Vous êtes sur la page 1sur 13

Welcome to the Doctor Who Solitaire Story Game...

Follow that starship!


(River Song The Time of Angels)
The Doctor Who Solitaire Story Game gets players racing across the universe in this latest expansion that
introduces incredible quests. Can you collect the legendary Stones of Kalibryan or find the lost ship Eternity?
Prevent the evil Deathsmiths from building the Black Star or stop Mrs Wormwood from resurrecting Horath and
unleashing the tyrant upon the galaxy. The quest begins...

How to Use this Expansion


To integrate the contents of this expansion into the existing game you use
doorways that lead from events in the Events book as shown below.
Each Quest may only be completed once per game and additional
chances to take them are ignored or rerolled. You may also only be
completing one Quest at any one time.
There are two types of Quest Locate Quests and Collect Quests
A Locate Quest is where you have to find something by searching throughout Time and Space. Each time you go
to a different Adventure then you can try to find the object of your quest. You wont be able to do this immediately
but as you visit different Adventures, you will gain clues until you eventually discover the real location.
A Collect Quest is where you have to search Time and Space for several different pieces or components that can
combine together to make up a rare artefact. You will have to search for the component within each Adventure.
When you have collected all the components then you have completed the Quest.
All Quests will detail a Quest Enemy who will try to stop you. This Enemy might feature in some Adventures you
complete in your Quest, and other Enemies you encounter might be their Agents. As you get closer to completing
the Quest, the chance of encountering the Quest Enemy gets higher. If you are told to encounter a Quest Enemy
before another Enemy has been revealed, then the Quest Enemy becomes the Enemy for the Adventure. All Quest
Enemies automatically have the same Goal (Q014) that you need only try to reveal the first time you encounter
them in an Adventure. Defeating a Quest Enemy does not mean that they cannot appear further on in the Quest...
If you are asked to generate random Adventure locations for a Quest, you may use e001b or use random cards.

Quest Doorways
e029. Hermit Replace result 5 with Q004.
e032. Time Agents - If you gain a Plot event, roll 1D6 and on a
result of 6 instead see Q007.
e044. The Face of Boe On a result of 6 you may exchange 3 Luck
points to roll on Q001.
e070. Alien Museum On a result of 4 instead see Q006.
e127. Cora Instead of e005, roll 1D6 - on a 6, see instead Q001.
e132. Ancient Relic On a result of 2 instead see Q005.
e172. Purification - Roll 1D6 when you get this event and on a 6 see instead Q009.
e231. Manufacture Plague - Roll 1D6 when you get this event and on a 6 see instead Q008.
e282. The Shadow Proclamation On a Talk result of 11+, roll 1D6 and on a result of 5-6, see Q001.
e295 (me07). River Song If you gain a Plot event, roll 1D6 and on a 6 see instead Q001.

Q001. The Quest Begins


You have been assigned to a quest of vital importance to the universe - roll 1D6:
1: Q004; 2: Q005; 3: Q006; 4: Q007; 5: Q008; 6: Q009.
You cannot refuse to take a Quest as the consequences would be devastating and the game is over.
If you are currently in an Adventure and have had either a Plot or an Enemy event then this Adventure must be
completed before you can start the Quest. If you have not yet had a Plot or Enemy event however then you can
begin your Quest immediately and use the current Adventure as your first Quest location if possible.
If you are currently not in an Adventure, determine the Adventure locations as detailed in the Quest.
If you have been assigned a Quest by Time Agents then they become your Allies for the Quest. If the Quest has
been assigned by the Shadow Proclamation, you are joined by a female Shadow Servant Brains 6, Brawn 3,
Bravery 6 (Aware 2, Charisma, Medicine) who becomes Ally. If assigned a Quest by Cora or River Song, either
will become Companions for the Quest. If assigned a Quest by the Face of Boe, gain 1D3 Luck points.

