also gain +1DM for making
a successful Charisma 10 roll as an Action (adding any Domination and +2 if you have a parent Ally Character).
If you manage to convince the Tenza that they are wanted then you Defeat it and gain 3 Luck points and any
Characters trapped in the pocket dimension are released.

mv16a. Peg Dolls


You have encountered 1D3 Peg Dolls each Brains 1, Brawn 5, Bravery
6 (Troop), hideous wooden constructs that are created by the Tenzas
subconscious. The Dolls are so terrifying that any Screamers must make a
successful Bravery roll or automatically try to Evade. Otherwise, choose
from the options below:
Evade: You may make Running 7 rolls before combat starts. If you fail, or
choose not to escape, you must Fight.
Hide: Make Thief 8 rolls before any other option. If you fail, or choose
not to hide, choose to Fight or Evade (with -1 to first Running rolls).
Fight: Combat occurs as normal but if any of your Human Characters take a Wound from the Peg Dolls then they
instead are transformed into a Peg Doll and will join the Fight against you. You may later choose to Evade
the combat with Running 8 rolls. Further encounters with Peg Dolls will always have these transformed
Characters in addition to the 1D3 initially rolled. If you win a fight against the Peg Dolls gain +1DM. If you
Defeat the Tenza, any Characters transformed into Dolls return to normal. If you fail then those Characters
are counted as being killed lose 2 Luck points if any were Companions.

Mv17. Cybermen Scavengers


You have encountered Cybermen scavengers (DM -1. Goals: 1-2: e178;
3-4: e239; 5-6: e180) that have crashed here and only just started to be
revived. The Cybermen are incredibly strong, ruthlessly efficient and
without fear, emotion or humanity. And these Cybermen are also
desperate to survive at any cost.
Roll 1D6 with +1 if the Turn number is 5-8 or +2 if the Turn is 9+. Also
add +2 if you can Oppose:
1-3: Cybermats see mv17a below.
4+: Cybermen - each Brains 4, Brawn 10, Bravery 8 (Machine). Roll 1D3 for number of Cybermen encountered,
adding +1 if Turn 5-8, +2 if Turn 9+.
Choose from options below:
Fight: Combat occurs as normal. If you later wish to Surrender or Evade, see below with -1 to either roll. If you
win a fight against the Cybermen, gain a +1DM or instead Defeat them if you can Oppose.
Surrender: Roll 1D6 with -1 if you can Oppose: 1-3: The Cybermen attack! 4-6: e061.
Evade: The Cybermen march at a steady pace so you must make Running 7 rolls to escape. If you fail, or
choose not to escape, you must choose another option.
Hide: You must make Thief 8 rolls before any other option. If you fail, or choose not to hide, you must choose
another option but initial Running rolls have a -1 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e158; 10+: e147.
Talk: You try to confuse the Cybermen to escape. If you make a successful Brains roll, with your Brains reduced
by 1 per Cyberman here and by 1 for each previous attempt using this option, then you succeed gain
a +1DM. If you fail, choose another option Surrender, Evade (with -2 to initial Running roll) or Fight.
Deactivate: You may only choose this option if you can Oppose. If you have either 3 Engineering or 5
Charisma (any parent Character gains Charisma 2 if their child is here) and you can make either
a successful Computers 9 or a Demolitions 8 roll then you have Defeated the Cybermen. If you
fail then take a -1DM and choose another option.

mv17a. Cybermats
You have encountered Cybermats - bizarre worm-like creatures which
have been created by Cybermen to undertake tasks of sabotage,
infection and even possession! Roll 1D3 for the number of Cybermats
encountered - each Brains 1, Brawn 6, Bravery 9 (Machine).
If you have 2 Engineering and 15 Brains, then you can surround your
group with metal cables before the attack begins to disrupt the Cybermat
control systems the event ends and you gain +1DM. You may escape
from a Cybermat attack with Running 8 rolls. If you destroy the
Cybermats in a Fight gain a +1DM.
Otherwise, each Cybermat will attack a random Character (Victims first). If they then Wound a Character, roll
1D6:1-3: No additional effect; 4-5: The Cybermat injects a neural virus (poison) into the Character until you
have Aware and 2 Medicine (or Poison) the Character is out of action and cannot be used in any way until you
Defeat the Cybermen; 6: See 4-5 above but the virus also carries a mental control signal by the Cybermen roll
1D6 before every Enemy Encounter on a 5-6 the victim rises up and joins the Cybermen in all further
encounters! If you manage to Defeat the Cybermen they revert back to normal.

