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Welcome to the Doctor Who Solitaire Story Game...

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!

How to Use this Expansion


This expansion adds extra Plot events to the game that are tied to only
one specific Adventure within The End of Time, The Eleventh Hour,
The Pandorica Opens and Silence Will Fall expansions. These Plot
events are accessed like any other Plot event. When you are required to
roll for a Plot event in an Adventure, roll 1D6. On a 1-4, roll on the
existing table in the Adventure but on a 5-6, find the Adventure in the
table below and roll 1D6 there. Note that some events are from the
original Storylines expansion.
To preserve surprise, DO NOT read through this expansion...spoilers!
1-2

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

The Destiny of River Song


River Song, professor of archaeology, thief, assassin and wife, was a
major feature during the fifth and sixth seasons of Doctor Who on TV.
If a player wishes to attempt to recreate some of the intricacies of the
character, including her relationship with the Doctor and of course the
fact that she is Amy Ponds daughter, can use the rules included in this
expansion. Any time you encounter River Song also see s220

s141. Prison Break


(Plot) You discover that someone has broken out of Broadfell Prison and destroyed the entire prison in the
process. If you have Bureaucrat or Tracking and can make a successful Move Action, roll 1D6: 1-2: Gain +1DM if
you have Demolitions or 2 Aware; 3-4: You may Investigate as an Action with a +1 bonus; 5-6: Enemy event.

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.

s143. Disturbed Graveyard


(Plot) You discover that graves in the local churchyard have been
vandalised and it appears that bodies have gone missing. You may
Investigate in this Adventure. If you make a successful Move Action (with
a +1 bonus) and have 2 Aware or Medicine, gain a +1DM. If the
Silurians (mv07) are later revealed to be the Enemy, take an extra -1DM.

s144. Celtic Rituals


(Plot) You discover that the local Celtic tribes are restless and that they seem to be preparing for a ritual to banish
evil spirits. If you have 2 History (or can make a History 10 roll) then gain a +1DM. When you next have an
encounter on r307, instead roll 1D6 here: 1-2: e071; 3-4: e208; 5-6: me30.

s145. Strange Academy


(Plot) You discover that the Calvierri Academy for young women seems to be turning their wards into perhaps more than
educated ladies. If you can make a Charisma 10 roll or have 2 Thief, gain a +1DM or reveal the Enemy. You may now
Investigate in this Adventure and if the Enemy is revealed to be the Sisters of the Water (mv05) take a -1DM. You may
see me14 as an Action but only if the chosen Companion is female.

s146. Shadowy Benefactor


(Plot) You learn that someone has a mysterious benefactor that is controlling events from the shadows. If you have
Aware 3 then gain +1DM. Roll 1D6 for each Ally with either Bureaucrat or Thief: 1-3: Character gains +1 to
Investigate or Seek Information Actions in this Adventure; 4: Take a -1DM penalty; 4: e059; 6: e145.

s147. Tattered Coat


(Plot) You find the ripped remains of a long leather coat. On the back of the coat is a strange Ouroboros design a
snake that is devouring its own tail to symbolise eternity. You realise that this probably belonged to another Time Lord
and an old acquaintance of yours the Corsair. Gain a Luck point and you are +1 Bravery for the Adventure.

s148. Broken Datapad


(Plot) You discover a discarded and broken datapad with the logo of the Morpeth Jetsan Corporation the
powerful industrial company that have developed the Flesh. If you have Computers gain a +1DM or reveal the
Enemy. If the Enemy are then revealed to be Gangers (mv13) add +1 to your Brains in any Enemy encounters or
+5 Brains and Science in me66.

s149. Return of the Headless Monks


(Plot) You discover that the Order of the Headless monks have returned to the Delerium Archive, although their
mysterious purpose is unknown. You may Investigate as an Action in this Adventure. Replace any encounter with
warrior monks, psionic cults or priests with me55 and add +1 to the number encountered.

s150. Rogue Educator


(Plot) You learn that one of the ships Smilers that worked in a school has gone rogue and frightened the children. When
the Enemy is first revealed, first roll 1D6 and on a 1-3 it will be mv02. Any child Characters are an extra -1Bravery when
encountering Smilers. The first Smiler you encounter is +1 Brawn, -1 Brains and you may not choose the Talk or
Surrender option. Gain 1 Luck point if it is destroyed.

