Vous êtes sur la page 1sur 13

Welcome to the Doctor Who Solitaire Story Game...

Okay, what have you got for me this time?


(The Doctor The Eleventh Hour)
The Doctor Who Solitaire Story Game comes right up to date in this latest expansion that allows players to
recreate the first part of the brand new season that features the debut of the eleventh incarnation of the Doctor.
Travel to Leadworth village, sixteenth century Venice or Starship UK as you encounter Prisoner Zero, the terrifying
Smilers or the Weeping Angels. Friends and enemies, old and new await...

How to Use this Expansion


You may either just add the Adventure locations to the basic game as
shown below and play normally, or alternatively play the eleventh Doctor
in his first set of adventures. If you choose this option then there are a
number of changes to the basic rules when playing the eleventh Doctor:
Your starting Adventure is ma01- you may not return to the TARDIS in
this Adventure.
For the first 1D3+1 turns you are -2 to all Quality and Trait rolls.
You start with a sonic screwdriver (e183).

The Eleventh Doctor


The Doctor, in his eleventh incarnation, is an excited explorer of the
universe, with a keen intelligence that means he often notices what
everyone else has missed. He can turn in a moment from being interested
in the largest of things to being fascinated by the tiniest of things. But his
excitement sometimes results in him tripping over himself and walking
into things. He enjoys anything that's different and interesting, and as
always he has a powerful sense of right and wrong and a determination
to do what's right. He gets on well with children. His dress sense might
be a bit... odd, but he knows that bowties are cool.
I am definitely a mad man with a box!
Brains 12, Brawn 5, Bravery 9 (Aware, Charisma, Computers, Gloating, Pilot, Running, Science, Thief)

New Adventures
Ma01 May substitute for an Adventure in Post Modern Era Earth in e001a.
Ma02 May substitute for an Adventure in Spaceships in e001a.
Ma03 May substitute for an Adventure in Modern Earth History in e001a.
Ma04 May substitute for an Adventure in The Future in e001a.
Ma05 May substitute for an Adventure in Somewhere Wild and Exotic in e001a.
Ma06 May substitute for an Adventure in Older Earth History in e001a.

Ma01. Earth 2008 (8; Post Modern Era)


(Holiday) You have landed in the small and picturesque village of Leadworth with its marvellous village green,
complete with quiet duck pond. Its a peaceful April morning as the villagers go about their business and the
church bell rings in the distance - a perfect scene of beauty and tranquillity. What could spoil the moment...?
Special: If this is your first Adventure then your first Character event will automatically be me01 and when the
Enemy is revealed gain an extra +1DM. Gain +1 to any Move Actions in this Adventure.
Enemy (D6): 1: mv01; 2: v529; 3: v515; 4: mv06; 5: v521; 6: mv07.
Character (D6): 1: e049; 2: e224; 3: e269; 4: e041; 5: e050; 6: e275
Event 1 (D6): 1: e101; 2: e151; 3: e103; 4: e080; 5: e038; 6: e002
Event 2 (D6): 1: e076; 2: me03; 3: e223; 4: e124. 5: e229; 6: e002
Plot (D6): 1: e279; 2: e235; 3: e176; 4: e157; 5: e141; 6: e150
Location (D6): 1: e093; 2: e259; 3: e254; 4: e236; 5: e236; 6: e258

Ma02. Deep Space 3295 (10; Twilight Era)


You have landed on the Starship UK, a colony spaceship containing the population of the United Kingdom having
left Earth to escape the ravages of deadly solar flares in the 29 th century. But the people seem cowed, almost
afraid, and what exactly does power the ship....?
Special: All Evade (Running) or Hide (Thief) rolls are at -1 penalty here. After any Investigate or Seek Information
Action, increase chances of having an encounter (r307) by 1 and take -1 from the vertical roll. This Adventure
also counts as a Modern Era location.
Enemy (D6): 1: mv02; 2: mv03; 3: v532; 4: v538; 5: v539; 6: v546
Character (D6): 1: me07; 2: me09; 3: e269; 4: e017; 5: e039; 6: e048
Event 1 (D6): 1: e120; 2: me14; 3: e074; 4: e035; 5: e096; 6: e002
Event 2 (D6): 1: me11; 2: me03; 3: e267; 4: e256; 5: e296; 6: e002
Plot (D6): 1: me04; 2: me10; 3: e155; 4: e157; 5: e260; 6: e150
Location (D6): 1: e257; 2: e097; 3: e094; 4: e028; 5: e028; 6: e102

Ma03. Earth 1941 (9; Modern Era)


