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Welcome to the Doctor Who Solitaire Story Game...

I dont know yet Im still cooking! (The Doctor - The Eleventh Hour) The Doctor Who Solitaire Story Game enters a whole new dimension in this latest expansion that introduces brand new beginnings to your Adventures. From Renaissance London to Ganymede Station, join UNIT or learn the secrets of the Ood; solve mysterious cases for Arthur Conan Doyle or make a new home for yourself in the Cornish village of Port Wynn. But wheres the TARDIS and what happened to your memory...

How to Use this Expansion


This expansion features six completely new starts to the game that totally changes how the game is played. Instead of travelling from Adventure to Adventure in the TARDIS, the game begins with you having lost your memory. You have found somewhere to settle, and maybe content to stay there, minding your own business and just occasionally saving the world from visiting monsters. But what led you to this situation? What caused your last regeneration? Is there an Enemy hiding in the shadows? Perhaps memories can break through and you might find the TARDIS again and resume your travels?

Special Rules
Since you are settled in one place (your Home location), you cannot choose any Explore Actions there but instead you may choose a Daily Life Action as detailed in the Home location. At the end of an Adventure in your Home location you (alone) may make an Aware 10 roll (adding +1 for each Adventure completed here). If successful see n008. If you fail the Aware roll, gain 1D6-3 Luck points to simulate life and everyday events. Luck points maybe used normally to increase Qualities, Traits etc but costs are increased by 1 to reflect the less hectic pace. As you have lost your memory, if you have an event that allows you to roll on e005, instead gain 1 Luck point. This also counts as if having used a Chameleon Arch so if you ever have an opportunity to regain your Time Lord persona and are successful, immediately see n008 at the end of the Adventure. When you have completed 3 Adventures at your Home location then add +3 to any rolls made there to determine what Enemy, Character, Plot, Event, Location or Daily Life event. A Patron is a new type of Character that you can meet at your Home Location. Instead of becoming a normal Ally however, they instead can give you various tasks or missions to complete. You always count as Native to your Home location.

Your new Adventure starts here...


Start the game as normal by determining the Qualities and Traits of this regeneration - see Your Character (r301) in the Rules Booklet. Then return here to find where you have made your Home: Roll 1D6: 1: n001; 2: n002; 3: n003; 4: n004; 5: n005; 6: n006. The blackness is almost all-consuming! Faces swim before your eyes regal men in high collars, some screaming orders, others merely screaming. Strange metal creatures with no legs glide across the orange skies shooting light and fire before them and down on to a huge citadel of towers. An entire world is consumed by flame as a blue box flies through a twisting miasma of colour... You awaken from your dreams with a start and drenched in sweat. Shaking your head to clear it, your eyes adjust to the light of your room and in seconds the visions have quickly drifted from your memory. Taking a deep breath, you throw back the sheets, leap out of bed and quickly get dressed in your usual clothes. Another day is dawning and youve got work to do...

n001. Earth 1601 (9; Renaissance Era)


You throw back the shutters of your room to let in the weak dawn sunshine and stretch that bed is still too hard. Still, its time you got up anyway as your first customers of the day would surely start knocking at the door to your small apothecary. Splashing some cold water on your face from a stone bowl, you quickly get dressed into your long tunic. Elizabethan London might not be the most restful city but its colourful! Special: If you do not have Science, replace a Trait of your choice with Science. You may Research using Science here. If you do not have History then you are -1 to Brains while at this Home location. Enemy (D6): 1: v521; 2: v505; 3: v529; 4: n007; 5: v517; 6: v502; 7: v504; 8: v544; 9: n021 Character (D6): 1: e050; 2: e048; 3: e081; 4: e202; 5: e203; 6: e207; 7: n012; 8: e201; 9: e072 Event 1 (D6): 1: e226; 2: e101; 3: e051 4: e151; 5: e076; 6: e002; 7: e038; 8: e038; 9: e135 Event 2 (D6): 1: e152; 2: e213; 3: e268; 4: e223; 5: e229; 6: e002; 7: e124; 8: e208; 9: e116 Plot (D6): 1: e157; 2: e141; 3: e137; 4: e132; 5: e133; 6: e150; 7: e148; 8: e154; 9: e161 Location (D6): 1: e236; 2: e028; 3: e259; 4: e093; 5: e093; 6: e254; 7: e065; 8: e273; 9: e209