s151. Shady Dealings


(Plot) You discover that Dorium, the owner of the Maldavorium, is engaged in a highly suspect deal with unknown
agents. If you have 2 Thief then gain a +1DM. If you have Brawn 25 and 3 Troop, also gain +1DM but you have
a -2 penalty to all Talk rolls to any Thief in this Adventure. You may Investigate in this Adventure.

s152. Lights beneath the Waves


(Plot) You learn that strange and eerie lights have been seen coming from the depths of the ocean and close to the
ship. Any native Pilot is -1 to Bravery for the rest of the Adventure. You may now Investigate in this Adventure and
may gain a +1DM or reveal the Enemy if you have Aware and either 2 Tracking or a native Pilot.

s153. The Wonder of Balloons


(Plot) You discover that someone has developed a huge hot air balloon. If
you have or gain an Ally with Brains 7 or greater and Engineering then
you may use the balloon to gain +2 to a single Move or Investigate
Action, or automatically Escape any encounter or to add Pilot to any
Defeat Enemy Actions. Gain 1 Luck point if the Ally who has developed
the balloon is Jackson Lake (xe01).

s154. Chat Show Guest


(Plot) (Temporal) You hear that a famous author is giving an interview on live television an author that shouldnt
be alive! If you make a successful Move Action (with a +1 bonus) and can make a Charisma 9 roll (adding any
Bureaucrat and +2 if you have psychic paper e184), then roll 1D6: 1-2: e052; 3-4: e201; 5-6: e249.

s155. Hidden Empire


(Plot) You discover evidence that the Enemy has been here a long time a very long time! Take a -1DM. If your
DM is currently 0 then instead lose 1 Luck point. If you have 20 Brains and 2 History, gain a +1DM. If the Silence
(mv10) are revealed to be the Enemy here, add +1 to their Goal number.

s156. New Exhibition


(Plot) You discover that there is a new exciting exhibition that has just opened at a nearby Museum. If you can
make a successful Move Action (with a +1 bonus) then roll 1D6 and see: 1-3: xe08; 4-6: me28. Any Characters
with either Science or History gain an extra Luck point if they make a Science 7 or History 7 roll.

s157. Rogue Ood


(Plot) You discover that a mysterious Ood has been sighted that has been cut off from the Ood Brains
Consciousness. If you have Aware and Tracking, gain a +1DM. You may now Investigate as an Action in this
Adventure. When rolling for an Enemy in this Adventure, first roll 1D6 and on a result of 1-3, see mv03.

s158. Fear Him


(Plot) You learn that the residents of the Rowbarton estate live in permanent fear of Mr Purcell, the sadistic landlord.
Native Human Characters with total Qualities less than 16 are -1 to Bravery unless you have a total Brawn of 20 or
greater. If you have 20 Brawn or can make a Charisma 11 roll, roll 1D6: 1-2: No event; 3-4: +1 DM; 5-6: Enemy event.

s159. Scorched Land


(Plot) You have found an area in the forest where all the trees have been harvested and the remaining ground
scorched by some unknown chemical or treatment. If you have Poison or 2 Science then gain +1DM. You may
Investigate in this Adventure. If you have Forest people (me71) as Allies, lose 1 Luck point and they leave you.

s160. Strange Painting


(Plot) You discover a strange painting lying in a gutter that seems to show
an alien figure inside a building. You may Investigate in this Adventure. If
you have Aware, Tracking and go to any Location, gain a +1DM and
then roll 1D6: 1-2: me20; 3-4: me31: 5-6: No additional event.

s161. Lone Centurion


(Plot) You hear about a Roman centurion that appears to have lost his senses and wandered off into the night. You
may now Investigate in this Adventure. If you have 2 Tracking or 3 Troop then gain a +1DM or encounter the
Centurion Brains 6, Brawn 7, Bravery 8 (Aware, Charisma, History, Madman, Thief) and make a Charisma 8
roll to gain him as an Ally (make a Brains roll with a +1 bonus for the Centurion and if successful, roll for a Plot
event). If you fail the Charisma roll, you are attacked by the Centurion (Running 8 rolls to Evade).