Mv18. Harvest Rangers


You have encountered a group of ruthless Harvest Rangers (DM +1;
Goals: 1-2: me72; 3-4: e283; 5-6: e167), armoured soldiers and
engineers from an industrial conglomerate on Androzani Major who will
let nothing stop them from completing their heartless commercial projects.
Roll 1D6 to see what you have encountered, adding +1 if Turn 5-8, +2 if
Turn 9-12, and +1 if you can Oppose:
1-3: Droxil, Ven-Garr and Billis a team of less-than efficient Rangers
who may be sympathetic to appeal. Make a Charisma 9 roll and if
successful they become your Allies, otherwise see options below.
Droxil is Brains 4, Brawn 6, Bravery 5 (Engineering, Marksman, Pilot, Science), Ven-Garr is Brains 3, Brawn
6, Bravery 5 (Computers, Engineering, Marksman, Tracking) and Billis is Brains 5, Brawn 6, Bravery 5
(Charisma, Engineering, Marksman, Pilot). If they are Allies, gain a +1DM or roll for a Goal event.
4-5: 1D6 Rangers, each Brains 2, Brawn 7, Bravery 5 (Troop)
6+: 1D6 Rangers (see above), plus a Ranger Captain Brains 5, Brawn 7, Bravery 8.
Also roll 1D6 and on a 5-6 then the Harvest Rangers have a Harvester Vehicle nearby see mv18a. Choose from
the options below:
Fight: Combat occurs normally and you may later Evade or Surrender see options below with a -1 to either
roll. If you win a Fight against the Rangers gain a +1 DM or Defeat them if you can Oppose.
Evade: You must make Running 8 rolls to escape. If you fail, you must choose another option.
Surrender: Roll 1D6 with +2 if Droxil here, -1 if you can Oppose and -1 if a Ranger Captain here: 1-2: You
are attacked; 3-5: e061; 6+ e059.
Hide: You must make Thief 8 rolls before any other option. If you fail, or choose not to hide, you must choose
another option but initial Running rolls have a -1 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: mv18a; 10+: e144.
Talk: You try to bluff your way out of trouble make a successful Brains roll with a --1 if a Ranger Captain is
here, +2 if Droxil is here and -1 for every previous attempt with this option. If you succeed, gain a
+1DM or roll for a Goal event. If you fail you must choose to Fight or Surrender.
Confront: This is only possible if you can Oppose and there is a Ranger Captain here. You try to confront the
Captain and convince him to abandon his plans. If you make an Opposed Bravery roll (with your
Bravery reduced by 2 if their total Brawn is twice yours) then you succeed and convince the Rangers
to leave and Defeat them. If you fail, take a -1DM and choose to Fight, Evade or Surrender.

mv18a. Harvester Vehicle


(Location) A Harvester vehicle is a massive, awe-inspiring machine used
for transport, construction and devastation of the environment. If you are
captured by Rangers with a Harvester then have -1 to any Escape rolls.
If you gain control of a Harvester, you gain 2 Tracking, Computers, +1
to Move Actions, you may Seek Information or Research here using
Computers, and add Pilot Traits to Defeat Actions. If you can Oppose,
then if you have 25 Bravery, 3 Engineering, 3 Pilot (or can make a Pilot
10 roll) then you can crash the Harvester vehicle into the Ranger base
and destroy it. Each Character inside the Harvester must roll 1D6
however and are killed on a result of 1 (or 2 if the Character is a Victim).

me36. President Nixon


You have met Richard Nixon 37th President of the United States of America.
Roll 1D6: 1-3: Lose 1 Luck point; 4-6: Gain 1 Luck point. Nixon is Brains 6,
Brawn 4, Bravery 6 (Bureaucrat 2, Charisma, Thief). And is guarded by
1D6+1 FBI agents each Brains 4, Brawn 7, Bravery 7 (Bureaucrat,
Marksman, Running, Tracking, Troop). Roll 1D6 on a 5-6, one of the agents
is Canton Delaware (see me37 for Traits). Choose from the options below:
Evade: Roll 1D6: 1-3: You are ignored event ends; 4-6: You are
wanted for questioning unless you Surrender (e059), the
agents attack you. You may try to evade using Running 8 rolls.
Talk: You try to speak to the President. Make a Charisma roll add Bureaucrat, +1 if Enemy revealed, +1 if Canton here:
2-7: You are deemed a security risk - unless you Surrender (e059), the agents attack you. You may try to
evade using Running 8 rolls.
8-9: The President ignores your pleas and brushes you off.
10-11: You have an interesting conversation with President Nixon roll for a Plot event. He then departs.
12+: The President declares that you have a common cause and assigns you 1D3 FBI agents (or Canton instead if
he is here) as Allies. You may also roll for a Plot event. If captured by non-Enemy Characters in this Adventure,
you are released automatically on the next Turn. Gain +4 to any Talk roll with me37.

me37. Canton Delaware III


You have encountered Canton Delaware, the charismatic former FBI agent
Brains 6, Brawn 7, Bravery 7 (Aware, Bureaucrat, Charisma, Marksman,
Running, Tracking). Roll 1D6-3 for the number of FBI agents with him (see
m36 for Qualities and Traits). You may Fight or choose from options below:
Evade: Roll 1D6 (-1 if Canton alone): 1-2: You are ignored event ends;
3-6: You are wanted for questioning unless you Surrender
(e059), you are attacked. You may evade with Running 8 rolls.
Talk: Make a Charisma roll adding Bureaucrat, and +1 if an Enemy revealed:
2-7: Unless you Surrender (e059), the agents attack you. You may try to evade using Running 8 rolls.
8-9: Canton decides you are harmless and ignores you.
10: Canton decides an exchange of information would be useful - roll for a Plot event. He then departs.
11+: Canton realises he needs you and becomes an Ally (along with any agents) - roll for a Plot event.