n001a. Daily life in Renaissance London Its just a normal day in your apothecary. Roll 2D6 and if the result is 8+, then roll a further 1D6: 1: You have run out of a vital herb for your potions and remedies. You must make a successful Move roll to the market and then make a Charisma 8 roll to purchase the herb. Until this task is completed you may not make any further Science rolls on this table. 2: Whilst visiting the market and talking to customers you have heard an interesting rumour roll for a Plot event. 3: A merchant begs to save his daughter from an ailment. If you can make a Science 10 roll (adding any Medicine) then you are successful and gain 2 Luck points. If you fail then roll 1D6 for the action of the merchant: 1-2: He has you arrested see e058; 3-4: Lose 2 Luck points for his heartbreak; 5-6: No effect. 4: You have customers visit your apothecary. Roll 1D6 for the number of customers and then for each one make Science 9 rolls. If successful, then you gain 1 Luck point for each. If you fail any roll by 3 or more, roll for a Character event and take a -4 penalty to the Talk option. If you fail 3 rolls then you are arrested see e058. 5: Its a quiet day and you take the opportunity to Relax - roll on the Relax table. If you roll 8+ and choose e080 then you visit the Globe Theatre to see one of Master Shakespeares new plays. If you have a Character encounter this turn, automatically see e201. 6: You experiment with different combinations of chemicals. Roll 2D6 adding any Science: 2-5: Explosion you are Wounded; 6-8: No effect; 9: Promising results - +1 to further experiments here (cumulative); 10: Discover healing herbs (see e194); 11: Gain Poison; 12: Gain Medicine. 7: You are visited by the moneylenders it is time to repay some of your debt. Roll 1D6 for the number of Luck points you must lose, although this can be reduced by 1 for each Charisma you have. If you cannot (or will not) pay then see e058 but even if you escape from prison you may no longer roll on this table. 8: (Danger) A fire breaks out in the apothecary. If you have at least 15 Brawn and 15 Bravery you can put the fire out but each Character that helps must roll 1D6 (add +1 if a TARDIS Character, -1 if a Victim): 1: Killed; 2: Seriously Wounded; 3-4: Wounded; 5-6: Unhurt. If you do not put the fire out you may not roll again here. 9: (Disease) A plague is virulent through the city. You must achieve a breakthrough result on a Science Research Action (adding any Medicine) to develop a cure. At the end of each turn, each Human Character with you must make a Bravery roll or catch the disease and be incapacitated (or killed if you do not cure the disease).

n002. Earth 1904 (9; Victorian Era)


The London fog is as thick as ever as you rattle through the streets in the hansom cab on the way back to your town house. Gas lamps flicker in the gloom as night closes in but in the distance you can still hear the foghorns of the boats on the Thames mixed with the chimes of Big Ben. You rub your hands together, drawing your cape around you and hope that your housekeeper has supper ready... Special: If you do not have Aware, replace a Trait of your choice with Aware. Any Move Actions here are with a -1 penalty. If you do not have History then you are -1 to Brains while at this Home location. Enemy (D6): 1: v522; 2: v513; 3: v529; 4: v502; 5: v507; 6: v543; 7: n007; 8: v540; 9: n021 Character (D6): 1: e105; 2: e269; 3: e041; 4: e244; 5: e207; 6: e050; 7: e048; 8: e023; 9: e118 Event 1 (D6): 1: e101; 2: e268; 3: e079; 4: e151; 5: e076; 6: e002; 7: e229; 8: e124; 9: e135 Event 2 (D6): 1: e270; 2: e038; 3: e034; 4: e223; 5: e076; 6: e002; 7: e208; 8: e177; 9: e116 Plot (D6): 1: e133; 2: e288; 3: e251; 4: e137; 5: e157; 6: e150; 7: e154; 8: e132; 9: e176 Location (D6): 1: e255; 2: e259; 3: e236; 4: e091; 5: e093; 6: e028; 7: e055; 8: e258; 9: e254

n002a. Daily life in Victorian London A normal day for a gentleman adventurer in Victorian London. Roll 2D6 and if the result is 8+, then roll 1D6: 1: You receive a knock on your door from someone who has replied to your notice about a new housekeeper. See e105 and Gwyneth automatically becomes your Companion. If she is already your Companion then one morning you come downstairs to find she has vanished see e002. 2: Its a quiet day and you take the opportunity to Relax - roll on the Relax table. If you roll 8+ and choose e080 then you visit the Palace Theatre to see a spectacular display of Victorian music hall variety you automatically roll for an encounter there this turn. 3: You hear of a new exhibition at one of the London Museums. If you can make a successful Move Action then gain 1 Luck point. If you have History and Science, or Aware and History, gain an extra Luck point. 4: You have a chance to relax in a Soho gentlemans club. See e152 and if the steward lets you in (to become a member), roll 1D6: 1-2: No additional event; 3: e207; 4: e244; 5: Roll for a Plot event; 6: Gain a Luck point. If you are let in and then visit the club again, you do not need to see the steward a second time. 5: You buy a newspaper from a scruffy urchin on a street corner. Roll 1D6 and if the result is 5-6 then a headline catches your eye roll for a Plot event. 6: You are approached by Sir Arthur Conan Doyle see n013. If you are a member of a gentlemans club, you discover that he is also a founder member so gain +2 to the Charisma roll. If Sir Arthur is already your Patron, then see n014 instead. 7: You take the time to write about your wild adventures in a journal under a pseudonym of course. Make a History 8 roll for each previous Adventure and gain a Luck point for each roll that is successful. 8: You hear of an important reception being held in Whitehall. If you are a member of a gentlemans club or have Bureaucrat then you gain an invitation. If you can make a successful Move Action then see e055. 9: Scandal rocks London with the indiscretion of a foreign diplomat. You may investigate by making Seek Information Actions and if you gain a Goal event then instead you manage to find the truth of the case and put the scandal to rest. These Actions may take place over several Adventures and replace any DM gained (or e082) with +1 to future rolls. If you are a member of a gentlemans club and gain e082, then instead see e145.If you uncover the truth, gain Bureaucrat (or 1D6 Luck points if you already have Bureaucrat).