s162. Hotel Disturbance


(Plot) You hear about a disturbance at the Hotel Adlon where a music recital has been interrupted by an armed
intruder. You may Investigate in this Adventure. If you can make a successful Move Action (with a +1 bonus) roll
1D6: 1-2: If you have 2 Marksman or 2 Troop, gain +1DM; 3-4: Enemy event; 5-6: Character event.

s163. Pterodactyls in Regents Park


(Plot) (Temporal) You hear about a particularly nasty flying pest that people are feeding in the park. If you can
make a successful Move Action (with a +1 bonus) and have 2 Marksman or 3 Troop or 25 Brawn then gain a
Luck point and roll 1D6 for the Character you have saved: 1-2: e269; 3-4: me18; 5-6: me74.

s164. Secret Project


(Plot) You discover that the British Government is involved in a top secret project to try and win the war. But is the
technology they are using alien? If you reach the Cabinet War Room (me06) and are not captured, then you meet
Professor Edwin Bracewell Brains 8, Brawn 3, Bravery 7 (Charisma, Engineering 2, Science, Victim) who will
become your Ally. Roll 1D6: 1-2: me10; 3-4: Gain +1DM; 5: e034; 6: e069.

s165. Solar Radiation


(Plot) (Danger) You discover that the San Helios suns are starting to create a strange form of radiation. Could it be
dangerous or could it be useful? If you can make a Science 10 roll, gain a +1DM. If a Character suffers from
sunstroke (e121) here, they do not recover at the end of a Turn.

s166. Holes in the Ground


(Plot) (Danger) You discover that mysterious holes have started appearing in the ground across the area. You may
Investigate in this Adventure. If you have 20 Brains and Tracking, gain a +1DM but roll 1D6 for each Character. On a
roll of 1 a hole appears beneath them. Unless you have 10 Brawn remaining for each affected Character, they are lost
for 1D3 Turns then captured by the Enemy reveal enemy and see e061. Take a -1DM if Silurians are the Enemy.

s167. Underground Murders


(Plot) You learn that several murders have occurred recently all connected to the construction of the new
Metropolitan Underground Line. You may Investigate in this Adventure and if you have 2 Aware and Tracking,
you may roll 1D6: 1: e091; 2: Gain +1DM; 3: mv07; 4: me52; 5: me16; 6: Enemy event.

s168. Ood Ship


(Plot) You discover that one of the crashed ships has the logo of Ood Operations- a conglomerate that controls the
distribution of Ood slaves across the galaxy. You may Investigate as an Action. When you roll to reveal an
Enemy, first roll 1D6 and on a 1-2 see instead v546. Increase the number of Ood encountered in e100 by +2.

s169. Bad Dreams


(Plot) You discover that the people here are suffering from terrible bad dreams with strange, haunting visions.
Each non-Machine Character encountered is -1 to all Qualities (and an extra -1 per Aware they have). If you have
2 Aware and Domination, or any Character with Aware 2, then gain +1DM or reveal the Enemy.

s170. Closing Time


(Plot) You hear that a local department store Sanderson and Grainger
have recently had electrical faults and several store staff have gone
missing at the end of the shifts... If you make a successful Move Action
(with a +1 bonus), you may Investigate as an Action. If you have 2
Charisma and Engineering, you may roll for a Character or Plot event.

s171. The Sabre of Tarisian


(Plot) (Artefact) You have discovered the sword of the First Order of the Headless Monks. Whoever uses the sabre
may add of their Brains (round down) to their Brawn in Fights. You may give the sabre to the Headless Monks
(me55) to gain them as Allies for the Adventure but are automatically attacked if you do not. Discard to gain a
+1DM or 2 Luck points at any Museum.

s172. Missing Squadron


(Plot) You learn that RAF squadron 41 has gone missing reportedly shot down by Nazi planes over the English
Channel. All native Bureaucrats, Pilots or Troops are -1 to all Qualities unless you have 3 Charisma or 25 Bravery
or Winston Churchill as an Ally. You may use a Luck point to add any Pilot to a Conflict or Defeat Enemy Action.

s173. Cursed Treasure


(Plot) (Danger) You learn that a haul of treasure aboard the ship is supposedly under a terrible curse that foretells
death and disaster for a crew. If you have 2 History and 20 Brains, gain a +1DM. Any native Pilots and Victims
are -1 to Bravery and must be selected (randomly if more than 1) as targets of any Danger event.