Q002. Search for Clues


(Action) You try to explore the surrounding area and see if you can
discover more clues about your Quest. This Action may only be chosen if
you have not yet had an Enemy event (unless a Quest Enemy). Roll 2D6
adding +1 for each Quest Clue you have and +1 if you have 2 Tracking.
If you do not find a Quest Clue before you have Defeated the Enemy,
you may lose 1D3 Luck points to roll again here.
2-4: You become hopelessly lost see e078 immediately.
5-7: You discover nothing important, but roll 1D6: 1-3: No further event;
4: +1 to further Search rolls here; 5: e002; 6: Quest Enemy.
8-10: You discover that the object of your Quest is not here, but uncover a further Clue to its location you may not
roll here further in this Adventure but see the Clue paragraph in your Quest. If you find a Quest clue before
any Plot or Enemy event you may leave the Adventure without Defeating any Enemy.
11-12: You have encountered your Quest Enemy.
13+: You have discovered the object of your Quest see the Quest Resolution paragraph in your Quest.

Q003. Search for Component


(Action) You try to explore the area and see if you can discover another
component of your Quest. This Action may only be chosen if you have
not yet had an Enemy event (unless a Quest Enemy). Roll 2D6 and add
+1 for each previous turn with this Action and +1 (max +3) for each
Tracking. If you do not find a Quest Component before you have
Defeated the Enemy, you may lose 1D3 Luck points to roll again.
2-3: You become hopelessly lost see e078 immediately.
4-5: You discover nothing important, but roll 1D6: 1-3: No further event;
4: e002; 5-6: Quest Enemy.
6-8: You discover a clue that could help you add +1 to further rolls here (cumulative) in this Adventure.
9-10: You run into trouble roll 1D6 and if the result is less than the number of components that you already possess
then you encounter your Quest Enemy. If equal or greater have an automatic Encounter this turn.
11+: Discover Component see the Component entry in your Quest. If this is the final component then see the Quest
Resolution entry. If you gain a Component before a Plot or Enemy event, you may leave Adventure.

Q004. The Stones of Kalibryan


(Collect Quest) You have been given an ancient scroll parchment that
seems to show the locations of the legendary Stones of Kalibryan relics
of an alien prophet who was thought to hold incredible power and
knowledge. The Stones were believed to have been lost eons ago and
yet here you could hold the secret to their recovery. But are you the only
one to have discovered their final resting places...?
This Quest involves you travelling across the universe to collect the six
Stones of Power and returning them to the Circle of Kalibryan before they
are discovered by any hostile alien race.
Locations: You must generate a random sequence of six Adventure locations (by using dice or cards) from the
following Adventures a406, a422, a424, a427, a435, a439, a442 and a449. You must attempt to
reach these Adventures normally by using TARDIS rolls, but with a +1 bonus due to the scroll.
Components: In an Adventure you may find what you are looking for by accident (any time you encounter
e132) or you can use Q003 (Search for Component) as an Action - gaining an additional +1 to the roll if
you have 2 Science and 2 History.
A Stone of Kalibryan is a coloured gemstone the size of a fist and with a swirling vortex of colours within.
Each time you obtain a Stone, give it to a Character and then roll 1D6 to see what powers it bestows:
1: +1 Brains; 2: +1 Brawn; 3: +1 Bravery; 4: Aware; 5: Domination; 6: Tracking.
Special Rules: As the Quest continues, the power of the Stones will awaken the Knights of Kalibryan, spectral
warriors pledged to destroy anyone who possesses the Stones. Whenever you roll for a Character
encounter roll 2D6 if the result is lower than your current number of collected components then instead of
the listed Character encounter you encounter 1D6+1 ghostly knights - each Brains 7, Brawn 0, Bravery 7.
Make a Bravery roll for each Human Character in your group (adding any Domination but with -1 Bravery
if the Character is a Screamer). If they fail, then they run from the encounter.
You can Fight them using Bravery rather than Brawn (adding +1 to Bravery if a Character has Domination),
evade them (requiring Running 9 rolls to succeed) or try to outwit them by making a Brains roll, with your
Brains reduced by 1 for each Stone you have. If you succeed, they leave. If you fail, they attack you.
Quest Enemy: Roll 1D6 when required: 1: q011; 2: q012; 3: v517; 4: v523; 5: v534; 6: v504. If you meet
another Enemy on your Quest then if they have a DM of 0 or greater and you roll on 1D6 less than or
equal to the number of Components you have, this Enemy is an Agent of the Quest Enemy see q013.
Quest Resolution: When you have collected all six Stones, either draw a new Adventure from the random
selection above, or if you were originally given this Quest by a hermit (e029) then you must return to the
Adventure where you met him. You may automatically reach this Adventure without making a TARDIS roll.
The Enemy in this Adventure is automatically the Quest Enemy.
You must now get the Stones to the Circle of Kalibryan and align them so that their power is absorbed by
the Universe and is unreachable by any power-hungry aliens. To do this, you must make 3 successful Move
rolls to find the Circle. Once you reach the Circle, roll 1D6:
1-2: You encounter an old hermit see e029 with -2 to the roll.
3-4: You encounter a psychic wraith see e270.
5-6: You encounter the Quest Enemy.
You must successfully overcome the encounter to align the Stones that requires an Aware 10 roll as an
Action. Only Characters who possess Stones are able to participate in the roll. Once the Stones are
successfully aligned in the Circle, you have completed the Quest and Defeated the Quest Enemy.
Quest Reward: Gain 6 Luck points for collecting the Stones plus the usual number of Luck points for Defeating
the Quest Enemy. All of your TARDIS Characters are also allowed to keep one Stone each.