n003. Earth 2007 (8; Post Modern Era)


The sound of traffic is loud even in your tenth floor apartment and as you peer through the blinds you can see the lights of the tall office blocks around London start to flicker on, ready for a new day. It doesnt take you long to shower, have breakfast and make the now-familiar drive across the city to the unobtrusive underground car park. Showing your pass to the guard on the lift, you enter UNIT headquarters... Special: If you do not have UNIT, replace a Trait of your choice with UNIT. While you are at this Home Location you gain a Friend: UNIT (e031). You may pay 1 Luck point to make any Move roll here. Enemy (D6): 1: v500; 2: v504; 3: v503; 4: v531; 5: v523; 6: v518; 7: v514; 8: v541; 9: n021 Character (D6): 1: e050; 2: e049; 3: e244; 4: n011; 5: n009; 6: e041; 7: e122; 8: e136; 9: e104 Event 1 (D6): 1: e076; 2: e080; 3: e151; 4: e160; 5: e034; 6: e002; 7: e265; 8: e076; 9: e038 Event 2 (D6): 1: e033; 2: e160; 3: e145; 4: e223; 5: e035; 6: e002; 7: e145; 8: e115; 9: e116 Plot (D6): 1: e260; 2: e173; 3: e166; 4: e139; 5: e210; 6: e150; 7: e162; 8: e161; 9: e157 Location (D6): 1: e255; 2: e252; 3: e091; 4: e091; 5: e144; 6: e297; 7: e280; 8: e055; 9: e298

n003a. Daily life at UNIT Life in UNIT isnt always full of alien invasions. Roll 2D6 and if the result is 8+, then roll 1D6 on the table below. In addition, if you roll equal or less than the number of Characters with UNIT in your group, lose 1 Luck point: 1: Sadly, there can be a lot of computer filing and red tape in the modern UNIT. Unless you can make a Computers 9 roll or a Bureaucrat 8 roll, lose 1 Luck point. If you make the roll, roll a further 1D6 and on a result of 5-6 then an interesting report catches your eye - see e142. 2: Its a fairly routine day, but you manage to tinker in the laboratory. Choose to make either a Science or Engineering 9 roll. If you succeed, roll 1D6: 1: Your experiment explodes with a bang; 2-3: Could be useful gain 1 Luck Point; 4-5: Interesting results - gain +1 to Research using the Trait this Adventure; 6: Breakthrough if you have a Damaged TARDIS, it is repaired. 3: Fortunately, even UNIT scientific advisors can get days off to Relax - roll on the Relax table. If you roll 8+ you may also choose to visit one of Londons famous landmarks e255. 4: UNIT suddenly goes on red alert an alien spaceship has been spotted over London! See e139 and if you can make a successful Move Action, see e160. 5: You read reports that seem to indicate a temporal anomaly has been detected within London. If you can make a successful Move Action, see e101. 6: You meet your new commanding officer Colonel Mace. See n009 and make a Bureaucrat 8 roll. If you fail, the meeting does not go well! Lose 1 Luck point. If Mace is already your Patron, then see n010. 7: UNIT are suspicious of a large factory compound on the outskirts of London could an alien force be using it as a spearhead? See e031 for the number of UNIT soldiers that are to accompany you and once you make a successful Move Action (adding any Pilot), see e297. 8: You have been temporarily assigned to the Valiant. Whilst here, when rolling for an encounter, add +1 to the 2D6 roll and you gain Computers, Pilot and 2 Tracking. Also add +2 to Move Actions and you may add any Pilot Traits to Defeat Enemy Actions. When an Enemy is revealed, you may see e280 to gain UNIT troops. At the end of the current Adventure, roll 1D6 and on a result of 1-3 your assignment to the Valiant is over. 9: London is declared an emergency zone as an alien invasion begins. Reveal the Enemy, take an immediate extra -1DM and jump to the start of Turn 7 in the Adventure (if you are already Turn 7 or greater, take an additional -1DM). See e139 and then e031.

n004. Earth 2011 (8; Post Modern Era)


(Holiday) The morning air is as bracing as ever as you ride your bicycle along the coastal road and down towards Port Wynn. Sunlight reflects off the sea and the small boats moored in the harbour where seagulls are already waiting for fish from this mornings catch. Waving to one of your neighbours, you skid to a halt in front of your small surgery and fumble in your pocket for the key. Just time for a cuppa before your first patient! Special: If you do not have Medicine, replace a Trait of your choice with Medicine. You must spend 1 Luck point to choose a Relax Action here. You may automatically make any Move roll to contact Friends here. Enemy (D6): 1: v535; 2: v506; 3: v521; 4: v513; 5: v525; 6: n007; 7: v528; 8: v524; 9: n021 Character (D6): 1: e104; 2: e207; 3: e269; 4: e050; 5: e246; 6: n016; 7: e041; 8: e244; 9: e224 Event 1 (D6): 1: e076; 2: e250; 3: e229; 4: e151; 5: e079; 6: e002; 7: e206; 8: e034; 9: e103 Event 2 (D6): 1: e268; 2: e085; 3: e038; 4: e079; 5: e223; 6: e002; 7: e278; 8: e115; 9: e116 Plot (D6): 1: e149; 2: e173; 3: e288; 4: e137; 5: e141; 6: e150; 7: e155; 8: e157; 9: e238 Location (D6): 1: e073; 2: e254; 3: e259; 4: e273; 5: e093; 6: e093; 7: e258; 8: e236; 9: e217