me38. Silence Will Fall


(Goal 5) You discover that the Enemy is seeking your absolute death nothing else. You gain Victim until the end of the
Adventure. If the Silence (mv10) or Madame Kovarian (mv14) is the Enemy, take a -1DM. If you have Brains 30 and
Bravery 30, or destroy an Imposter ally, then gain +2DM. If you Defeat the Enemy and have no Fate then roll on me70
(Fate: +1). If you fail to Defeat the Enemy in this Adventure then you are killed and the game is over.

me39. Fixed Point in Time


Not all time can be rewritten. There are some places and some events that are immutable and attempting to
change them can have terrible consequences. Roll 2D6 at the end of each Turn if you roll less than the current
Turn number then any Fate you have must be resolved. When you can Oppose you must roll 1D6: 1-2: To
maintain the continuum, you must not Defeat this Enemy (see r305 for penalty); 3-6: It is imperative that you
Defeat the Enemy in this Adventure if you do not, then the game is over.
If the Adventure becomes (rather than already being) Dimensional or you have 3 Temporal events (not including
Temporal Enemies) in the Adventure, then this event is cancelled and has no further effect.

me40. River Song


You have encountered the enigmatic River Song, a mysterious and engaging
woman whose destiny is entwined with your own. River is Brains 8, Brawn 6,
Bravery 7 (Aware, Charisma, History, Marksman, Running, Science, TARDIS,
Thief, Tracking). Roll 1D6 to see what equipment she has with her: 1: me64;
2: me32; 3-4: e197; 5-6: me15.
River joins you as an Ally (you may make a Companion Charisma 11 roll
and if successful she becomes a Companion gain a Luck point). River
always counts as a TARDIS Character. Roll 1D6 and on a 1-2, see me70
(Fate: +0). Also make a Brains roll (with a +1 bonus or +2 if you had a Fate
event) for River - if she succeeds then roll for a Plot event.

me41. Cape Kennedy


(Location) You have found the famous NASA rocket launch base where mankind is preparing to take a giant leap. Gain
1 Luck point (once per game). It looks like the base is preparing for an important launch and security is tight, but the base
might hold some answers? To enter the base you can use the TARDIS (e001c) or each of your Characters must make a
Thief 9 roll. If any fail then roll 1D6: 1-3: e081; 4-5: e096; 6: No encounter.
Inside the base, you may Investigate or Seek Information. If you know the Goal you may gain a +2DM by having Brains
20 and 2 Engineering. For Character encounters here: (D6): 1: me42; 2: e081; 3: me37; 4: me36; 5: e023; 6: e024.

me42. The Impossible Astronaut


The incongruous, yet unnerving, figure of a NASA astronaut strides towards
you and slowly raises its arm. Roll 1D6 (adding +1 if at me41):
1-4: If there is no Enemy here then see mv15 and then me70 (Fate: +0). If
there is an Enemy here then see me40 (with Fate: +1). If you have River
as a Character however then instead instantly see me70 (Fate: +2) and
then me39 before the astronaut vanishes from sight.
5-6: The astronaut removes its visor to reveal a puzzled human. If at me41
then see e081. If not then if you can make a Charisma 9 roll then the
astronaut becomes your Ally Brains 6, Brawn 6, Bravery 7 (Aware,
Engineering, Pilot, Science) roll for a Plot event.

me43. A Plea in the Dark


(Plot) You discover that cryptic messages have been received. If you have a Character with Bureaucrat 2 then gain
a +1DM. If you have 25 Brains and 3 Tracking you may reveal the Enemy or automatically have a Location event
of your choice from the Adventure on your next Turn. You may now Investigate in this Adventure.

me44. Abandoned Orphanage


(Location) You have found an eerie abandoned orphanage with cracked, boarded windows. Can answers be
found here? Human Allies wishing to enter must make a Bravery roll with a +1 bonus; if they fail then they are too
scared and must be left outside. You may Investigate as an Action here with bonuses for both Aware and Thief. If
you roll doubles, see also e002a. Add +1 to the 2D6 roll on r307 here. If you have an Enemy encounter and an
enemy has not yet been revealed then see mv10 instead. If you have a Character Encounter, roll below instead:
Character: 1: me40; 2: me37; 3: me42; 4: e269; 5-6: Deranged caretaker roll 1D6: 1-2: Attacked Brawn 4
(Running 7 rolls to evade); 3-4: You gain nothing but rambling gibberish from him; 5-6: Roll for a Plot event;

me45. Captain Avery


You have encountered Henry Avery, a former respected naval officer
whose greed for gold turned him into a ruthless pirate captain, albeit
with a twisted code of honour. Avery is Brains 6, Brawn 8, Bravery 7
(Charisma, Marksman, Pilot, Thief, Tracking). Roll 1D3+1 for the number
of pirates with him, each Brains 2, Brawn 7, Bravery 5 (Minion, Pilot,
Thief, Troop), then choose an option below:
Evade: Make Running 8 rolls, or choose another option.
Surrender: Roll 1D6: 1-3: You are attacked anyway; 4-5: e062; 6: e061.
Fight: Combat occurs normally. You may later Evade, or Surrender with -1 to either roll.
Talk: Make a Charisma roll. If there is an Enemy here, add +1 to the roll.
2-7: You are attacked. If you wish to surrender or try to escape the fight, see the options above.
8-9: You are allowed to surrender or are attacked if you do not.
10: With a roar of laughter, Avery and his crew stagger away - if the Adventure is ma14, see (11+) below.
11+: Avery and his crew will join you as uneasy allies. Make a Brains roll for Avery and if successful then
roll for a Plot event. Add +1 to Investigate actions aboard a sailing ship (e273) or +2 in ma14.