Q005. The Dark Empire


(Locate Quest) The immortal tyrant Horath held the Mutters Spiral galaxy
in the grip of a Dark Empire for centuries with the power to destroy or
create worlds at will. Horath was thought destroyed over three thousand
years ago and his consciousness separated from his body. But you have
discovered that an alien force is seeking to revive Horath and achieve
power over the whole galaxy.
This Quest involves you trying to locate the containers of Horaths
physical remains and that of his dormant consciousness before an Enemy
reunites them and resurrects the tyrannical entity.
Locations: You must generate a random sequence of Adventure locations (by using dice or cards) from the
following Adventures a405, a409, a410, a426, a429, a436, a440 and a447 (you may also include
xa02, ma01 or ma10 from any expansions). You must attempt to reach these Adventures normally using
TARDIS rolls, but with a +1 (cumulative) bonus when you discover each of the Artefacts (see below).
Clues: In an Adventure you can use Q002 (Search for Clues) as an Action to try and find the location of the
Artefacts, gaining an additional +1 to the roll if you have the Traits listed below for each Artefact.
The Kaldean Crystal (2 Domination) houses the dormant consciousness. It cannot be found on Earth.
The Tunguska Scroll (2 UNIT) provides clues to the location of Horaths physical remains. It can be found
on Post Modern Era Earth.
The Portal of Horath (2 Aware) is the dimensional gateway from where Horath can be resurrected. It can
only be found if you possess the Crystal and the Scroll but maybe located anywhere.
When you gain a Quest Clue result from Q002 you recover either the Crystal or the Scroll (depending on
the Adventure location). You may also find them if you ever roll for an Artefact event. When you have both
the Scroll and the Crystal, you must then find the Portal by gaining a Quest Resolution on Q002.
Special Rules: Both the Scroll and the Crystal grants their bearer special abilities as well as counting as Quest
Clues for rolls on Q002. A non-Machine Character with the Scroll gains +1 to Brains whereas the Crystal
makes a non-Machine Character have Aware 2.
Quest Enemy: Roll 1D6 when required: 1: q011; 2: q012; 3: v503; 4: v523; 5: v535; 6: v544. If you meet
another Enemy on your Quest then if they have a DM of 0 or greater and you roll on 1D6 less than or
equal to the number of Quest Clues you have, this Enemy is an Agent of the Quest Enemy see q013.
Quest Resolution: When you reach the Portal of Horath, you must activate the Portal and then throw the
Crystal and the Scroll into the dimensional gateway to destroy them and ensure Horath is never resurrected.
To activate the Portal requires you to make an Aware 12 roll, adding any Domination and an extra +1 to
the roll on each successive attempt. After each attempt, roll 1D6 and on a result of 4+ encounter the Quest
Enemy. If a Fight ensues, Characters not involved in a combat, may attempt an Aware roll each round.
Once the Portal is opened, a Character that bears the Crystal or the Scroll must make successful Bravery
rolls or they are frozen by the awakening mind of Horath. Other Characters must make Charisma 9 or
Domination 8 rolls, or opposed Brawn rolls to make them throw the Crystal and the Scroll into the Portal. If
you have no other Characters, then the affected Character must make a successful Bravery roll (adding any
Domination) by at least 3 to break free of Horaths mind control.
After each attempt, if unsuccessful, or if both Artefacts have yet to be thrown into the Portal, a huge tentacle
emerges from the Portal and attacks a random Character with Brawn 6.
Once the Crystal and the Scroll are thrown into the Portal you have completed the Quest and Defeated the
Quest Enemy.
Quest Reward: Gain 3 Luck points for completing the Quest plus the usual number of Luck points for Defeating
the Quest Enemy. All of your TARDIS Characters may also increase their Bravery by +1.