n004a. Daily life in Port Wynn Its just a normal day in your surgery. The first time you roll here, see also e194. Roll 2D6 and if the result is 8+, then roll a further 1D6: 1: A new receptionist, Elaine, starts at your surgery. She is Brains 5, Brawn 4, Bravery 5 ( Bureaucrat, Charisma, Running, Screamer) and becomes your Friend. If you have no Medical kit (e194), Elaine can order you a new one for the start of the next Adventure by making a Bureaucrat 7 roll as an Action. 2: Its a quiet day at the surgery, so you decide to take the afternoon off you may Relax as an Action without having to pay a Luck point next turn. 3: One of your patients passes on some interesting information roll for a Plot event. 4: You have a fairly busy day of patients visit the surgery. Roll 1D6+1 for the number of patients and then for each one make Medicine 8 rolls. If successful, then you gain 1 Luck point for each. If you fail any roll by 3 or more, lose a Luck point. If you have no Medical kit (e194), you may gain another by spending 2 Luck points. 5: The problem with a small village like Port Wynn is that you can occasionally upset the locals. Any Talk options in Character encounters and any Seek information Actions have a -1 penalty until you can patch things up by making a Charisma 8 roll. You may make such a roll at the end of each Adventure until successful. 6: You are called out to a medical emergency at a local farm. If you can make a successful Move Action (adding any Pilot rather than Tracking) and then make a Medicine 8 roll as an Action (you may keep rolling if you fail) then gain 2 Luck points and have a Character event with +3 to any Talk option. 7: You have started an on-off relationship with someone. If you previously have had a female Ally or Companion with Charisma then this is the person; if not then immediately see e224. At the end of each Adventure, make a Charisma 8 roll. If you succeed, gain a Luck point and see e206 adding +1 to the D6 roll for each previous success. If you fail the Charisma roll, lose a Luck point and take a -1 penalty to the D6 on the next e206 roll. 8: You are called to a lifeboat emergency. You must make 2 successful Move Actions (adding any Pilot). If you fail either then see e079 although you may keep attempting the Move Actions. If you succeed, roll 1D6: 1-2: e153; 3-4: e157; 5-6: make a Medicine 8 roll to gain 2 Luck points. 9: (Disease) A strange virus affects Port Wynn. You must achieve a breakthrough result on a Medicine Research Action (adding any Poison) to develop a cure. At the end of each turn, each Human Character with you must make a Bravery roll or catch the virus and be incapacitated (or killed if you do not cure the disease).

n005. Ganymede - 2394 (10; Colonial Era)


The quiet yet insistent beeping rouses you into half consciousness and you fumble for the light button. As the soft yellow lighting illuminates your cramped quarters, you stretch and swing your legs off the bunk. Another shift started on Ganymede station and the usual maintenance duties, but perhaps a shuttle might swing past and relieve the boredom? Special: If you do not have Engineering, replace a Trait of your choice with Engineering. If you leave Ganymede Station then the moons surface counts as a Wilderness. If you encounter a Character of unspecified race, roll 1D6 and on a result of 4-6 it will be an alien. Enemy (D6): 1: v527; 2: v538; 3: v533; 4: v530; 5: v526; 6: v500; 7: v545; 8: v512; 9: n021 Character (D6): 1: e246; 2: e020; 3: e017; 4: e024; 5: e023; 6: n017; 7: e053; 8: e119; 9: e026 Event 1 (D6): 1: e120; 2: e074; 3: e069; 4: e034; 5: e035; 6: e002; 7: e151; 8: e296; 9: e036 Event 2 (D6): 1: e194; 2: e181; 3: e215; 4: e160; 5: e267; 6: e002; 7: e033; 8: e027; 9: e116 Plot (D6): 1: e260; 2: e142; 3: e251; 4: e140; 5: e139; 6: e150; 7: e179; 8: e159; 9: e161 Location (D6): 1: e158; 2: e028; 3: e297; 4: e097; 5: e102; 6: e257; 7: e102; 8: e097; 9: e217