You have landed in London during the Second World War and at the height of the Blitz. London at night is in
total blackout with only a few lonely searchlights. Barrage balloons soar quietly over the city and in the distance
the chimes of Big Ben are mixed with the warning siren of an imminent air-raid.
Special: If you roll for an Event, roll 1D6 - on a 1-3 then instead of rolling below, see e139 and in addition, Allies
must make a Bravery roll or separate and be frozen for 1 turn.
Enemy (D6): 1: mv03; 2: v508; 3: v510; 4: v514; 5: v531; 6: v522
Character (D6): 1: e244; 2: e081; 3: e021; 4: e023; 5: me05; 6: me05
Event 1 (D6): 1: e038; 2: e035; 3: e151; 4: e080; 5: e223; 6: e002
Event 2 (D6): 1: me03; 2: e160; 3: e034; 4: e287; 5: e177; 6: e002
Plot (D6): 1: me10; 2: e173; 3: e179; 4: e142; 5: e159; 6: e150
Location (D6): 1: me06; 2: me06; 3: e255; 4: e091; 5: e091; 6: e158

Ma04. Alfava Metraxis 5146 (10; Twilight Era)


(Wilderness) You have landed on Alfava Metraxis, the seventh planet in the Dundra star system. The planet was
home to the Aplan civilisation until their extinction by an unknown event in the mid 47 th century. Now terraformed
by human colonists, the Aplan temples and Mortaria are still a huge source of archaeological interest.
Special: If Weeping Angels (mv04) are the Enemy, take an additional -1DM when revealed. If you encounter a
Character of unspecified race, roll 1D6 - on a result of 4-6 it will be an alien roll another 1D6 and on a 1-3 it
also gains Creature.
Enemy (D6): 1: mv04; 2: mv04; 3: v534; 4: v519; 5: v512; 6: v545
Character (D6): 1: me07; 2: e081; 3: e018; 4: e029; 5: e032; 6: e242
Event 1 (D6): 1: e229; 2: e219; 3: e033; 4: e034; 5: e035; 6: e002
Event 2 (D6): 1: me03; 2: e256; 3: e265; 4: e145; 5: e116; 6: e002
Plot (D6): 1: e141; 2: e132; 3: e159; 4: e235; 5: e260; 6: e150
Location (D6): 1: e158; 2: e158; 3: me13; 4: me13; 5: me13; 6: e064

Ma05. The Delirium Archive 170,056 (10; Far Future Era)


(Museum) You have landed at the Delirium Archive - an asteroid-based museum and one of the biggest museums
in the universe. The Archive is rumoured to be the final resting place of an obscure psionic cult called the
Headless Monks and is home to a fantastic array of archaeological artefacts.
Special: A Character with Science and History gains 1 Luck Point on their first Explore Action. If you encounter a
Character of unspecified race, roll 1D6 and on a result of 6 it will be an alien.
Enemy (D6): 1: mv02; 2: v529; 3: mv06; 4: mv05; 5: v527; 6: v528
Character (D6): 1: e030; 2: me09; 3: e053; 4: e119; 5: e026; 6: e285
Event 1 (D6): 1: me14; 2: e152; 3: e096; 4: e268; 5: e276; 6: e002
Event 2 (D6): 1: me11; 2: me03; 3: e208; 4: e270; 5: e160; 6: e002
Plot (D6): 1: e131; 2: e132; 3: me04; 4: e173; 5: e176; 6: e150
Location (D6): 1: e070; 2: e070; 3: e070; 4: e055; 5: e218; 6: e066

Ma06. Earth 1580 (9; Renaissance Era)


(Holiday) You have landed in the wonderful and beautiful Italian city of Venice, famed for its intricate canals and
ornate architecture. Venice was one of the most powerful cities of the world in this time due to the merchants and
trade that passed through it. It is also an impossible and preposterous city that is gradually sinking over time.
Special: If as a result of a Relax action you take a tour (e129) then gain an extra Luck point. You may also
choose a romantic interlude (e206) as a result of 8+ on a Relax Action.
Enemy (D6): 1: mv05; 2: v529; 3: mv01; 4: v525; 5: v505; 6: v517.
Character (D6): 1: e207; 2: e202; 3: e203; 4: me12; 5: e050; 6: e123
Event 1 (D6): 1: e076; 2: e152; 3: e206; 4: me14; 5: e223; 6: e002
Event 2 (D6): 1: me03; 2: e208; 3: e079; 4: e213; 5: e151; 6: e002
Plot (D6): 1: me04; 2: me10; 3: e157; 4: e161; 5: e154; 6: e150.
Location (D6): 1: e209; 2: e028; 3: e255; 4: e065; 5: e093; 6: e273.