s174. Discarded Flesh


(Plot) You discover a pulsating pile of discarded Flesh that twitches and writhes with semi-life. If the Gangers (mv13) are
revealed to be the Enemy here, their DM is instead 0 and when rolling for their paranoia, add +1 to the D6 roll. If you
have 2 Science, gain an additional +1 to any Science Research Actions here, or see me66.

s175. Hostile Handbots


(Plot) You discover that the control program for the Two Streams Facility
Handbots has scrambled and they have all gone rogue. Until you can
make a Computers 10 roll as an Action, all Handbots you meet (me61)
are automatically hostile and attack you. If you then try to reprogram
them, you have a -1 penalty to both Trait rolls.

s176. Queens Visit


(Plot) You discover that Cleopatra, Queen of all Egypt has arrived in Britain on an unexpected visit. If you have 3
Charisma or 2 Thief or 2 Troop, roll 1D6: 1-3: me07; 4-6: e212. If you do not have the required Traits then roll
1D6 and on a 1-3 see e159 and when rolling for a captive, roll 1D6 here instead.

s177. Glacial Traces


(Plot) You discover that samples from the underground glacier in the nearby Gusev crater have unusual properties.
If you either have Tracking or can make a successful Move Action, and make a Science 9 roll then gain a +1DM.
If the Flood (xv03) is revealed as the Enemy, gain an extra Science Trait until the end of the Adventure.

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.

s180. Mangled Crops


(Plot) You discover that a field of wheat just outside Arles has been almost completely destroyed as if trampled
or crushed by an invisible force. You may Investigate in this Adventure. If you have 2 Aware and Tracking, gain a
+1DM or reveal the Enemy. If you encounter Vincent van Gogh (me20), immediately see me21.

s181. Police Cordon


(Plot) You discover that the police have cordoned off the area and are looking for a criminal. If you fail a Move
roll by at least 3, then encounter e050. If you encounter e050 here, any Talk rolls are made at -1 per Thief in your
group and any Character with Thief 2 is automatically attacked unless you Surrender.

s182. Madmans Book


(Plot) (Equipment) You have discovered a book detailing a rambling account and dire warnings of encounters
with the Weeping Angels. The book is all text and contains no illustrations. Gain Aware in any encounter with a
Weeping Angel or discard this book to cancel any one Weeping Angel encounter.

s183. FBI Hunt


(Plot) You discover that someone or something has escaped from Area 51 and the FBI is on the trail. If you
have any FBI Agents as Allies, gain a +1DM and you may see me51 after a successful Move Action. If you have
3 Tracking, then you may gain reveal the Enemy. All Enemies are +1 Brawn in this Adventure.

s184. Visitors in the Night


(Plot) You discover that the Maldovarium is playing host to several
undesirable individuals. If you have 2 Thief or can make a Thief 9 roll
you may gain +1DM and roll 1D6: 1: mv10; 2: mv14; 3: mv15; 4:
Reveal the Enemy; 5: e018; 6: me55. If you attempt a Thief 9 roll and
fail see instead e061.

s185. Hospital Mystery


(Plot) You discover that a number of patients have been admitted to the Royal Leadworth Hospital in apparent
comas. You may investigate in this Adventure. If you make a successful Move Action (with a +1 bonus) and have
Charisma and can make a Medicine 9 roll then gain a +1DM or reveal the Enemy. If you have a Character event
this Turn, instead see me02. If Prisoner Zero (mv01) is revealed as the Enemy, take a -1DM.

s186. Fish Warning


(Plot) (Danger) You learn that the immediate area is under an emergency fish warning. If you have 2 Science (or
can make a Science 9 roll) then gain a Luck point. At the end of each Turn, any group of your Characters not at a
Location must roll 1D6. If the result is a 1, then see me33.

s187. Lingering Battle


(Plot) (Temporal) You discover that the war of the Roses is about to enter its second year even though it should
have been over for several hundred years! If you have 2 History or 3 Troop gain either a +1DM or 1 Luck point. If
you are captured by Troops, then roll 1D6 and on a 1-3, replace e059 with e058.