n005a. Daily life on Ganymede Station A maintenance engineer doesnt always have the most exciting of lives. Roll 2D6 and if the result is 8+, then roll a further 1D6 below: 1: Its a quiet shift, so you spend the time restocking your engineering kit with spares and tools gain +1 to Engineering rolls whilst at this Home location. 2: One of the shuttles that the Station uses has malfunctioned. If you can make an Engineering 10 roll (with +1 to the roll per further attempt) as an Action then you may see e215. 3: You find a battered old servo-robot in a dusty packing crate. If you can make an Engineering 9 roll as an Action, you can get it working again Brains 2, Brawn 5, Bravery 6 (Machine, Tracking). You may make further Engineering 10 rolls as Actions to add +2 to any Quality (once only per Quality) or any of the following Traits Aware, Computers, Demolitions, Engineering, Laser. 4: A normal shift of maintenance around the station. Roll 1D3 for the number of jobs to do, each requiring an Engineering 8 roll. Gain 1 Luck point for each roll you succeed. 5: You take over a routine scan of the station and moon. If you can make a Computers 8 roll then roll 1D6 and on a result of 4-6, roll for a Plot event. 6: A shuttle makes a brief stop at Ganymede. You may pay 2 Luck points per Character to go to any other Adventure location in the Colonial Era before returning to Ganymede. On both journeys, roll 2D6 and if the result is 10+ then see e267 (if this happens, you may spend 1 Luck point to see e019). 7: A spaceship arrives into orbit around Ganymede and sends out a distress signal. You are sent up in a shuttle to find out what has happened. Roll 1D6 for the Adventure location: 1-3: a419; 4-6: a433. You may Investigate as an Action when there and your first Character event has a +2 bonus to the Talk option. 8: An unknown spaceship hurtles over Ganymede station and crashes into mountains a few miles away could there be any survivors? If you can make 2 successful Move Actions (adding any Pilot and Tracking, but if you fail a Move roll by 3 or more see e078) then see e158. 9: A huge meteorite storm is approaching in 1D6+3 turns. You have to increase the force-shield strength before its too late by making at least 1D6 Engineering 10 (adding any Computers) rolls as Actions. If you fail to make the required rolls, Ganymede Station is destroyed and unless you can leave, the game is over.

n006. The Ood Sphere - 4228 (10; Twilight Era)


(Wilderness) The coldness of your quarters still takes your breath away, even after all this time. At least your stomach has adjusted to the food that the Ood eat in fact frying the ice-grubs make them quite tasty with the wild fungi stew. The Ood city, carved from the rock and ice is an incredible sight as you walk within it, ready to start your meditations. Special: If you do not have Aware, replace a Trait of your choice with Aware. Add +1 to the number of Ood encountered and they are +1 to all Qualities. If you encounter a Character of unspecified race, roll 1D6 and on a result of 6 it will be an alien. Enemy (D6): 1: v533; 2: v504; 3: v530; 4: v544; 5: v546; 6: v526; 7: v528; 8: v512; 9: n021 Character (D6): 1: e246; 2: e020; 3: e100; 4: e018; 5: e100; 6: e232; 7: e244; 8: e053; 9: e100 Event 1 (D6): 1: e078; 2: e151; 3: e027; 4: e079; 5: e205; 6: e002; 7: e035; 8: e135; 9: e198 Event 2 (D6): 1: e160; 2: e034; 3: e036; 4: e085; 5: e205; 6: e002; 7: e256; 8: e208; 9: e116 Plot (D6): 1: e131; 2: e288; 3: e148; 4: e260; 5: e132; 6: e150; 7: e235; 8: e141; 9: e153 Location (D6): 1: e158; 2: e067; 3: e108; 4: e217; 5: e297; 6: e064; 7: e066; 8: e065; 9: e068

n006a. Daily life on the Ood Sphere The daily meditations of the Ood are contemplative. Roll 2D6 and if the result is 8+ then roll a further 1D6 below: 1: The Ood serve you a special delicacy for their culture raw Kalk worms. Any non-Ood Characters must make a Bravery roll if they fail choose either to lose a Luck point in offending the Ood or become Wounded. 2: You wander into the deeper tunnels of the Ood city and become lost (e078). If you roll for an encounter whilst in the tunnels, roll 1D6 here: 1: e095; 2: e088; 3: e085; 4: e064; 5-6: If you have Medicine, then you find 1D6 fungi that can be applied to Characters to heal Wounds 3: You are free to explore the Ood city. Gain a +1 to Planning or Research Actions here in this Adventure. If you have both Science and History, you may spend next turn exploring Ood culture and gain 1 Luck point. Alternatively, if you wish to study Ood history, you can make a History 9 roll to gain 1 Luck point. 4: You pass time by talking to the Ood and learning about life on the Ood Sphere. If you make an Aware 9 roll, roll a further 1D6 and on a result of 4-6, roll for a Plot event. 5: You spend time in meditation with the Ood. If you can make an Aware 9 roll gain 1 Luck point. If your total is 12 or more then gain Aware. If you fail the roll by at least 4 then see e290. 6: Your presence is requested to attend the next session of the Ood Council see n018. If the Ood Council is already your Patron, then see n019 instead. 7: The Ood include you in their Song. If you have Aware 2 or can make an Aware 10 roll then gain Music. Whilst on the Ood Sphere, if the Ood are Minions of the Enemy, you are -1 to all Qualities. While there is no Enemy here you are +1 to all Qualities. 8: The Oods eyes suddenly glow red and they turn to attack you. Any Ood with you (or 1D6 Ood if you have no Ood with you) become Brains 2, Brawn 7, Bravery 7. You may escape with Running 7 rolls. Ood become Minions of the Enemy in this Adventure, and you may gain no more Ood Allies until you Defeat the Enemy or have 2 Aware, either Domination or Music, and 2 Medicine and 25 Brains. 9: If you do not have Aware 2 then see result 5 above. If you do have Aware 2 then you may participate in the secret rituals of the Ood that increase the power of the mind. You may gain Domination. If you already have Domination, then you may now use Brains rather than Brawn in combat.