Mv01. Prisoner Zero


You have encountered Prisoner Zero (DM +1; Goals: 1-2: e204; 3-4:
e286; 5-6: e234) a shape-shifting convict that has escaped from the
prison of the Atraxi. Its natural form is a gelatinous, snakelike mass of
glowing tendrils with a mouth full of sharp teeth Brains 6, Brawn 8,
Bravery 6 (Creature). It's capable of creating a perception filter to stop
being seen, or to hide anything it wants to hide. It can also create a
psychic link to a living but dormant creature, and can then copy the
appearance of that creature or of anything they dream about.
Each time you encounter Prisoner Zero, roll 1D6 and if the result is a 1 (or a 1-3 if you can Oppose) then a
random non-Machine Ally or native Companion in your group is revealed as Prisoner Zero in disguise! If this
happens to be a native Companion then that Companion falls into a coma until the end of the encounter. If you
flee the encounter, the Companion is killed.
After your first encounter with Prisoner Zero, at the start of each new turn roll 2D6. If the result is lower than the
new Turn number then before you choose an Action see mv01a below.
Choose from options below:
Fight: Combat occurs as normal but if a Character has less than 7 Bravery then reduce their Brawn by 2 due to
the terrifying appearance of Prisoner Zero. If you later wish to escape the combat, see option below with a
-1 to the roll. If Prisoner Zero has less Brawn than you then roll 1D6 at the end of each combat round and if
the result is 4-6 then it has fled. If you win a fight against Prisoner Zero, gain a +1DM or if you can
Oppose then it is instead Defeated.
Evade: Prisoner Zero is a slippery opponent so you must make Running 8 rolls to escape. If you fail, or choose not
to escape, you must choose another option.
Hide: You must make Thief 8 rolls before any other option. You may not choose this option if a Character has
been revealed as Prisoner Zero. If you fail, or choose not to hide, you must choose another option but
any initial Running rolls have a -1 penalty.
Talk: You may try to confuse Prisoner Zero you can escape. If you make an opposed Brains roll, with your Brains
reduced by -1 each time you have previously attempted this option, and by -2 unless you have Gloating
then you succeed gain a +1DM or reveal the Goal. If you fail, choose to Surrender or Fight.
Confront: You may only choose this option if you can Oppose and have either encountered the Atraxi or have the
following Traits and Qualities: 3 Aware, 3 Tracking or 3 Computers, and 25 Brains (including Brains from
any Companions in a coma). If you can make an opposed Brains and Bravery roll (add both totals plus
1D6 and adding +3 to Prisoner Zero if he has just been revealed from an Ally, +5 if from a Companion)
against Prisoner Zero then you have Defeated it. If you fail, take a -1DM and choose to Surrender or Fight.

mv01a. The Atraxi


The Atraxi are a galactic police force that imprisons alien criminals.
Unfortunately they are also prone to destroy anything that gets in their
way or any races that they deem has aided the escape of any prisoners.
The Atraxi will destroy the entire planet unless Prisoner Zero is returned to
them in 1D3+2 turns. If you have not Defeated Prisoner Zero in this time
then the planet is incinerated. You may escape in the TARDIS before this
happens but lose double the amount of Luck points for this Adventure.
If you do Defeat Prisoner Zero, the Atraxi will leave without further harm.
If on Earth and you have 3 Charisma and either Gloating or UNIT or 25
Bravery, you may warn them never to return gain 2 extra Luck points.

Mv02. The Smilers


You have encountered the terrifying Smilers (DM+1; Goals: 1-2: mv02a;
3-4: e174; 5-6: e274) android extensions of a security system. Smilers
are usually mounted in booths from where they monitor and control the
society that maintains them. Their faces rotate to show their mood
happy, warning, or dangerous.
Roll 1D3 for the number of Smilers you encounter, adding +1 if the Turn
number is 5-8 or +2 if the Turn is 9+. Also add +1 if you can Oppose.
Each Smiler is Brains 5, Brawn 7, Bravery 7 (Machine, Troop). If you roll
for e096, instead roll here.
Choose from options below although any native Human Character (except Liz 10) that encounters a Smiler must
make a Bravery roll (with -2 (cumulative) if a Screamer or a child). If they fail they must automatically try to Evade.
Fight: Combat occurs as normal. If you later wish to escape the combat, see the Evade or Surrender options
below with -1 to any rolls. If you win a fight against the Smilers, gain a +1DM. If you can Oppose and
win a Fight then you have instead Defeated them.
Evade: Roll 1D6 adding your current DM and with an additional +1 if you can Oppose: 1-2: The Smilers just
watch from their booths you escape the encounter; 3-4: The Smilers faces change take a -1
penalty to any Running, Thief or Brains rolls in the next Enemy encounter, but you escape this
encounter; 5+: The Smilers leave their booths in pursuit you must make Running 7 rolls to escape. If
you fail, or choose not to escape, 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 initial Running rolls have a -1 penalty.
Talk: You may try to confuse the Smilers so you can escape. If you make a Brains roll with your Brains
reduced by 1 for each Smiler here and -1 each time you have previously attempted this option, then
you succeed gain a +1DM. If you fail, choose to Surrender, Evade or Fight.
Confront: This option can only be chosen if you can Oppose. If you have at least 15 Bravery (+2 per Smiler
here), Bureaucrat and either 2 Marksman, Laser or Demolitions, then you have Defeated the Smilers. If
you fail, take a -1DM and choose to Surrender, Fight or Evade.
Surrender: Roll 1D6 subtracting your current DM and with an additional -1 if you can Oppose: 1-2: You are
attacked see the Fight option; 3-4: e061; 5-6: e059.

