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Culture Documents
I sometimes think how magical life would be if things like this were true.
(John Smith - Human Nature)
The Doctor Who Solitaire Story Game goes back to the Core Booklet Adventures in this latest expansion. Think
you know everything that can happen on Midnight? Or have seen all there is to see on New Earth or in
Renaissance France? Then think again. With new plot events, things just got a lot more complicated!
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s002. Visions
(Plot) You hear that one of the fortune tellers in the market, whilst under the influence of Tocca berries, is claiming
to have seen terrible visions. If you have 2 Charisma (or make a Charisma 10 roll) you may gain a +1DM or
reveal the Enemy (both if you have a Character with Aware 2).
s006. Mutations
(Plot) You learn that someone has been carrying out experiments on local wildlife, making them larger and more
aggressive. If you have an encounter with a Creature (e095), add +4 to its Brawn. If you have 20 Bravery and
Science then gain a +1DM. Tradoor are Brawn 8 and you need Aware 10 and Tracking 10 rolls to tame them.
s013. Refugees
(Plot) You hear about a group of refugee children that are hiding in
London, scraping a meagre existence and scavenging food. They may
know what is happening here. You may make a Tracking 9 roll to find
them and then a Charisma 8 roll to convince them you are on their side
and will not inform the authorities. If successful, gain +1DM or reveal the
Enemy and also roll 1D6 and on a 5-6, see e269.
s026. Resurrection
(Plot) You discover that something has been resurrected by secret minions, rituals, genetic material or forbidden
technology. If you have 2 Aware , History and Bravery 20 then gain a +1DM. When an Enemy is revealed, all Enemies
(except Minions) are -2 Qualities for the following 1D3 turns. After this time take a -1DM.
s034. Hunted
(Plot) You discover that someone is being hunted by the Slitheen for reasons yet unknown... A random Ally (or the next
Character you meet if you have no Allies) gains Victim for the rest of the Adventure and must always be the target of any
attacks. If you have 2 Tracking, gain a +1DM. If the Goal is e214, increase the Goal number to 4.
s049. Haunting
(Plot) (Temporal) You discover that locals tell of a wailing ghost that is said to be haunting a nearby location. If
you have 3 Aware, or a Character with Aware 2, or a Time Detector (e192), gain a +1DM. You may now
Investigate in this Adventure. Any Allies are -1 to Bravery here.
s072. Zeppelins
(Plot) You discover that the Enemy is using giant zeppelins that cruise
above the cities. If you have 2 Pilot or can make a Pilot 9 roll, gain a
+1DM. If you encounter John Lumic (e243) in this Adventure take an
extra -1DM penalty and if he is not with Cybermen he will have 1D6
soldiers with him each Brains 2, Brawn 6, Bravery 6 (Minion, Troop).
s074. Shadows
(Plot) You learn that several people have glimpsed strange shadowy forms on the surface of Midnight. If you have
2 Aware gain a +1DM or reveal the Enemy. If you can procure protective suits by making a Charisma 9 roll or
spending a Luck point then Characters with at least 6 Bravery can venture out and Investigate with a +1 to rolls.
s087. Shrine
(Plot) You discover that the entrance to a hidden shrine has been uncovered. You may make a successful Move
Action to see e218. If you also have either 2 Aware and 2 History, or an Ally who is a priest, monk or cult
member then either gain a +1DM or reveal the Enemy.
s099. ATMOS
(Plot) You discover that the Enemys plan involves ATMOS, an atmospheric emission system fitted to motor
vehicles. If the Goal is revealed to be e283, the Goal number becomes 5. You may not use e076. If a Character
with Pilot attempts a Move Action, unless you also have 2 Computers, that Character is killed.
s105. Shipyards
(Plot) You discover that the Enemy is building shipyards of rockets and preparing for war with the universe. If you
can make Pilot 9 roll then gain a+1DM. You may make Thief 9 rolls (for each Character) to reach one of the
rockets (e215). If any Character fails the Thief roll, have an Enemy encounter.
s116. Pharmacopeia
(Plot) You discover that the undercity of New, New York is selling moods chemical drug patches - to any who
will buy them. If you make a Medicine 9 roll or Poison 8 roll, gain +1DM. You may opt to close down the
operation (any time as an Action) with 2 Domination or 25 Brawn or 2 native Bureaucrats to gain 2 Luck points
s117. Warming Up
(Plot) You discover that the temperature across Ashanka is rising. Is it a natural climactic change or is there a more
sinister explanation? If you have 2 Science or Brains 25 or can make a Science 9 roll then gain a +1DM. Enemy
DMs are now not affected by the Ashanka Adventure text. You may now Investigate in this Adventure.
s120. Promotion
(Plot) You learn that someone has been promoted to Floor 500 and have not returned. If you have an Ally with
Computers or Victim, they are killed. If you have a Character with Computers 2 or can make a Computers 10 roll,
gain a +1DM. You may now Investigate in this Adventure.
s124. Explosion
(Plot) You hear about a recent explosion that ripped apart a department store in a huge and terrifying blaze. If
you have Demolitions or 2 Running, then gain a +1DM. If any of your Characters are currently at e252, any
without Running are killed. Take -1 from any Surrender rolls made in any Enemy encounters in this Adventure.
s125. Prophecy
(Plot) You learn about a prophecy in Pompeii and in Pompeii every oracle tells the truth. If you have a Character
with Aware 2 then gain a +1DM. Any priests, monks or cults are +1 to Brains and Bravery (the Sibyl is +2) for the
rest of the Adventure and any Hide rolls in encounters with them are with a -1 penalty.
s127. Entombed
(Plot) You discover a frozen figure, trapped in the glacier. Reveal the Enemy. If the Enemy is not Human also gain
a +1DM and the Goal is revealed to be e180 (or e175 if v512). Ignore all Enemy encounters until either the Turn
number is 5+ or you have a DM of +3 or greater.
s130. Smugglers
(Plot) You discover that someone is smuggling rare and illegal artefacts in and out of Port Royal. If you have Thief
and a native Pilot, gain a +1DM. If you have 3 Thief or each Character can make a Thief 9 roll as an Action then
roll 1D6: 1: e159; 2: e155; 3: Enemy encounter; 4: Gain +1DM; 5: e018; 6: e125.
s132. Curse
(Plot) (Danger) You discover that the area is under an ancient curse that foretells death and disaster. If you have 2
History and 25 Brains, gain a +1DM. Any native Bureaucrats and Victims are -1 to Bravery and must be selected
(randomly if more than 1) as targets of any Danger event. A Werewolf (v507) has a DM of only +1.
s137. Imposter
(Plot) You discover that a guest aboard Platform 1 is travelling under a false identity. If you have 2 Aware then
gain a +1DM. Roll 1D6 1-2: e145; 3-4: e177; 5-6: (Danger) A random Character (Victim if possible) is locked
in a room and the sun-filters turned off unless you have 2 Computers and 20 Brains the Character is killed.
s138. Corruption
(Plot) You discover that there is corruption within the New Roman Senate. If you have 2 Bureaucrat then gain a
+1DM. If you have any native Bureaucrat Allies roll 1D6 and on a result of 1 see e145. You may not add any
Bureaucrat to Seek Information or Seek Help Actions.
s139. Virus
(Plot) (Disease) (Danger) You discover that a virulent and debilitating disease is spreading through the base. At the
start of each turn, unless you have Aware and either 2 Medicine or 2 Science to cure the virus, then roll 1D6 on
a result of 4-6 randomly select (Victims first) one Human Character to be disabled until the virus is cured. If you do
not Defeat the Enemy here, the Characters are killed. If you cure the virus gain a +1DM.