n007. The Carnival


(Temporal) You have encountered the mysterious and sinister Carnival (DM 0. Goals: 1-2: e180; 3-4: e174; 5-6: e247) a strange travelling circus of incredible wonders that entices people into shadowy tents and booths with hidden marvels. But what is the real purpose of the Carnival? Not all the laughter that echoes from the tents is from joy... If you roll for a Location event replace it with an encounter here. If you make a successful Move Action, you can have an Enemy encounter for that turn rather than rolling on the Encounter Table. Roll 1D6 and then consult the table below - add +1 each time you have previously rolled here, +2 if after Turn 4, and another +2 if after Turn 8. Also add +1 if you can Oppose: 1-2: Any Child Character in your group is lured away by the Carnival. They become Captured and may not complete any Escape Actions. They may only be Rescued if you see e082 or you know the Goal. 3-5: You have discovered a Hall of Mirrors roll 1D6: 1-2: They are distorted - all Human Characters must make a Bravery roll or be -1 Qualities until the end of the Adventure; 3-4: They form a twisting maze unless you have 20 Brains or 2 Tracking you may not take an Action next turn; 5-6: They start to move towards you unless you have 15 Brawn, each Character must fight one round of combat against a Brawn 7 attack. 6-8: You encounter 1D6+1 Creatures of the Carnival each Brains 2, Brawn 6, Bravery 6. Choose option below: 9+: As 6-8 above, but led by the sinister Ringmaster Brains 7, Brawn 6, Bravery 8. Choose an option below: Fight: Combat occurs but Characters less than 7 Bravery are -2 to Brawn due to the terrifying appearance of the Creatures. You may later choose to Surrender see the option below but with -1 to the roll. If you win a fight against the Creatures gain a +1DM. Evade: You must make Running 8 rolls before combat starts but Running 9 during combat. If you fail to Evade choose another option. Hide: You must make Thief 8 rolls before any other option. If you fail, you must choose another option but with -1 to initial Running rolls. Talk: You try to bluff your way out of trouble. If you can make a successful Brains roll, with your Brains reduced by 2 if the Ringmaster is here and by 1 for each previous attempt using this option then you can escape and gain a +1DM. If you fail, you may choose to Fight or Surrender. Confront: You try to convince the Carnival that it should leave here. This option is only possible if you can Oppose. If your Characters here have more duplicate Traits than the 1D3 times the Goal number, then the Carnival is Defeated. If not then take a -1DM and choose to Fight or Surrender. Surrender: Roll 1D6: 1-2: They still attack you see Fight option; 3-6: you are captured see n007a below.

n007a. Entertain Us!


Each turn whilst you are captured, you may try to Escape as an Action adding any Thief Traits. If you roll 10+ then you have escaped. If you fail to escape, roll 1D6 if result is 1-4 then one of the captured Characters (randomly determined) must entertain the Carnivals sinister patrons. The Character must make a successful Quality roll (adding any Charisma and Music) or become Wounded. Roll 1D6 for the Quality tested: 1-2: Brains; 3-4: Brawn; 5-6: Bravery. If you can Oppose and you have been captured, you may choose to enter the ring rather than it be randomly determined. If you can successfully make 3 Quality rolls then you have Defeated the Carnival.

n008. The TARDIS


You have stumbled upon an old blue box that sits in a dark corner. You frown as a distant, cloudy memory stirs and you gently reach out... But as your hand touches the box and the familiar vibration floods through your body, your breath is taken from you. The TARDIS! You reach inside a pocket and pull out an old key that seems to glow with an unearthly, golden light. Why didnt you notice the key before now? With a trembling hand, you insert the key in the lock and push open the door... Inside the TARDIS you smile at the impossibly large control room and walk towards the dormant central console. As you rest your hands tenderly on the many controls, all your memories return to you and your head is filled with the faces of old friends and the chilling voices of old enemies. The Doctor is reborn! Roll 1D6 to see if you have anything lying about the console: 1-2: Nothing; 3: e182; 4-5: e183; 6: e184 As you check the console, it seems like the TARDIS is damaged and must be repaired. At the end of each Adventure you may spend a Luck point and make an Engineering 9 roll. If successful then you have repaired the TARDIS and must just make one random (e001b) test flight to r un her in before the TARDIS can be used normally. Once you have the TARDIS operating normally, see n015.

n009. Colonel Mace


You have met Colonel Alan Mace, commanding officer of UNIT in the United Kingdom. Mace is brave, loyal and insightful although prone to believe only in military solutions. He is Brains 5, Brawn 6, Bravery 7 (Bureaucrat, Computers, Marksman, UNIT) and leads 1D3+1 UNIT troops each Brains 4, Brawn 6, Bravery 6. (Marksman, Running, Troop, UNIT). Unless already a Patron, Mace joins as an Ally - if he can make a successful Brains roll then he knows something useful - roll for a Plot event. If you ever encounter an officer with UNIT troops (in e031), then it will always be Mace. If you Defeat an Enemy with Mace as an Ally then he becomes your Patron see n010 when required.