Mv02a. Maintain Police State


(Goal 3) You learn that the Smilers just want to maintain their government
of fear and oppression and will kill anyone who interferes.
Take an immediate -1DM. Any Characters you encounter with less than 6
Bravery or total Qualities of less than 15 will not become your Ally unless
you spend a Luck point.
If Human Characters are captured by Smilers and are referred to a new
event during capture, then they may opt to forget instead. Allies must
make a successful Bravery roll (adding any Domination) or forget and
happily return to society they are lost as Allies. Companions may elect
to forget. They are instantly released and are -1 to all Quality and Trait
rolls for the rest of the Adventure. Take a -1DM and lose 1 Luck point.
If you have 2 Bureaucrat, either 20 Brains or 20 Bravery, and either 2 Marksman or 2 Thief then gain a +2DM.
Liz 10 must make a successful Bravery roll (or you must have a Companion with Aware and total Brains and
Bravery of at least 12) to use her Traits or Qualities to gain this DM or when Confronting the Smilers.

Mv03. New Paradigm Daleks


You have encountered your sworn enemies and the opponents of
Gallifrey in the Time War the dreaded Daleks! Originally from Skaro,
these mutated creatures of hate are carried inside armoured shells fitted
with devastating weaponry. But these Daleks are even more terrifying
pure bred, new paradigm Daleks (DM: -2. Goals: 1-2: e171; 3-4: e221;
5-6: e172), fresh from a Dalek progenitor. They glide towards you and
your blood chills as they cry Exterminate!
Red Dalek drones are each Brains 2, Brawn 12, Bravery 6. Roll 1D3 for
the number of drones you have encountered, adding +1 if the Turn
number is 5-8, and +2 if the Turn number is 9+.
If you are currently in a Dalek City (e146), ship (e143) or e082, or if you can Oppose, then the Daleks are led by
the white Supreme Dalek Brains 8, Brawn 10, Bravery 7. If your current DM is at least 2 greater than the Goal
number, see mv03a (only once per Adventure), otherwise choose from options below:
Fight: Combat occurs as normal. If you wish to surrender, see below with -1 to the roll. If you later wish to escape
or surrender, see options below. If you win a fight against the Daleks, gain a +1DM or if you can Oppose
then they are instead Defeated.
Surrender: Roll 1D6: 1-4: The Daleks only want to exterminate and attack you! 5-6: e061. If the Supreme Dalek is
here, roll for a Goal event as it cannot resist gloating over you.
Evade: The Daleks can move fairly fast when they want to so you must make Running 8 rolls to escape. If you fail,
or choose not to escape, you must choose another option.
Hide: Make Thief 8 rolls before any other option. If you fail, or choose not to hide, choose another option.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e143.
Talk: You may try to confuse the Daleks so you can escape. If you make a Brains roll, with your Brains reduced by
1 for each Dalek (-3 for the Dalek Supreme), and -1 each time you have previously attempted this option
then you succeed gain a +1DM (or reveal the Goal if the Supreme Dalek here). If you fail, choose to
either Surrender or Fight.
Confront: This option is only possible if you can Oppose and the White Supreme Dalek is here. If you can make
both an opposed Brains roll and an opposed Bravery roll then you have defeated the Daleks. If you fail,
take a -1DM and choose to Surrender, Evade or Fight.

Mv03a. Android Bomb


(Danger) The Daleks have activated an Oblivion Continuum bomb a
warhead so powerful that it can shatter planets, yet small enough to be
contained within the body of an android.
A random Ally is revealed to be the android containing the bombs You
must deactivate the bomb with either a Demolitions 10 roll or convincing
the android replica that they are human. This will require successive
Charisma 9 rolls to increase a countdown (that starts at 3) back up to 5.
If you fail a roll, reduce the countdown by 1. If the countdown ever
reaches 0 then the bomb explodes and you have lost the Adventure.
If you have no Ally then you must first find the bomb! This requires a Tracking 8 roll. Each turn you use to find the
bomb increases the Demolitions roll by 1 or reduce the countdown number by 1.
If you deactivate the bomb gain 1 Luck point (or 2 if you used Charisma) but unless the Turn number is less than
10, the Daleks have used the diversion to escape you gain only 2 Luck points and the Adventure is over.