Q006. Quest for the Eternity


(Locate Quest) You have heard rumours of the location of the legendary
spaceship Eternity. The Eternity was an incredibly advanced scientific
research vessel designed by the Prometheans but lost, presumed
destroyed, in deep space. Space travellers throughout the galaxies can
only guess at the final resting place of the ship that was said to hold the
secret to eternal life...
This Quest involves you travelling across the galaxies in search of data
chips that were part of the black box recorder of the Eternity. Can you
piece together the information and find the lost ship?
Locations: You must generate a random sequence of Adventure locations (by using dice or cards) that feature
starships, space stations, prison planets or spaceports. In the Core game these are a402, a411, a412,
a419, a423, a432 and a433, but expansions might feature other Adventures that can be used. You must
reach these Adventures using TARDIS rolls as normal.
Clues: When in an Adventure, you may find the data chip you are looking for by accident if you ever have an
Equipment event and spend 1 Luck point to replace it with a data chip. You can also search by using
Q002 (Search for Clues) as an Action - gain an additional +1 to the roll if you have 2 Pilot. The more data
chips you find then the closer you are to reaching the Quest Resolution and finding the Eternity.
Special Rules: As the Quest continues, the Quest Enemy is also intent on finding the Eternity and uncovering its
secrets. At the end of each Adventure roll 1D6. If the result is less than the number of data chips you have
collected then the Enemy has found the Eternity and the Quest is lost. If this happens then you lose Luck
points equal to the number of data chips collected (plus any Enemy DM modifier). If you encounter that
Enemy again, add a -1DM modifier.
Quest Enemy: Roll 1D6 when required: 1: q011; 2: q012; 3: v520; 4: v527; 5: v530; 6: v533. If you meet
another Enemy on your Quest then if they have a DM of 0 or greater and you roll on 1D6 less than or
equal to the number of Quest Clues you have, this Enemy is an Agent of the Quest Enemy see q013.
Quest Resolution: You have finally found the location of the Eternity pulverised by meteors but now orbiting
an obscure planet in a remote galaxy. You must make a TARDIS 11 roll to reach the Eternity, adding +1 for
each data chip you possess. Once you reach the ship, have an Enemy encounter as if you can Oppose. If
you do not Defeat the Enemy you lose the Quest and lose Luck points equal to twice the number of data
chips collected (plus the usual Enemy DM modifier). If you manage to Defeat the Enemy then you discover
the secret of the Eternity, roll 1D6:
1-2: You discover Promethean race banks. If you have the Legends expansion, you may use the race banks
to Bargain with the Prometheans with no additional roll or reduced Luck gain. The race banks may
also be given to collectors at any Museum to gain or increase Science or History for 2 points less
than usual at the end of an Adventure there.
3-4: You discover 1D6 ampoules of Promethean anagathic drugs. Under the supervision of a Character
with Medicine, a non-Machine Character can use the drugs to either cure all wounds (including those
caused by disease or radiation) or to add +1 to Brawn. A Character may only ever take 1 ampoule
of the drugs. You may alternatively donate the drugs to any medical facility or Sisters of Plenitude to
gain 3 Luck points per ampoule.
5-6: You discover a Promethean biological terraforming device that makes barren planets habitable. If
played at non-Earth Wilderness Adventure where you have Science, then you gain 3 Luck points per
TARDIS Character present. The device can alternatively be used to resurrect a non-Machine
Character that has just been killed. The Character is -1 to Qualities for 2 turns but otherwise unhurt.
Quest Reward: Gain Luck points equal to twice the number of Quest Clues (data chips) gained. One TARDIS
Character also gains Pilot (or increase to Pilot 2 if they already have Pilot). Choose one Adventure where
you gained a Quest Clue and if you visit there again, gain +1 to Explore or Seek Information Actions.

