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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...
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).
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.
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.
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.
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.
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.
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.
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.
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.