Mv04. Weeping Angels


(Temporal) You have encountered terrifying Weeping Angels (DM -1;
Goals: 1-2: mv04a; 3-4: e234; 5-6: e204). These appear to be angelic
stone statues, but really they are deadly quantum creatures that consume
the life energy of all they devour and can move in the blink of an eye.
Roll 1D3 for the number of Angels encountered, with +1 to the number if
it is after Turn 4 and another +1 if after Turn 8. Each Angel is Brains 5,
Brawn 9, Bravery 6. If any Characters with you are Screamers they must
make a Bravery roll or be frozen in fear for the encounter. If you flee
from the Angels then the frozen Characters are consumed and killed.
If the number of Weeping Angels you encounter is less than the number of (non-frozen) Characters with Aware in
your group then the Angels are quantum locked and appear as statues. You may end this encounter if you wish
and if you can make an Aware 9 roll then gain a +1DM.
Any Human Characters who have Aware however must make a Brains roll (with a -2 penalty if frozen and with -1
per Angel) not to look into the eyes of the Angels. A Character that looks into the eyes of an Angel must make a
Bravery roll (adding any Domination) at the end of each turn. One other Character may add their Charisma and
Domination to support the affected Character. If the affected Character fails the Bravery roll then they are turned
into an Angel take a -1DM and increase the number of Angels encountered by +1. If you Defeat the Angels in
this Adventure then Characters are no longer affected.
Choose from the options below:
Fight: Combat occurs normally although if a Character has less than 7 Bravery, then reduce their Brawn by 2
due to the terrifying appearance of the Angels. Characters with Aware also have a -2 Brawn penalty as
they try to avoid looking into the eyes of the Angels. If you win a fight against the Angels gain a +1 DM
or Defeat them if you can Oppose.
Evade: The Angels move so fast that you must make Running 11 rolls before combat starts. If you fail, or
choose not to escape, you must choose another option. Alternatively if Characters can make Bravery
rolls (Screamers have a -2 penalty) you can walk away from them.
Confront: This option is only possible if you can Oppose. You may try to confront the Angels and trick them
into thinking you can Defeat them. If you can make a successful Brains roll (with your Brains reduced
by 2 for each Angel here, but adding any Gloating), then you succeed and Defeat them. If you fail,
take a -1DM and choose another option.
Talk: This option is only possible if the Angels have killed a Character. You try to bluff your way out of trouble
and escape. If you can make a successful Brains roll (with Brains reduced by 2 for each Character
killed or turned into an Angel - but adding any Gloating), and -1 each time you have previously
attempted this option, either gain a +1DM or reveal the Goal. If you fail choose another option.

Mv04a. Regeneration
(Goal 4) You discover that the Weeping Angels are slowly feeding off
raw energies or radiation from the surrounding area and regenerating
into a stronger and more vicious physical form.
For each further Temporal event (or e033) here, take a -1DM. If you have
Brains 25, Bravery 25, 2 Aware, Engineering, Science and Tracking
then gain a +2DM.
If you fail to Defeat the Weeping Angels in this Adventure, then future
Adventures with the Weeping Angels have an additional -1DM when
they are revealed and each Angel is +1 to all Qualities.

Mv05. The Sisters of the Water


You have encountered the Sisters of the Water (DM: 0 Goals: 1-2: e216;
3-4: e262; 5-6: e178), sea-dwelling refugees from the destroyed world
of Saturnyne. The true form of such creatures is a dark, leathery beast,
something like a shark. They hide that body beneath a perception filter
that manipulates the brainwaves of whoever's looking at them so the
Sisters appear human with long, needle-like fangs and are Brains 5,
Brawn 6, Bravery 6. In their natural form these vicious, predatory
Creatures live underwater.
Roll 1D3+1 for the number of Sisters you have encountered, adding +1 if after Turn 6. Also roll another 1D6 and
if the result is 5-6 (or 3-6 if you can Oppose), then the Sisters are led by 1D3 Saturnyne nobles each Brains 7,
Brawn 7, Bravery 7. If you Defeat the Sisters then see also e189.
Choose from the options below:
Talk: You try to bluff your way out of trouble and escape. This option is only possible if there is a Saturnyne
noble. Make a Brains roll (with your Brains reduced by 2 for each noble and -1 each time you have
previously attempted this option) and if you succeed either gain a +1DM or reveal the Goal, if you fail
then choose to Fight, Evade or Surrender.
Confront: You may only choose this option if you can Oppose and there is a Saturnyne noble here. If you can
make a successful Brains roll with your Brains reduced by 2 for each noble here, then the Sisters
are Defeated. If you fail take a -1DM and choose to Fight, Evade or Surrender.
Fight: Combat occurs normally although if a Character has less than 7 Bravery, then reduce their Brawn by 2
due to the terrifying appearance of the Sisters. You may later Evade or Surrender with a -1 to the roll.
If you win a fight against the Sisters gain a +1DM or Defeat them if you can Oppose.
Evade: You must make Running 8 rolls to escape the combat. If you fail, or choose not to escape, you must
choose another option.
Hide: You must make Thief 9 rolls before any other option. If you fail, or choose not to hide, you must choose
another option but any initial Running rolls have a -1 penalty.
Follow: 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: e082; 10+: e144.
Surrender: Roll 1D6: 1-2: The Sisters just give an evil grin and you are attacked anyway see the Fight option;
3-6: See e061 although if you roll for an event whilst captured, any female Humans instead see
mv05a below. Also roll 1D6 adding the number of Saturnyne nobles here and if the result is 7+
then roll for a Goal event as they cannot resist gloating over their plans.