Q007. Twisted History


(Locate Quest) (Temporal) You have discovered that Earths history has
become warped. Wars that were won by one side have now been lost;
science and technology have become twisted; famous books and plays
no longer exist. You must learn what has happened and who or what is
responsible so that you can put history back on course - before the entire
universe collapses under the temporal paradoxes this has caused...
This Quest involves you travelling through history and meeting famous
personalities. Once you meet them you will gain clues to the origin of the
temporal interference and you can then trace it back and destroy it.
Locations: You must generate a random sequence of Adventure locations (by using dice or cards) that feature
famous historical celebrities (Characters that you gain a point for meeting). In the Core game these are
a403 (Charles Dickens), a417 (Queen Victoria), a418 (Madame de Pompadour), a420 (William
Shakespeare), a428 (Cleopatra) and a446 (Agatha Christie). If you have Adventures in History, six
additional Adventures (ya04 -ya09) can be added and other expansions feature even more Characters that
can be used to generate more variety to the Quest. You may automatically reach these Adventures.
Clues: When in an Adventure, you may meet the famous person by accident or you can search by using Q002
(Search for Clues) as an Action - gain an additional +1 to the roll if you have 2 History. If told that you find
a Clue, then you have encountered the historical person. If you gain a Plot event on that encounter, you
instead gain a Quest Clue - the more you gain the closer you are to reaching the Quest Resolution.
Special Rules: As the Quest continues, Time will become more tangled. Each turn when you roll 2D6 for an
encounter, if the result is equal or lower than the number of Quest Clues you possess, then instead of rolling
1D6 on the appropriate line in the current Adventure, choose a random Adventure from your Locations
(above) and roll there. Each time you roll a 12 when rolling 2D6 for an encounter, see e101 instead.
Quest Enemy: Roll 1D6 when required: 1: q011; 2: q012; 3: v544; 4: v517; 5: v523; 6: v536. If you meet
another Enemy on your Quest then if they have a DM of 0 or greater and you roll on 1D6 less than or
equal to the number of Quest Clues you have, this Enemy is an Agent of the Quest Enemy see q013.
Quest Resolution: You have finally tracked the source of the temporal warping. Have an Enemy encounter as if
you can Oppose and roll 1D6 below. If you do not Defeat the Enemy you lose the Quest and lose twice the
normal number of points for Defeating this Enemy (with 6 as a Goal number).
1-2: You discover that there is a huge rip in the Space/Time continuum around Earth that is causing
chronon energy to flood through and alter reality. If the Enemy are Carrionites then they gain 1D6+1
Carrionite shades, each Brains 7, Brawn 6, Bravery 7, as reinforcements. Before the encounter (and
before each combat round if there is a Fight), roll 1D6 for each Character on both sides. If they roll a
6 (5-6 if a Victim) they must make a successful Brawn roll or be sucked into the rip and killed.
3-4: You discover that your Quest Enemy has created a Paradox Machine that has created massive
temporal anomalies. After Defeating the Enemy you must also deactivate the Machine by making a
successful Engineering 9 roll. If you fail the roll then the Enemy suddenly reappears - caught in a
temporal anomaly and you must encounter them again. If the Enemy is a Time Lord then the Machine
is your TARDIS you only need an Engineering 8 roll but if you fail your TARDIS is Damaged.
5-6: You discover that a huge parasitic entity, controlled by the Enemy, has been devouring chronon
energy and creating the temporal warping. Before you can attempt to Defeat the Enemy you must
appease the entity by sacrificing any Character that has travelled in Time. If you do not then the
entity starts to drain your energy and all your Characters are -2 to all Qualities (-4 if your Enemy is a
Chronovore) until the end of the encounter with the Enemy.
Quest Reward: Gain Luck points equal to twice the number of Quest Clues you gained. All of your TARDIS
Characters also gain History (or increase to History 2 if they already have History). You may also choose
one Character that gave you a Quest Clue to become a Friend.