me46. Dimension Ship


(Location) You discover the remains of an alien spacecraft capable of dimensional travel. You may Investigate
(with bonuses for Aware and Computers) here. If the Siren (mv13) is the Enemy, gain a +1DM. If you roll for an
Event on r307, roll 2D6 below rather than use the Adventure:
2: e045; 3: e162; 4: e033; 5: e181; 6: e096; 7: Deserted cannot Investigate further; 8: e194; 9: e069; 10:
me60; 11: e036; 12: e113.

me47. Acid Leaks


(Danger) You have encountered a dangerous acid leak. Roll 1D6 for each Character (with +1 if they have Running, -1 if
a Victim). If the result is 2 or less then they become Wounded. An Explore, Investigate or Move Action next Turn has a -1
penalty. If you have Brains 20 and Science, then gain Demolitions until the end of the Adventure.

me48. Time Lord Message


(Plot) You have found a Gallifreyan hypercube that may contain a psychic message from the consciousness of
another Time Lord. You may now Investigate in this Adventure and if you encounter a Time Lord (even an Enemy),
gain a Luck point. Also roll 1D6 immediately: 1-2: Either reveal the Enemy or gain +1DM; 3-4: Roll on e005; 5-6:
You gain co-ordinates to a dimensional portal and may travel to ma15 as a future Adventure.

me49. Idris
You have encountered Idris - a rather strange, yet captivating, young woman
who babbles almost incessantly. She is Brains 5, Brawn 4, Bravery 6 (Aware,
Charisma, Madman, Running, Thief). Roll 1D6:
1-2: She attacks you for one round only, then roll the 1D6 again.
3: She runs away from you unless a Character can make a Running 7 roll
(and then roll 1D6 again), the encounter ends.
4-6: She joins you as a rather unusual Ally (although counts as a TARDIS
Character). Make a Brains roll for Idris (with a +1 bonus) and if
successful roll for a Plot event.

me50. Solar Tsunami


(Danger) You watch in horror as flaming meteors begin striking the
landscape. Characters must make Running 8 rolls or become Seriously
Wounded. If you are at a Location do not roll for injury but roll 1D6 and
if the result is 4-6 then the Location is destroyed and you cannot use it
again in this Adventure. Roll 1D6 at the end of the Turn and if the result
is a 1-2 then the tsunami continues next Turn and Characters must roll
again for injury.

me51. Area 51
(Location) (Museum) You have reached the edge of Area 51 the infamous military base with such intense security that
many believe that the projects within have extra-terrestrial connections... To enter the base you must either have a native
Character with either Bureaucrat 2 or Bureaucrat and Tracking, or each of your Characters must make both a Running 9
roll and a Thief 9 roll. If you fail either roll then roll 1D6: 1-2: e081; 3-4: e096; 5-6: me37.
Whilst you are inside Area 51, you gain +1 to any Investigate, Seek Information (except using Charisma) or Research
Actions. If you roll for any Event or Character encounter then roll below rather than using the lines in Adventure:
Character: 1: me36; 2: me37; 3-4: e081; 5: e024; 6: e020.
Event: 1: e139; 2: e120; 3: e096; 4-6: Roll 2D6 - 2: me23; 3: e113; 4: e038; 5: e036; 6: e070; 7: e069; 8: e070;
9: e034; 10: e038; 11: me46; 12: me29.

me52. Madame Vastra


You have encountered Vastra, a fiercely proud Silurian warrior with a sense
of honour. She is Brains 6, Brawn 8, Bravery 8 (Aware, Creature, Charisma,
History, Poison, Thief, Tracking).
See mv07 for encounter options although an encounter with Vastra does not
mean that Silurians are necessarily the Enemy here. If you opt to Talk and can
make a Charisma 10 roll (with -2 if Silurians are the Enemy here), then Vastra
instead becomes your Ally. If Silurians are the Enemy here then roll for a Goal
event and you gain +2 if you attempt to Broker Peace on mv07. If Silurians
are not the Enemy, Vastra can make a successful Brains roll (with a +1 bonus)
to roll for a Plot event.
If Vastra is your Ally it only costs 3 Luck points to make her a Friend if she survives the Adventure. If you then meet Vastra
again she will be accompanied by her new maid Jenny Brains 5, Brawn 6, Bravery 8 (Charisma, History, Medicine).