Mv05a. Blood Transfusion


To continue their species the disguised survivors of Saturnyne drink from
their female human victims until all the liquid had been removed from
them. Then they replaced that liquid with their own blood. Gradually, the
alien blood changed the victim into one of the aliens.
Only 1 Character may be processed each turn (random selection) all
Saturnyne nobles are +1 to all Qualities on the following turn. If a
Character is processed a second time, then unless they make a Bravery
roll (adding any Domination, +1 if a Companion and -2 if a Victim), the
Character becomes a Saturnyne Sister and is presumed killed.
For every Character that becomes a Sister, add +1 to the number of Sisters encountered and take a -1DM.

Me01. Amy Pond


Roll 1D6 and on a result of 1-2, immediately see Me08 instead.
You have met Amy Pond, a feisty, Scottish girl who works as a kissogram.
Amy is Brains 6, Brawn 5, Bravery 6 (Aware, Charisma, Running, Thief).
Personality (optional): Appealing, Quick Thinking. Amy immediately jumps at
the chance of joining you in the TARDIS and becomes your Companion.
Gain 2 Luck points. Make a Brains roll for Amy (with a +1 bonus) and if she
succeeds then she knows something useful - roll for a Plot event.
Friend: Rory Williams (Me02)

Me02. Rory Williams


You have encountered Rory Williams - Amys sometime boyfriend and a
male nurse. He is Brains 6, Brawn 4, Bravery 5 (Aware, Computers,
Medicine, Running). Rory joins you as an Ally (but counts as a TARDIS
Character) and may know something - if he makes a Brains roll (with a
+1 bonus) then roll for a Plot Event. If Amy is ever Captured or facing a
Danger, Rory gains +1 Bravery until she is freed or the Danger ends.
If you encounter Rory again, roll 1D6 if the result is 4-6, he becomes a
Companion - gain a Luck point. He is now Brains 6, Brawn 5, Bravery 6
(Aware, Computers, Medicine, Running, Victim) Personality (optional):
Protective (Amy).

Me03. A Crack in Time


(Temporal) (Danger) You have discovered a strange and sinister crack in a
wall which you realise is a crack in space and time itself, possibly in the very
skin of the universe! What could be causing it...?
If this is the first time you have had this event in the game, then make an
Aware 9 roll to gain a +1DM. If you have had this event before then select to
take either a -1DM or lose 1 Luck point.
If there is no Enemy revealed, then immediately see Mv01 and if you are with
Amelia Pond you may return to the TARDIS now and instead see Me01.
If you have had this event already in this Adventure then the crack is widening and leaking time energy from an
explosion in time. All non-Machine Characters make Running 9 rolls (adding any Aware, but with a -2 if a Victim) to
escape the crack or they are killed. Lose 1D3+1 Luck points if any Companions are killed. At the start of each new Turn
roll 2D6 and if the result is less than the current Turn number then you must repeat the Running roll. If you have any
further Temporal events the Running rolls are made at a -1 penalty (cumulative)
To seal the crack you must either Defeat a Temporal Enemy or have Brains 30, Bravery 25, 3 Aware and 2 Science.

Me04. What Lies Below


(Plot) You learn that something lies beneath where you are now in secret tunnels, caves or lower levels and that
something could be linked to mysterious disappearances! Gain a +1 DM and you may now Investigate as an Action in
this Adventure. If you have any Allies, roll 1D6 for each if the result is 1-2 then they know of someone that has
disappeared, perhaps it was a friend or family member. That Ally then gains +1 to Bravery.
If you are on Starship UK (Ma02) and you encounter e256 then if you are with a child Character the monster will not
attack. If you have 2 Aware (or can make an Aware 10 roll) and Brains 25 - gain an extra +1DM.