s188. Lost Treasure


(Plot) You discover that a precious tiara from a Venetian noble family has recently been lost in the canals. If you
have a native Ally, Aware and 2 Tracking, then you may recover the jewellery as an Action and choose to either
gain a +1DM and be able to Investigate in this Adventure or see e207 and return it to gain a +3 bonus to a Talk
roll. You may Plan to gain the required Traits.

s189. Bank Robbery


(Plot) You discover that the mercantile bank on High Holborn was recently robbed the third bank in recent weeks
by a thief known only as the Masked Lady. You may Investigate in this Adventure. If you have 2 Thief and
Tracking, gain a +1DM and roll 1D6 on a 1-3, see me52.

s190. Secure Ward


(Plot) You discover that a secure ward has been set up within the facility on Apalapucia. You may Investigate in
this Adventure. If you have 20 Brains, Computers and either 2 Charisma or Medicine or 2 Thief then you may roll
1D6: 1: Enemy event; 2: s139; 3: me60; 4: me66; 5-: Gain a +1DM; 6: e159.

s191. Buried in the Sand


(Plot) You discover that something has become buried in the sand under the heat of the twin suns. If you have 15
Brawn and Tracking (you may Plan to get these), gain +1DM and roll 1D6: 1: Character event - gain +2 to a Talk
option; 2: e064; 3: e132; 4: e158; 5: Enemy event; 6: e151.

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).

s193. Military Parade


(Plot) You discover that an important military parade is marching nearby. If you attend as your next Action, gain 1
Luck point if you have a Human Character with History or Troop, then roll 1D6, adding +3 to the number of
Troops you encounter: 1-2: me57 (you may Evade automatically); 3-4: e081; 5-6: Character event.

s194. Man Down


(Plot) You discover that the local pub, The Crown and Anchor, is a man short for their regular Saturday friendly
with The Kings Arms. If you want to offer your skills then make a successful Move Action (with a +2 bonus) to
see me25. At the end of that event, also roll a further 1D6 and on a 1-3, see me22.

s195. Cargo Ship


(Plot) You hear the familiar roar of retro-rockets as a sinister cargo ship with no recognisable markings lands on a
docking platform just outside the Maldovarium. You may Investigate in this Adventure. If you have Computers,
Pilot and Thief, you may gain a +1DM and roll 1D6: 1-2: Reveal the Enemy; 2: See me27 with -2 to Talk roll; 3:
me07; 4: e021; 5: e019; 6: e155.

s196. The Well of the Mothers Tears


(Plot) You hear about the story of an old well in the monastery that supposedly had healing properties and then
was dug too deep by the Abbot so that it reached down to Hell itself. If you have 20 Brains and History, gain a
+1DM. You may now Investigate in this Adventure. Any monk Characters in this Adventure are +1 to Qualities.

s197. Aplan Mortaria Scroll


(Plot) You find an old and dusty scroll that shows the location and layout of a nearby Aplan Mortaria. If you have
20 Brains you may automatically go to me13 and enter the maze without further rolls or Traits needed. Once
inside you may choose to uncover an ancient tomb (see e218) if you wish as an Action.

s198. Strange Statues


(Plot) You discover a group of strange statues of what appears to be various alien animal creatures. What put
them here or are they statues at all? If you have 15 Brains, 15 Bravery and Science then gain a +1DM or
reveal the Enemy. You may also Investigate as an Action in this Adventure.

s199. Monster Show


(Plot) You hear that the illustrious Palace Theatre is advertising a monstre
gathering a festival of the extraordinary and macabre! Dare you attend? If
you make a successful Move Action (with a +1 bonus) and have 8 Bravery
you may see e080 and then roll 1D6 here (rather than on e080) to determine
your automatic encounter this Turn: 1: None; 2-3: me52; 4: Plot event; 5:
Enemy event; 6: Gain +1DM.

s200. Strange Corpses


(Plot) You discover a pair of human corpses that look decidedly odd as if they have been stitched together from
the remains of different bodies. If you have Aware and Medicine, gain a +1DM. Roll 1D6 and on a 1-2, they
suddenly animate and attack you Brawn 4. You may Evade them with Running 6 rolls. You may now Investigate.

s201. Village Gossip


(Plot) You discover that Mrs Portia Davies, leading lady of the Leadworth Amateur players, is apparently carrying
on with the butcher Mr Gregory! If attempting a Seek Information Action using Charisma in this Adventure you
may use this titbit of gossip to get +3 to one roll.