Q008. The Reaper Plague


(Collect Quest) (Disease) You have discovered that a devastating plague
is ravaging the universe. Already millions have died but this is nothing to
the possible number of deaths across countless worlds. Who or what is
responsible? Entire planets and civilisations are succumbing to what has
become known as the Reaper plague. Unless someone can find a cure,
then life throughout the galaxies will be destroyed.
This Quest involves you travelling across the universe to gain four rare
cures, medicines, plants and anti-toxins that when combined, can cure
the universe of the Reaper Plague.
Locations: You must generate a random sequence of four Adventure locations (by using dice or cards) from the
following Adventures a407, a424, a427, a436, a438 and a448. You must attempt to reach these four
Adventures normally by using TARDIS rolls.
Components: In an Adventure you may find what you are looking for by accident (see below) or you can use
Q003 (Search for Component) as an Action - gaining an additional +1 to the roll if you have 2 Medicine.
Once you have collected all four Components, see the Quest Resolution.
a407 (Lanos): It is a rare and dangerous plant and you must overcome e077 to gain the Component.
a424 (Biostris Prime): See e219 and you must obtain the milk to gain the Component.
a427 (Sanctuary): Have a Character event you must gain a Plot event from any priest, monk or cult to
gain the Component.
a436 (The Moon): You must find e102 and make a Medicine 10 roll to gain the Component.
a438 (New Earth): See e098 you must gain a Plot event to gain the Component.
a448 (Shan Shen): You may obtain the Component from the markets instead of results 3-6.
Special Rules: As the Quest continues, more worlds will become ravaged by the Reaper plague. Whenever you
roll for a Character encounter roll 2D6 if the result is lower than your current number of collected
Components then instead of the listed Character encounter see e039.
Quest Enemy: If you have taken this Quest as a result of e231 then the original Enemy becomes the Quest
Enemy. Otherwise roll 1D6 when required: 1: q010; 2: q012; 3: v541; 4: v528; 5: v513; 6: v518. If you
meet another Enemy on your Quest then if they have a DM of 0 or greater and you roll on 1D6 less than or
equal to the number of Components you have, this Enemy is an Agent of the Quest Enemy see q013.
Quest Resolution: You have finally collected all the Components needed to create the cure for the Reaper
Plague. You must now make a Medicine Research roll and gain a breakthrough result to cure the plague as
well as Defeat your Quest Enemy in this Adventure. If you do not do both then you lose the Quest and lose
twice the normal number of points for Defeating this Enemy (with 6 as a Goal number). If you roll for an
Event (1 or 2) during this Adventure, roll 1D6 below instead of using the usual Event lines.
1-2: The plague is resisting your attempts to analyse it. You must also have the Poison Trait before you can
attempt any further Medicine Research rolls.
3-4: The plague virus has mutated and you must find yet another component draw an extra Adventure
from the Locations deck above. You cannot attempt another Medicine Research roll to cure the Reaper
plague until you collect this Component.
5-6: One of your Companions (if you have no Companions, then any Victim) has caught the Reaper Plague
and loses 1 from each Quality at the end of each turn. If any Quality reaches zero, they are killed. To
temporarily halt the plague (but not cure them) you must make a Medicine 11 roll.
Quest Reward: Gain twice the usual number of Luck points for Defeating the Quest Enemy. All of your TARDIS
Characters with Brains 6 or above may either gain (or increase) Medicine or Poison. You also gain +1
when using a Medicine Research Action.

