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You're going to find out very soon now. And I'm sorry. But that's when everything changes...
(River Song - The Big Bang)
The Doctor Who Solitaire Story Game adds more to the last of the Tenth Doctors adventures as well as all of the
Eleventh Doctors exploits in this latest expansion. Think you know everything that can happen on San Helios? Or
have seen all there is to see in Leadworth or on Apalapucia? Then think again. With new plot events, and a new
twist on the incredible River Song, things just got a lot more complicated!
3-4
5-6
1-2
3-4
5-6
ma01
S201
S207
S185
ma16
S148
S174
S196
ma02
S146
S150
S213
ma17
S167
S199
S189
ma03
S164
S172
S218
ma18
S178
Me04
S203
ma04
S182
S197
S208
ma19
S162
S193
S205
ma05
S149
S171
Me48
ma20
S158
S209
S170
ma06
S204
S145
S188
ma21
S175
S214
S190
ma07
S143
S166
S179
ma22
S192
S212
S216
ma08
S160
S180
S142
ma23
S154
S163
S187
ma09
S195
S184
S151
ma24
S206
S159
S198
ma10
S156
S194
S217
xa01
S142
S153
S049
ma11
S176
S144
S161
xa02
S181
S156
S103
ma12
S186
S202
S211
xa03
S165
S025
S191
ma13
S155
S183
S215
xa04
S127
S210
S177
ma14
S106
S152
S173
xa05
S080
S157
S169
ma15
S147
S168
S200
xa06
S141
S169
S219
s142. Funeral
(Plot) You discover that the funeral of an important member of the community is about to take place. You may
learn something about the situation here if you attend. If you make a successful Move Action, roll 1D6 for your
encounter this Turn: 1-2: Character event; 3-4: Gain +1DM or roll for Plot event; 5-6: Enemy event.
s178. Expected
(Plot) You discover that your arrival has been anticipated and the Enemy is preparing an unwelcome reception.
Unless you have 2 Thief or each Character in your group can make a Thief 8 roll, then take a -1DM. If you have
more than 3 Characters in your group, instantly have an Enemy encounter.
s179. Sickness
(Plot) (Disease) You discover that some of the people in the village are affected by a strange sickness. Gain a
+1DM if you have Medicine. If you have Science and either 2 Medicine or Poison, gain a +2DM and 2 Luck
points. At the end of every even numbered Turn, roll 1D6 for each Human Character in your group. On a roll of 1
they become affected by the sickness and unless they rest are -1 to all Qualities for each Turn they complete a
different Action. If you Defeat the Enemy here, or have 2 Medicine and Poison, all Characters are cured.
s192. Watched
(Plot) You get the strangest feeling that you are being watched by the
Enemy. Are they waiting for the right moment to strike? If you have 3
Aware or can make an Aware 11 roll then you may reveal the Enemy. If
you fail then you cannot choose any Evade or Hide options on your first
Enemy event. If you do not have an unresolved Fate event (me70) then
roll 1D6 and on a result of 5-6, see me70 (Fate: +0).
s204. Curfew
Night has fallen and a curfew has been imposed on the city. For the next 3 Turns any Character encounter (unless
at a Location) will always be e081 and you have an additional -2 to Talk rolls with them. While it is night you
gain +1 to any Thief rolls (including Actions with Thief such as Hide or Follow) but native Allies have -1 Bravery.
s211. Poverty
(Plot) You discover that most of the residents of Sardicktown are poor and desperate. No-one seems to care about
their fate. You may Investigate in this Adventure. If you have 3 Charisma (or a Companion with Compassion),
gain 1 Luck point. If the Enemy is revealed to be Kazran Sardick (mv09), take a -1DM.
s220a. Stormcage
(Location) The Stormcage Containment Facility in the 52nd century was
where River Song was imprisoned for her crime of killing the Doctor. It
was a top security establishment but River, as usual, had a very strange
relationship with her cell...
To reach Stormcage in the TARDIS requires a TARDIS 9 roll and once
there you must make either a successful Computers 10 roll or a successful
Thief 10 roll or encounter Stormcage security see e081 with -3 to any
Talk rolls. If you are captured by Stormcage security then see e060.
If you avoid Stormcage security (or manage to escape confinement) then roll 1D6, adding +1 if you have an
unresolved Fate event (me70). If the result is 4+, then you find River in her cell. Roll 1D6 for the event that details
her Qualities and Traits 1-3: me07; 4-6: me40 although she has no Allies and roll 1D6 for the Equipment she
has with her: 1-3: She has none; 4-6: Roll normally on the event.
River will usually join you as an Ally (counting as a TARDIS Character) but cannot be changed into a Companion
and returns to Stormcage at the end of the next Adventure. However, if you have an unresolved Fate event (me70)
then she must be convinced with a Charisma roll of 4 plus the number of the Fate event (1-8). If you fail the roll,
then River consults her diary and sadly shakes her head she cannot join you and will not be persuaded
otherwise. She will, if you wish however, give you clues that can lead you to ma23 with a TARDIS 6 roll.