s202. Museum of the Macabre


(Plot) (Museum) You learn about Dr Henry Fizzogs strange museum that supposedly holds all wonders from across
the galaxy. If you make a successful Move Action, any TARDIS Characters that can make a Bravery roll by at least
2 may gain a Luck point. Roll 1D6 (once) for anything else you discover: 1: Just fakes lose 1D3 Luck points; 2-4:
e070; 5: Enemy event; 6: e036.

s203. Papal Mainframe


(Plot) You have managed to gain access to the Papal Mainframe the computer system operating on Demons
Run. If you can make a successful Computers 9 roll, then you may gain a +1DM or reveal the Enemy. If you have
2 Computers you may also gain +1 Brains in any Enemy encounter with a Minion or Troop.

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.

s205. Imposter Discovered


(Plot) You hear that an imposter has been discovered in the Nazi Chancellery. You may Investigate in this
Adventure. If you make a successful Move Action (with a +1 bonus) then roll 1D6: 1:me57; 2-3: me69; 4: e159;
5: Enemy event; 6: e081. If you are captured as a result, take an additional -1 to Escape rolls.

s206. Mysterious Trees


(Plot) You learn that the forest on Sirius VII is a very special one, where
magical baubles appear to grow at the ends of snow covered branches
and then start to change... If you have Science and Tracking, gain a Luck
point and then roll 1D6 on a result of 1-3, see me71 although you only
encounter 1 Forest person.

s207. Disturbance at Care Home


(Plot) You discover that there have been unusual events at the Sarn Residential Home in Upper Leadworth. If you
can make a successful Move Action (with a +1 bonus) and can make either a Charisma 9 roll or a Medicine 7 roll
then gain a +1DM. You may Investigate in this Adventure. If you have a Character event this Turn it will be Mrs
Poggit a senior resident who joins you as an Ally. She is Brains 4, Brawn 2, Bravery 4 (History, Victim).

s208. Video Loop


(Plot) Your blood runs cold as you are shown or discover old and crackling video footage of a terrifying sight.
Reveal the Enemy and gain a +1DM. If the Enemy is the Weeping Angels (either v529 or mv04) then you must
have an immediate Enemy encounter (see Enemy event for exact details) with a single Angel.

s209. Out of Order


(Plot) You discover that lifts here are always getting stuck between floors. Until you make a successful Engineering
9 roll as an Action, each time you take a Move or Explore Action, first roll 1D6. If the result is a 1, then your
group is stuck in a lift and may not complete the Action. Each Turn, roll 1D6: 1-3: No further event; 4-5: Lift starts
moving again; 6: Enemy event. You may escape the lift with an Engineering 8 roll or a Thief 8 roll.

s210. Martian Relic


(Plot) (Artefact) You discover that a Martian bio-mechanical relic has been recovered is it still active? If you have
Engineering and History, gain a +1DM. When you roll for an Enemy, first roll 1D6 and on a 1-3, the Enemy is
automatically Ice Warriors (v526). Gain +2 to any Talk option with an Ice Lord if you return the relic to him.

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.

s212. Abandoned Vehicle


(Plot) You discover an abandoned jeep in the middle of the Utah desert with seemingly no clue to the identity of
the owner or what happened. You may Investigate in this Adventure. If you can make an Engineering 7 roll, you
may add +2 to Move Actions in this Adventure. If you have an unresolved Fate event (me70), gain 1 Luck point.

s213. Surrey Rebellion


(Plot) You learn that the Surrey tower block aboard Starship UK has rebelled against the government. If you make
a successful Move Action you may Investigate there adding any Bureaucrat to your roll. All Talk rolls with native
Bureaucrats have a -1 penalty but if they may add +3 to their Brains if rolling for a Plot event. If you gain Liz 10
(me09) as an Ally, roll 1D6 at the end of each Turn, and on a result of 1, she leaves you.

s214. Time Walls


(Plot) (Temporal) You learn that the Two Streams Facility has set up a series of very complex temporal barriers
inside it. You may investigate in this Adventure. Make a Brains roll for each Character and if any fail then the
Character that fails by the most must immediately see me58. If you have 3 Aware or 2 TARDIS or return to the
TARDIS and make a TARDIS 9 roll as an Action, gain a +1DM.