Me05. Winston Churchill


You have discovered met the Prime Minister of Great Britain and an old
friend Winston Churchill. Gain a Luck point. Churchill is Brains 7, Brawn 4,
Bravery 8 (Aware, Bureaucrat 2, Charisma, Gloating, History) and is with
1D6 soldiers each Brains 4, Brawn 6, Bravery 5 (Marksman, Tracking,
Troop). Each Troop in this Adventure is +2 to Bravery whilst with Churchill.
Churchill and his soldiers become your Allies for this Adventure and roll
immediately for a Plot event as Churchill is bound to know some useful
information. Gain +2 to a Move Action if trying to reach Me06.
At the end of the Adventure, if Churchill is still alive, you need to make an Aware 8 roll or, puffing on a huge cigar, he
tries to steal a TARDIS key (e182) if you have one.

Me06. Cabinet War Room


(Location) You have entered the Cabinet war room, deep below Whitehall in London and the underground complex that
housed the British Government command centre during the Second World War. Long tables that are covered in maps,
charts and models, dominate the room as people bustle around the room in a flurry of activity.
Unless you are with Churchill or have Troop Allies, roll1D6: 1-2: e059: 3-4: me05; 5-6: e081 (with a -2 to any Talk roll).
Any Human Characters with Marksman or Troop gain +1 Brawn until the end of the Adventure. If you get to Rally
the Troops (e092) here, gain a +2 bonus to the roll. Any Planning Actions made here gain +1 to the roll.

Me07. Doctor River Song


You have encountered the enigmatic Doctor River Song, a mysterious and
engaging woman from your own future! River Song is Brains 8, Brawn 6,
Bravery 7 (Aware, Charisma, Computers, History, Marksman, Running,
Science, TARDIS, Thief). Roll 1D6 and if the result is 2 or less then she is
accompanied by Soldiers (see e081). Also roll 1D6 to see what equipment
she has with her: 1-2: e181; 3-4: e197; 5-6: me15.
River joins you as an Ally (although if wish you can make a Companion
Charisma 10 roll and if successful she becomes a Companion gain a Luck
Point). River always counts as a TARDIS Character). Make a Brains roll (with
a +1 bonus, or +2 if she is with Soldiers) for River. If she succeeds, then she
knows something that might prove useful and roll for a Plot event.
If River is at a Museum and she can make a Thief 10 roll then she gains a Luck point. If she fails the roll by 4 or more
then she is captured see e059.

Me08. Amelia Pond


You have met 7 year old Amelia Pond an orphaned Scottish girl living
in an English village with her aunt. Amelia is Brains 5, Brawn 2, Bravery
7 (Aware, Charisma, History, Running). Amelia will join you as an Ally
for the Adventure (but counts as a TARDIS Character). Make a Brains roll
for her (with a +1 bonus) and if successful roll for a Plot event. If you
have had no other Plot events in this Adventure (and there is no Enemy
revealed), instead see Me03. If Amelia is killed, lose 2 Luck points.
At the end of the Adventure, if you can make a TARDIS 8 roll then you can
meet Amelia when she has grown up a little see Me01 (ignoring Plot rolls).

Me09. Liz Ten


You have met Liz 10 the Queen of the United Kingdom in the 33rd century
when the Earth was evacuated due to solar flares. Liz 10 maintains a
watchful eye of her realm by dressing in a long scarlet cloak, white porcelain
mask and armed with two laser pistols. She is Brains 6, Brawn 8, Bravery 7
(Aware, Bureaucrat 2, Charisma, Marksman, Running, Thief).
Choose an option below:
Talk: Make a Charisma roll, adding +2 if an Enemy here.
2-5: You are considered a security risk and asked to surrender (e059
with +1 to the roll). If you refuse then you are attacked. You may
later surrender (e059 with -1 to roll) or escape (Running 8 rolls).
6-8: Liz questions you further make a Charisma 8 roll (with bonuses from yourself only). If successful then she
provides some useful information (roll for a Plot event) before vanishing into the shadows. If you fail, she
just leaves with a shrug.
9+: Liz joins you as an Ally make a Brains roll for her (with a +1 bonus) and if successful, roll for a Plot event.
Evade: Roll 1D6: On a 1 Liz ignores you anyway, event ends. On any other result she decides she wants to
question you. You must make Running 8 rolls to escape or choose the Talk option with a -1 penalty.

Me10. I Am Your Servant


(Plot) The Enemy is pretending to be peaceful and has convinced the local population that they are benevolent and only
here to help. Immediately reveal the Enemy. Ignore any bonuses regarding Enemies in Talk rolls with Characters and you
must make a Charisma 9 roll or lose Bureaucrat Allies. Until a Goal is revealed (or you have a DM of +3 or greater) you
will not be attacked by Enemies. When the Goal is revealed, or you are attacked, gain +2 in Talk rolls with Characters.