n010. UNIT Duties


Something strange and unexplained has happened and Colonel Mace has assigned you to investigate. Roll 1D6 to see what has been discovered: 1: e133; 2: e142; 3: e149; 4: e158; 5: e140; 6: e162. Now roll a further 1D6:1-3: Continue in your Home Location; 4-6: Go to Adventure (roll 1D6): 1-2: a405; 3-4: a409; 5-6: a436 (You may also add other Post Modern Adventures that are not in London from any expansions). Even if you are at a new Adventure location, you may still contact UNIT (e031) as a Friend. You may also Investigate as an Action. Gain an extra Luck point for Defeating an Enemy in this Adventure.

n011. Sally Jacobs


You have met Sally Jacobs, a sassy and sharp UNIT analyst and computer technician. Sally is Brains 6, Brawn 4, Bravery 5 (Charisma, Computers, Tracking, UNIT). Personality (optional): Resourceful. She joins you as an Ally (although if wish you can make a Companion Charisma 9 roll and if successful Sally becomes a Companion gain a Luck Point). Make a Brains roll for Sally. If she succeeds, she knows something that could help - roll for a Plot event. Friend: UNIT (e031).

n012. Queen Elizabeth I


You have met the imperious and grand regent of England Queen Elizabeth herself! The Queen is Brains 8, Brawn 3, Bravery 8 (Aware, Bureaucrat (2), History) and accompanied by a retinue of 1D6+1 soldiers, each Brains 3, Brawn 6, Bravery 6 (Marksman, Running, Troop). Nearing the end of her reign, Queen Elizabeths bad humour is now well known throughout London. Choose from the options below: Evade: Roll 1D6: 1-4: The retinue pass by; 5-6: The soldiers attempt combat whilst the Queen observes. You may surrender e058, or try to evade using Running 8 rolls. Talk: You attempt to gain an audience with the Queen, who does not look particularly pleased. Make a Charisma roll: 2-5: You unwittingly give insult and are captured by an overwhelming force see e058. 6-8: The Queen has nothing useful to tell you and departs. 9-11: You have an interesting conversation with the Queen - gain a Luck point before she departs. 12+: Queen Elizabeth listens graciously and discusses local affairs - gain a Luck point and roll for a Plot event. If you are captured, you are locked in the Tower of London all Escape rolls are made with a -2 penalty.

n013. Sir Arthur Conan Doyle


You have met Sir Arthur Conan Doyle, the famous physician, author and creator of Sherlock Holmes. Gain a Luck point. He is Brains 9, Brawn 4, Bravery 7 (Aware, Bureaucrat, History, Medicine). You have a long talk with him to see if he knows anything useful. Make a Charisma roll: 2-5: He is too busy writing his new novel and brushes you off. 6-7: He knows that something strange is going on - roll for a Plot event but he then leaves. 8+: He joins you as an Ally - roll for a Plot Event. Conan Doyle can automatically make any Aware rolls in Plot events. If you Defeat an Enemy with Conan Doyle as an Ally then he becomes your Patron see n014 when required.

n014. A New Case


You have been contacted by Sir Arthur Conan Doyle. A new mystery is afoot and Conan Doyle wants you to take the case. Roll 1D6 to see what has been discovered: 1: e251; 2: e288; 3: e157; 4: e141; 5: e166; 6: e154. Now roll a further 1D6:1-3: Continue in your Home Location; 4-6: Go to Adventure (roll 1D6): 1-2: a403; 3-4: a417; 5-6: a429 (You may also add other Victorian Adventures from any expansions). You may also Investigate as an Action and gain an extra Luck point for Defeating an Enemy in this Adventure.

n015. The Faceless Enemy


Now that your memory has returned to you, your mind turns to the strange events that led you to forget about the TARDIS and your true heritage. You ponder about the adventures you have had whilst living your assumed identity. Could some shadowy force manipulated events? If you have encountered any Temporal or Time Lord Enemy then you realise that this Enemy was the cause of your memory loss. Return to your Home location and begin an Adventure as if this Enemy has been revealed. The Goal of this Enemy (when discovered) is then replaced by n020. You are -1 to all Qualities in this Adventure. If you have not yet encountered a Temporal or Time Lord Enemy, you may lose 1D6 Luck points and continue with Adventures or return to your Home location and wait until you encounter such an Enemy then see above.

n016. Greg OLeary


You have met Greg OLeary, a handsome and dedicated vet who works in a rural community. Honest, charming and hardworking, Greg is highly respected especially by the ladies. He is Brains 7, Brawn 6, Bravery 6 (Charisma, Medicine, Pilot, Running). Personality (optional): Appealing. He joins you as an Ally (although you may make a Companion Charisma 10 roll - if successful he becomes a Companion gain a Luck Point). Make a Brains roll for Greg and if he succeeds, he knows something useful - roll for a Plot event.

n017. Scooti Manista


You have met Scooti Manista, a twenty year old trainee maintenance technician posted to Ganymede station. Scooti is still new to the job, but is quick to learn and well liked by her crewmates. She is Brains 5, Brawn 4, Bravery 6 (Aware, Charisma, Engineering, Screamer). Personality (optional): Curious. She joins you as an Ally (although you may make a Companion Charisma 8 roll - if successful she becomes a Companion gain a Luck Point). Make a Brains roll for Scooti (with a +1 bonus) and if she succeeds roll for a Plot event.