s215. Moon Landing


(Plot) You discover that Apollo 11 is about to land on the Moon and that Neil Armstrong is about to take that
important giant leap. Could it be of importance to the Enemy, or could you make use of it yourself? If you can
make a successful Move Action you may see me41. You may also Investigate in this Adventure. If you Defeat the
Enemy in this Adventure, gain an extra Luck point, but if you fail, lose an extra Luck point.

s216. Beneath the Lake


(Plot) You discover that something lies deep beneath Lake Silencio something that maybe best left undisturbed...
You may Investigate in this Adventure. If you do not have an unresolved Fate event (me70) then roll 1D6 and on a
result of 5-6, see me70 (Fate: +0). If you have 20 Brains and either 2 Aware or Tracking, you may roll 1D6: 1:
e158; 2-3: me42; 4: Enemy event; 5: me46; 6: me23.

s217. Computer Failure


(Plot) You discover that a local business, Brandon Information Solutions, has had all its computer systems printing
out what appeared to completely random symbols for the last two days. If you have Bureaucrat or can make a
Charisma 9 roll and then have 2 Computers or can make a Computers 9 roll, gain a +1DM or reveal the Enemy.
Also roll 1D6 and on a result of 5-6, see me22.

s218. Chimes Off Midnight


(Plot) You discover that the chimes of Big Ben are running slightly late. You may Investigate in this Adventure. If
you can make a successful Move Action (with a +2 bonus) and have 2 Engineering or can make an Engineering
9 roll, then you gain +2 to Talk rolls with any native Characters here. If you can make a further Engineering 10
roll as an Action (you may spend multiple Turns with +1 each extra Turn) then gain a +1DM.

s220. Book Release


(Plot) You discover that a new book has recently been released that is
causing a commotion. If you make a successful Move Action, roll 1D6: 1:
xe15; 2: e276; 3-4: You meet author Verity Newman Brains 6, Brawn
3, Bravery 5 (Aware, Charisma, History). If you make a Charisma 9 roll,
she becomes an Ally and may make a successful Brains roll (with a +1
bonus) to roll for a Plot event. Also roll 1D6 and on a 3-6, see e276; 5:
Gain +1DM or reveal the Enemy; 6: Just the latest blockbuster!

s220. Rivers Story


These rules can be used to add more depth and complexity to encounters
with the incredible River Song.
If you are using the optional Companion personality rules (Appendix 4 in
the Core Rules), then River is both Quick Thinking and Resourceful.
By her very nature, River could also be considered a Friend as detailed
in the rules (r311). Due to her complex time line and the fact that she can
also time travel means that she has no native Adventure to be found
however. But if a player wants to get River to join him in an Adventure,
he may try visiting Stormcage (see s220a below)
River can be encountered in 3 separate events e295 (Core Events), me07 (The Eleventh Hour) and me40
(Silence Will Fall). These events represent distinct parts of her own personal time-line and how she reacted with
the Doctor at that time. However, if you wish to add a little more randomness to encounters with River then when
directed to one of these events, instead roll 1D6:
1: River is still controlled by Madame Kovarian and attempts to kill you. She is Brains 8, Brawn 7, Bravery 7 and
see mv15 for encounter options (ignoring all Goal events if an Enemy is revealed). If there is no Enemy yet
revealed, River becomes the Enemy (using mv15 for options and ignoring the first two paragraphs of mv15a.
If you have previously met River in this game however, her feelings for you may prevent her harming you in
any way. If you are about to take a Wound, River must make a Bravery roll and if successful, instead deflects
the blow. If you have an unresolved Fate event (me70), reality instead shatters around you and replace the
current adventure with ma23.
2: River is only just starting her academic career from the Luna University and is Brains 7, Brawn 5, Bravery 7
(Aware, Charisma, Running, Science, TARDIS). She joins you as an Ally (counting as a TARDIS Character) and
if she makes a Brains roll (with a +1 bonus), roll for a Plot event.
3: River is having a sneaky night out from Stormcage. See me40 for Qualities and Traits but she has no
Equipment, cannot become a Companion and automatically returns to Stormcage at the end of the Adventure.
4: me40; 5: me07; 6: e295

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.

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