me53. Commander Strax


You have encountered Commander Strax, a bombastic Sontaran officer who
has been demoted to nurse as a punishment. He is Brains 5, Brawn 8,
Bravery 9 (Computers, Gloating, Marksman, Medicine, Victim).
See v531 for encounter options although an encounter with Strax does not
mean that Sontarans are necessarily the Enemy here. If there is another
Enemy here however and you opt to Talk to Strax, then instead of the listed
option in v531 if you can make an opposed Bravery roll then Strax becomes
your reluctant Ally for the Adventure and if he can make a successful Brains
roll then also roll for a Plot event. If you fail the opposed Bravery roll then you
must choose to Fight, Evade or Surrender as in v531.
If Strax becomes an Ally it only costs 2 Luck points to make him a Friend if he survives the Adventure.

me54. Jack the Ripper


(Plot) You hear about the terrifying reign of terror of Jack the Ripper. If you wish to Investigate the case further, any time
you gain a +1DM (except from a Goal event) you may exchange it for a Clue. A Character may also gain a Clue if they
have Aware and History. If you gain 5 Clues then if you can make a Tracking 9 roll as an Action you can track down
Jack the Ripper. If you have at least 5 Characters with a total Brawn 30 then you can capture the Ripper, otherwise you
must Fight the Ripper in combat with Brawn 8 - although if you have greater total Brawn then the Ripper escapes at the
end of each round and on a result of 3-6 on 1D6. If you capture or kill the Ripper gain 5 Luck points.

me55. The Headless Monks


You encounter 1D6+1 monks belonging to the Order of the Headless, a
mysterious and powerful religious order that believe decapitation will
enable greater purity. Each monk is Brains 4, Brawn 8, Bravery 8
(Minion, Troop). Since they have no heads you may not use any
Charisma, Domination or Gloating in an encounter with the monks.
Choose from the options below:
Fight: Combat occurs but you may later choose to Evade or Surrender or
with -1 to the die rolls.
Evade: Roll 1D6 (with -1 if an Enemy here): On a 1-2, the monks ignore you anyway but otherwise you may make
Running 9 rolls (with +1 if a Character has Aware or Music) to escape. If you fail, or choose not to
escape, you must choose another option. If you choose to Surrender, you have -1 to the die roll.
Hide: If you can make Thief 8 rolls before any other option then you can hide. If you fail or choose not to hide
then choose another option but any initial Running rolls are made with a -1 penalty.
Surrender: Roll 1D6. 1-3: The monks attack anyway; 4-6: See e058.
If there is an Enemy here then the Monks will join them as Minions and be encountered in Enemy events. If you have to
roll for the number of Enemies encountered, reduce the total by 1 due to the monks tribute demand.

me56. Parental Bond


You discover that one of your Allies is a parent. If you have a child Character with you then the child gains +2 Bravery. If
you do not then your next Character encounter will be e269. A parent must always attempt to take any Wounds instead
of the child and if the child is killed then lose an additional Luck point. If Amy Pond is with you then instead see me70.

me57. Adolf Hitler


You have encountered the chancellor and Nazi leader of Germany
Adolf Hitler. Lose 1 Luck point. Hitler is Brains 7, Brawn 5, Bravery 6 and
is guarded by 1D6 Nazi soldiers each Brains 2, Brawn 7, Bravery 7
(Troop). Choose from the options below:
Surrender: Roll 1D6: 1-3: You are attacked anyway; 4-6: See e061.
Hide: You must make Thief 8 rolls before any other option is chosen. If
you fail or choose not to Hide, choose another option.
Evade: You must make Running 8 rolls to escape. If you fail or choose not to escape, choose another option.
Talk: You must make a Charisma 10 roll, adding any native Bureaucrat to talk your way out of trouble or choose
another option (with -2 to any initial Running roll).
Fight: Combat occurs as normal although if you wish to later Evade or Surrender you have -1 to die rolls. If you
kill Hitler, gain1D6-4 Luck points (losing them if total is negative), and this Adventure becomes Dimensional.

me58. Accelerated Time Streams


(Temporal) A random Character has had their personal time stream accelerated. Roll 1D6+1 for the amount of Turns they
have for each regular Turn (they roll for an encounter at the end of each turn as normal). To return them to the normal
time stream (and thus avoid leaving then forever) you need 30 Brains and either 3 Computers or 2 TARDIS.

me59. Gate Interface


(Location) (Temporal) You have found the Gate - a console with a computer
link to give you access to the Two Streams entertainment zones. You may
choose one zone per Turn to visit as a Relax Action:
Restaurant Zone: Fantastic Martian and Atraxi cuisine see e073.
Mountain Zone: Characters with Brawn 6 or greater gain 1 Luck point.
Rollercoaster Zone: Characters with Bravery 6 or greater gain 1 Luck point.
Aquarium Zone: Characters with Brains 6 or greater gain 1 Luck point.
Garden Zone: Wonderful, peaceful replica of mansion on Shallana each Character gains 1 Luck point per 2 Turns.

me60. Plague
(Danger) (Disease) You discover that a deadly plague threatens the population. Roll 1D6 and on a result of 1 the plague
is the deadly Chen-7 strain that affects only beings with two hearts including Time Lords! Any other result means that the
plague affects all non-Creature, non-Machine Characters.
At the end of each Turn, unless you have 4 Medicine to cure the plague, each Character the plague affects must
make a successful Brawn roll or become infected. Infected Characters lose 1 Brawn at the end of Turn until Brawn
equals zero and they are killed. Do not roll or lose Brawn if inside the TARDIS. If you cure the plague gain 3 Luck
points. This counts as a Plot event and you may Plan to try to cure the plague without first having a Goal event.