n018. Ood Elders


You are brought before the Ood Elders and council. Roll 1D6 adding any Aware and Music Traits you (only) have: 1-2: Unfortunately the Ood Elders have red eyes and you are immediately seized and imprisoned see e058 with a -1 to the roll. The Ood will become Minions of the Enemy for this Adventure. 3-4: The Ood council allows you to meditate with them. If you can make an Aware 9 roll then gain a Luck point. If you make the roll by at least 3 then increasing your Aware Trait costs 1 less Luck point from now on. 5-6: The council allocate you an Ood guide. The guide is Brains 6, Brawn 5, Bravery 7 (Aware 2, Bureaucrat, Creature) and acts as a Companion. Make a Brains roll (with a +2 bonus) for your Ood and if successful, roll for a Plot event. 7+: The Council are troubled by bad dreams. Roll 1D6: 1-2: see e290; 3-6: They have a disturbing prophecy of the future. If there is no Enemy here, reveal the Enemy. If the Enemy has been revealed then roll 1D6: 1-3: take a -1DM; 4-6: gain a +1DM. If you Defeat the Enemy, the Ood council become your Patron see n019 when required.

n019. Call of the Ood


Something strange is troubling the Ood and the council have asked you to investigate. Roll 1D6 to see what has been discovered: 1: e133; 2: e176; 3: e131; 4: e132; 5: e153; 6: e141. You may now Investigate as an Action and gain an extra Luck point for Defeating an Enemy in this Adventure.

n020. Remove the Doctor from Timeline


(Goal 4) You discover that your Nemesis had originally hijacked the TARDIS, erased your Time Lord knowledge and implanted new, false memories in an attempt to remove you from interfering with their plans. If you have 3 Aware, 25 Bravery and at least 2 TARDIS Characters here then gain +2DM. If you fail to Defeat the Enemy in this Adventure then you lose all your memories once again and you are lost forever the game is over.

n021. The Puppetmaster


(Temporal) The Puppetmaster (DM -2; Goals: 1-2: e216; 3-4: e240; 5-6: e204) is another member of the Pantheon of Discord - transcendental beings that seek to alter reality and cause chaos and destruction. With its small stature, hunched back and curled goat-like horns, the Puppetmaster is the personification of an evil imp with dark, glinting eyes, pointed fangs and long, cruel talons. Roll 1D6 and then consult the table below - add +1 each time you have previously rolled here, +2 if after Turn 4, and another +2 if after Turn 8. Also add +1 if you can Oppose: 1-3: The Puppetmaster attempts to lure a random Character into a shadow dimension. Unless the Character can make a successful Brains roll (adding any Domination), the Character falls for the lure and is captured. Take a -1DM. Each turn as an Action, the Character must roll 2D6 and add any Charisma and Music as they are made to entertain the Puppetmaster: 2-5: Poor performance Character is Wounded; 6-9: Satisfactory performance - roll again next turn; 10+: The Puppetmaster is entertained and releases the Character. 4-6: You encounter 1D3+1 Marionettes wooden life-size servants of the Puppetmaster. Each Marionette is Brains 1, Brawn 6, Bravery 8 (Creature, Minion). Choose from the options below: Fight: Combat occurs normally. You may later Evade or Surrender (as below with -1 to any roll). If you win the fight, gain +1DM. Evade: The Marionettes are not very fast so you must make Running 7 rolls. If you fail the roll or choose not to Evade, 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 take a -1 penalty to any initial Running rolls. Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another option with -1 to the roll; 5-8: Lose quarry event ends; 9-10: e082; 11+: See result 10+ below. Surrender: Roll 1D6: 1-2: The Marionettes attack you; 3-6: See e062a. 7-9: If there is only 1 Character in your group, see 1-3 above with -1 to Brains. Otherwise see n020a below 10+: You have encountered the Puppetmaster (Brains 10, Brawn 5, Bravery 7) with 1D3 Marrionette servants (see above). You may try to Evade (Running 8 rolls), Fight (Any Character with less than 7 Bravery is -2 to Brawn; if you win, gain a +1DM) or Confront (Make opposed Brains rolls adding any Gloating); if you succeed, either roll for a Goal event or gain a +2DM (or if you can Oppose, the Puppetmaster is Defeated). If you fail take a -1DM penalty and see e062a.

n021a. Wooden Servant


One of the Characters (randomly determined and not including yourself) in your group is revealed to be a servant of the Puppetmaster and just an animated doll. If the Character is an Ally, take a -1DM and then see result 4-6 above as if you encountered a Marionette. If the Character is a Companion, take a -1DM and encounter a Marionette (as above) that is +1 to all Qualities. Your Companion becomes enslaved in a shadow dimension (see result 1-3 above). If the Character is a Companion that joined you at your Home location, you discover that it has always been a puppet! Take a -2DM, lose 1D6 Luck points and you are -2 to all Qualities until the end of the Adventure. Encounter a Marionette (as above) with +1 to Qualities of your Companion.