Me11. A Cry for Help


This event is postponed until the end of the Adventure. You receive a cry for
help either in the shape of a ghostly figure, or a message, or perhaps one
of your old friends needs you. You must make a TARDIS roll to steer the
TARDIS (e001a) to get the required total below. Each time you fail to reach
the desired Adventure location, lose 1 Luck point. When you arrive at the
desired Adventure, then this event counts as a Plot event. Roll 1D6:
1: An Ood materialises in front of you to call you to the Ood Sphere. See
e001a (9+) and if you succeed go to a445. When you reach the
Adventure Location see e100 as your first Character event.
2: You receive a message for aid from your old friend Winston Churchill. See e001a (8+) and if you succeed go to
ma03. When you reach the Adventure Location see me05 as your first Character event.
3: The Shadow Proclamation requests your presence. See e001a (8+) and, if you succeed, see e282. Add +3 to any
Talk rolls here (but with -1 for each Adventure visited between having this event and successfully arriving at the
Shadow Proclamation).
4: You receive a mysterious message from Doctor River Song that of course starts with Hello sweetie!. See e001a
(9+) and if you succeed roll 1D6: 1-2: a444; 3-4: ma04; 5-6: ma011. When you reach the Adventure Location
see me07 as your first Character event.
5: A ghostly, and yet familiar figure dressed in Time Lord robes makes brief mind contact. See e001a (11+) and, if you
succeed, see a450. When you reach the Adventure Location see g361 as your first Character event.
6: Someone you thought long since dead... Roll for a random Adventure Location (e001b) and when you reach there
see e127 as your first Character event.

Me12. Merchant
You have encountered a well dressed merchant although sometimes looks
can be deceptive. He is Brains 5, Brawn 5, Bravery 5 (Bureaucrat, Charisma,
Gloating, Thief). Roll 1D6 and on a result of 1-2 he is accompanied by his
daughter Brains 4, Brawn 4, Bravery 4 (Charisma, Running, Screamer,
Victim). You may ignore the merchant or talk to him.
If you ignore him, roll 1D6. On a result of 1 (or 2 if alone), he accosts you
anyway - roll on the Talk table with a -2 penalty. Otherwise, this encounter
ends. If you talk to him, make a Charisma roll, but with -1 for each Thief here:
2-4: He accuses you of thievery and calls local constables see e059 immediately.
5-6: You talk briefly then he departs.
7-8: He may have useful information that will help you. If he makes a Brains roll then roll for a Plot event
9+: He joins you as an Ally and may know some information - if he makes a Brains roll then roll for a Plot event. If he is
alone, automatically see e157 instead as he is looking for his daughter.

Me13. Maze of the Dead


(Location) (Site) You have discovered the entrance to an Aplan Mortaria a large subterranean labyrinth with tombs in
the walls and adorned with statues of the dead. To enter the tomb you must make both a Science 9 and a History 9 roll
or have Demolitions or have a total Brawn of 20. If you manage to enter the maze, non-Machine Human Characters
must make a Bravery roll (with a -2 penalty if a Screamer) to enter further.
Inside the maze do not use the regular encounter tables from the Adventure, but roll on the tables below:
Enemy: If there is no Enemy revealed, roll 1D6: 1-3: mv04; 4-6: v529.
Character: 1-2: See Adventure as normal; 3: Me07; 4: e081; 5-6: e053
Events (1 or 2): 1: e270; 2: e088; 3: e078; 4: e085; 5: e253; 6: e089
Plot: 1: e131; 2: e132; 3: e141; 4-6: See Adventure as normal
Location: 1: e065; 2: e066; 3: e082; 4: e158; 5-6: e218
Inside the tomb you may Explore (even after an Enemy event) and
Investigate (without knowing Enemy and gaining bonuses from Aware,
Tracking or +1 if a Character has both Science and History).

Me14. Inside Job


You may only have this event if you have previously had e173, e210, me4 or me10 and you have not yet had a Goal.
If you have not had one of these events, or a Goal has already been revealed, then see instead e002.
You have an opportunity to get your Companion (if they have Charisma and Bravery 6+) inside the Enemy base or
organisation. They may roll 2D6 as an Action, adding any Bureaucrat and Thief Traits they possess (plus Computers if in
Post Modern Era or later unless at a Wilderness Adventure, or History if in Modern Era or earlier):
2-5: Caught Have immediate Enemy event (rolling for an Enemy if necessary)
6-7: No information this turn
8: Leads If you choose this Action again next turn gain +1 to the roll (cumulative)
9+: Find information You may roll a Plot event or reveal the Enemy or roll for a Goal event (if Enemy revealed).

Me15. Hallucinogenic Lipstick


(Equipment) Who needs a sonic version? Only a female Character with Charisma can use this equipment. You gain +3
to any Talk roll or +2 to any Escape roll with male Human Characters. You may not turn any of the Characters into Allies
as a result of using the lipstick (although you may roll for Plot events) the Character event just ends.