me61. Handbots
You meet 1D6 Handbots white, humanoid medical robots with blank
faces and synthetic hands. Each is Brains 3, Brawn 4, Bravery 8
(Computers, Medicine, Machine, Tracking). You may ignore them if with
a native Character with Medicine or choose from the options below:
Talk: Roll 2D6 with -2 if you have had a Disease event in the Adventure:
2-5: You are attacked. If you wish to Surrender or Evade the fight,
see below with -1 to any roll.
6-8: You are allowed to surrender see e059 or Handbots attack.
9+: The Handbots ignore you and leave.
Fight: Combat occurs normally. If you later wish to Evade or Surrender, see those options with -1 to the rolls. At
the end of each combat round roll 1D6 and on a 5-6 then another 1D6 Handbots teleport to the encounter.
You now have -1 (cumulative) to all Running rolls. If the Handbots Wound a Character they deliver an
anaesthetic that renders the Character unconscious. At the end of the encounter, roll on the Surrender
option for any unconscious Characters if you do not win the Fight. Any Characters suffering from a Disease
are automatically killed. Any Handbots that you have killed maybe reprogrammed to become your Ally by
a Character making both a Computers 9 roll and an Engineering 9 roll as a (single) Action.
Evade: Roll 1D6: 1-2: The Handbots ignore you; 3-6: Make Running 6 rolls, or choose to Talk, Fight or Surrender.
Hide: Make Thief 8 rolls before any other option. If you fail choose another option (with -1 to Running rolls).
Surrender: Roll 1D6 with - 2 if you had a Disease event in Adventure: 1-3: The Handbots attack; 4-6: See e059.

me62. Assassination Attempt


(Danger) An attempt has been made to assassinate one of your Characters. Roll randomly for the target, choosing a
Victim then a native Bureaucrat first, and then roll 1D6 for the nature of the attempt:
1-2: Poison Unless you have 3 Aware or 2 Medicine or Poison, the Character is killed. If you (or any other Time Lord)
are the target, you may live for another 1D3+3 Turns before the poison takes effect, although are -2 to all
Qualities during this time.
3-4: Deadly Trap Unless the target Character can make a Running 9 roll or a Thief 10 roll then they are killed.
5-6: Sniper Unless the target Character can make an Aware 9 roll and a Running 9 then they are killed.

me63. Area 52
(Location) (Museum) You have reached Area 52 a facility located within the
great Pyramid of Giza and a base for those who are aware that Time has
become twisted and that the situation is at crisis point.
To enter Area 52 you must either have a native Character with either Aware
or Bureaucrat 2, or 3 Troop Allies. If you do not then each of your Characters
must make both a Running 9 roll and a Thief 9 roll. If you fail either roll then
roll 1D6: 1-2: e081; 3-4: e096; 5-6: me65.
If rolling on an Enemy event for number encountered, add +1 to the roll here.
Whilst inside Area 52, gain +1 to Seek Information (except Charisma) or Research Actions. A Human Character
with Marksman or Troop gains +1 Brawn here. If you Rally the Troops (e092) here, add a +2 to the roll.
If you roll for any Event or Character encounter then roll below rather than using the lines in Adventure:
Character: 1: me57; 2: me40; 3: e285; 4: e212; 5: e024; 6: me65.
Event: 1: e139; 2: e120; 3: e096; 4-6: Roll 2D6 - 2: me23; 3: e113; 4: e038; 5: e036; 6: e070; 7: Enemy event
instead; 8: e070; 9: e034; 10: me64; 11: me46; 12: me29.

me64. Eye-Drives
(Equipment) You discover 1D3 Eye Drives, devices used to remember encounters with the Silence that resemble a silver
eye patch but really form a neural link. Whilst a Character wears an Eye Drive they may not lose Aware and gain
Computers. If the Silence (mv10) are the Enemy here (or are Minions of Madame Kovarian) then gain a +1DM.

me65. Amelia Pond - Special Agent


You have encountered Amelia Pond, a special agent of the state in this
twisted reality. Having grown up with a crack in her bedroom wall
however, Amelia is still aware that something is very wrong...
If you already have Amy as a Companion here, see instead me70.
Amelia is Brains 6, Brawn 7, Bravery 8 (Aware, Charisma, Demolitions,
Marksman, Running) and is with a squad of 1D6+1 soldiers, each Brains
3, Brawn 6, Bravery 6 (Marksman, Running, Tracking, Troop). One of
the men is the leader a certain Rory Williams - with Brains 5, Brawn 7,
Bravery 8 (Charisma, Demolitions, Marksman, Running, Tracking).
They join you as Allies (although Amelia and Rory count as TARDIS Characters). Gain 1 Luck point. Amelia also
knows something of what is happening here so roll for a Plot event. If the Silence are the Enemy (or Minions) here,
then Amelia and her friends also have an Eye-Drive (see me64) each.

me66. Flesh Chamber


(Location) You have found a tank of self-replicating fluid called the Flesh from
which users can create doppelgangers of themselves as controlled avatars for
dangerous or menial assignments. If the Sontarans (v531) are the Enemy,
take a -1DM. If you have 20 Brains, Engineering and 2 Science, you may
create a Ganger of one Character (see mv13a) for the Adventure (only).
If you have e079, e140 or me50 events in this Adventure however, then the
Gangers become independent, sentient beings. If there is no Enemy revealed
then see mv13 immediately. If there is already an Enemy here then the
created Gangers become Minions of the Enemy.
If this happens then the Gangers will be encountered with the Enemy. Qualities of any Characters are halved in any
encounter where they are against their duplicate Ganger as the Ganger can predict your thoughts and actions.

me67. TARDIS Junkyard


(Location) You have found the scattered remains of dozens of TARDISes lying broken and decaying across the ground.
Any Time Lord or Character with TARDIS 2 must make a successful Bravery roll or lose 1 Luck point due to the sadness
they feel. If they make the Bravery roll by at least 4 then see e005. Gain +1 to any Engineering Research you do here. If
you wish to search the junkyard as an Action, roll 1D6 and you may spend a Luck point to add +2 to the roll:
1-2: Nothing useful; 3-4: Gain +1DM (+2 if House is the Enemy); 5: e069; 6: e185; 7: e190; 8: e195

me68. Liberation
(Goal 3) You discover that the Enemy wish to liberate themselves from oppression. If the Enemy are Gangers (mv13) then
increase the Goal number by 1. Any Talk options in Enemy encounters have a -1 penalty per native Bureaucrat or Troop.
If you have 20 Brains, Bureaucrat and 2 Charisma, gain +2DM.

me69. The Teselecta


You have encountered the Teselecta - a Justice Department vehicle staffed by a crew who are miniaturised by a
compression field. It can travel through time and locates people deemed guilty of crimes who had escaped
punishment. After finding them, the crew would administer their own... Make a Charisma roll with -1 for each
Thief here, -2 if you have a Fugitive, +2 if Mels (mv15) is the Enemy and +2 if you have encountered Hitler here:
2-6: You are attacked by the Teselecta Brawn 9. You may try to escape
with Running 8 rolls or Surrender roll 1D6 and on a 4-6 see me69a.
7-10: The Teselecta deems you unimportant and ignores you.
11+: The Teselecta and her crew becomes your Ally for the Adventure.
They count as Brains 7, Brawn 9, Bravery 7 (Aware, Computers,
History, Imposter, Laser, Machine, Marksman, Pilot, Tracking). You
may reveal the Enemy, or if already revealed, roll for a Goal event.
You may also enter the Teselecta if you wish see me69a below.
me69a. Inside the Teselecta
(Location) You have been miniaturised and brought inside the Teselecta. If not already an Ally, then you are attacked by
1D3 of the ships Machine antibodies each Brawn 8. You may escape with Running 7 rolls and must then make either
a Computers 8 roll to deactivate the antibodies and leave the Teselecta or attempt a Charisma roll (as in me69) to try
and Ally the crew. Inside the Teselecta you may add +1 to Research Actions and in encounters you may use any Traits of
your Characters inside (except Running), plus their Brains and Bravery. You may also not use any Equipment you carry in
these encounters. The Teselecta is incredibly tough and cannot be destroyed in combat unless total Brawn is at least 30.

me70. Times Destiny


You have learnt something that would have been better left undiscovered. Worse, now that you know the terrible secret,
you realise that not all Time can be rewritten... Roll 1D6, add the Fate modifier given in the previous event and then see
the result below. If you try to Avoid the Fate then there might be a penalty. If you receive another Fate event before
resolving a previous Fate here, then see the Consequence of the original roll rather than roll again.
1: You receive mysterious invitations for you and your Companions
requesting your presence at Lake Silencio in Utah, 2011.
Avoid: You are -2 Brains due to your curiosity until you go to ma22.
Consequence: The reduction in Brains is permanent
2: You receive a message from a former Companion. What do they want?
Avoid: Current Companions are -1 to Bravery until you are reunited with
your old Companion by returning to the Adventure where they left.
Consequence: (Roll this Fate again if you have no former Companion). You have -2 to Companion Leaving rolls.
3: You learn that you are being hunted. The shadows are gathering and perhaps you cannot keep running forever?
Avoid: When rolling for an Enemy Goal, roll 1D6 first. On a result of 1-3, the Goal is instead me38.
Consequence: Unless you cancel this Fate by choosing to replace the Enemy by the following selection, roll for the
Enemy here with a fixed Goal of me38. Enemy (D6): 1: mv10; 2: mv14; 3: mv15; 4: mv08; 5: v541; 6: v524.
4: You discover a terrifying prophecy one of your Companions is destined to die and you dont know how to stop it!
Avoid: A (random) Companion gains Victim and will always be selected by any selection (except a Leaving roll).
Consequence: Unless you cancel this Fate to remove Victim from the Companion by spending 8 Luck points, the
Companion will die at the end of the current Adventure and you lose 1D6 Luck points.
5: Two words: Bad Wolf. What do they mean and why are they stalking you throughout Time?
Avoid: Each time you have a Temporal event, also roll 1D6: 1-2: No effect; 3-4: Lose 1 Luck point; 5-6: -1DM.
Consequence: Unless you cancel this Fate by Defeating an Enemy with a DM of -2 (or less) then you must either kill
a Companion (and lose 3 Luck points) or be forced to regenerate (see r312).
6: You learn that the Pandorica, an ancient legend from aeons past, will open. But whats inside?
Avoid: When rolling for an Enemy, first roll 1D6 (with -1 per subsequent roll). If the result is 1 (or less), the Enemy is
instead mv08 with an automatic Goal of mv08a that is revealed instantly.
Consequence: Unless you cancel this Fate by finding an opening the Pandorica (me29) yourself then the contents of
the Pandorica spill out into the Universe each Enemy has an extra -1DM with +1 to all Goal numbers.
7: You find a small fragment of a blue Police Box all that remains of your shattered TARDIS.
Avoid: If you ever have events e008, e011 or e015 then the TARDIS is destroyed and the game is over
Consequence: Unless you cancel this Fate by sealing a Crack in Time (me03) or Defeating an Enemy with a Goal
of 5 or greater, then the TARDIS is destroyed and the game is over
8+: You learn about your impending death. There can be no escape and not
all Time can be rewritten...
Avoid: Gain Victim. At the end of each Adventure lose X Luck points,
where X is the number of Adventures completed after this event.
Consequence: Unless you cancel this Fate with an Imposter (or Slitheen)
Ally and Brains 30 at ma22 or a Dimensional Adventure, then you are
killed and the game is over.

me71. Forest People


You have encountered 1D3 tall, living wooden statues that regard you
impassively. Each is Brains 5, Brawn 7, Bravery 5 (Aware, Creature,
Tracking). You may try to Evade them with Running 6 rolls but if you fail, or
wish to try to communicate, then roll 2D6 and add any Aware, +1 for each
female Character (+2 if also a parent), +2 if you have any Cheem or other
Forest People Allies, but -1 per Troop or Harvest Ranger with you:
2-6: You are surrounded by the Forest people who will not let you leave
unless you Fight them or try to communicate again next Turn.
7-10: The Forest people regard you silently then leave event ends.
11+: If you have at least 2 Aware or 2 female Characters then the Forest people become your Allies also roll for a
Plot event. If you do not have 2 Aware or 2 female Characters, the Forest people just leave in silence.
Forest people can never make any Running rolls. If they are Wounded roll 1D6 - if the result is a 1-2, ignore the Wound.

me72. Harvest Time


(Goal 3) (Danger) You discover that the Enemy wish to bombard the surrounding area with acid rain so that they can
harvest the natural resources. If you have 25 Brains and either Poison or 2 Science, gain +2DM. At the end of 3 Turns
after this Goal is revealed, any Characters that are not at a Location must each make a successful Running 8 roll. If they
fail they must then make a successful Brawn roll. If they then fail the Brawn roll, the Character becomes Wounded.

me73. Tower of Light


(Location) You have discovered an enormous wooden structure that resembles
a lighthouse. At the top of the tower is what looks like a glowing sphere that
pulses with energy. Roll 1D6 and on a result of 1-2 you may only enter if you
have either 12 Brawn or 2 Thief; otherwise roll 1D6 for what you encounter:
1-2: mv71; 3: e082; 4: e026; 5: Enemy event; 6: The tower is empty.
You may Investigate as an Action inside the tower. If you also have 3 Aware
and Pilot, you may use the sphere as an escape pod to either cancel any
Enemy event once in the Adventure or to gain a +2DM.
If you have any Forest People Allies, and if you also have a female Character with Aware and Pilot, then you may
instead use the sphere to return any Allies to their native Eras. You gain 1 Luck point for each Ally returned in this way.

me74. The Arwell Family


You have encountered some or all of the Arwell family refugees from WW2 in 1941. Roll 1D6:
1: Six year old Cyril Arwell: Brains 4, Brawn 2, Bravery 4 (Thief, Tracking). Gains +2 Bravery if with Madge.
2: Teenager Lilly Arwell: Brains 5, Brawn 3, Bravery 5 (Aware, Charisma, Thief). Gains +1Bravery if with Madge.
3: Their mother, Madge Arwell: Brains 5, Brawn 4, Bravery 6 (Aware, Charisma, Marksman, Pilot, Thief). If not with
both Cyril and Lily, Madge gains +2 Bravery and +1 Brawn.
4-6: You encounter Cyril, Lily and Madge.
If you encounter only 1 Character, you may make a Tracking 8 roll as an Action and if successful you may roll again
here (ignoring duplicates) The Arwells become your Allies. If in the Modern Era then make a Brains roll for each (adding
Aware bonuses) and if they are successful then roll for a Plot event. If you encounter the Arwells outside of the Modern
Era then you gain 1 Luck point for returning them to any Modern Era Adventure.
SC Games is a fan-based group which makes unofficial games purely as a labour of love. All related characters, logos, and indicia of Doctor Who are
copyright and trademark BBC and used without permission.

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