Q009. The Black Star


(Collect Quest) You have discovered that a terrible super-weapon is
being constructed by a secret force. The Black Star as it has been
named, is supposed to be a weapon of terrifying force and destruction,
with enough firepower to obliterate planets, fleets or even an entire solar
system. How near is the Black Star to completion? What is the sinister
force behind its construction and can they be stopped in time?
This Quest involves you travelling across the universe to find the plans
behind the Black Star and then finding components for a device that
when constructed can sabotage and destroy the super-weapon.
Locations: You must generate a random sequence of five Adventure locations (by using dice or cards) from the
following Adventures a414, a419, a430, a433, a444 and a445 (although Adventures in the Twilight
Era from various Expansions can also be used). You must attempt to reach these five Adventures normally
by using TARDIS rolls.
Components: In an Adventure you must use Q003 (Search for Component) as an Action - gaining an additional
+1 to the roll if you have 2 of the Trait listed in each Adventure below:
Adventure 1 (Computers): You are searching for the plans of the Black Star. You may also gain the plans by
having e288 as an event. Once you have the plans you discover that you have to assemble a thermo-fusion
deactivator by assembling three unique components.
Adventure 2 (Engineering): You are searching for the first component a macromat field integrator. You may
also gain the integrator by cannibalising the parts of a neutrino catalyser (e196).
Adventure 3 (Aware): You are searching for the second component - a focussing amplifier. You may also use a
telepathic crystal (e198) as an amplifier.
Adventure 4 (Science): You are searching for the third component - a miniature fusion reactor core. A rocket
(e215) will also have a reactor core you could use.
Special Rules: Once you have found the three components, you must successfully make a Brains roll by 5 to
assemble the deactivator. You may continue to spend Luck points until you succeed. Then draw a new
Adventure to find the location of the Black Star. When you reach there, see the Quest Resolution.
Quest Enemy: If you have taken this Quest as a result of e172 then the original Enemy becomes the Quest
Enemy. Otherwise roll 1D6 when required: 1: q010; 2: v514; 3: v541; 4: v531; 5: v511; 6: v523. If you
meet another Enemy on your Quest then if they have a DM of 0 or greater and you roll on 1D6 less than or
equal to the number of Components you have, this Enemy is an Agent of the Quest Enemy see q013.
Quest Resolution: To destroy the Black Star device you must Defeat the Quest Enemy by Opposing them as
normal and set the completed thermo-fusion deactivator. To do this you must have an e082 or e144 event
(e146 or e147 if Daleks or Cybermen) and install the deactivator as an Action by making a successful
Engineering 9 roll, a Computers 9 roll and a Science 9 roll. If you fail any of the rolls, you must start again.
Whilst you are trying to install the deactivator add +1 to the chances of having an encounter for that turn. If
you do have an encounter, it will automatically be the Quest Enemy.
If you do not have an appropriate event to install the deactivator then you can install it whilst you are
Opposing the Enemy in a Fight. Here each Trait roll takes 1 combat round. Once you successfully install the
deactivator then you have defeated the Quest Enemy.
Once the device is installed and you have Defeated the Quest Enemy, each Character in your group must make a
Running 7 roll (add +1 if a TARDIS Character or -1 if a Victim) or be caught in the incredible explosions as the
thermo-fusion deactivator destroys the Black Star. Lose 2 Luck points if a Companion is killed.
Quest Reward: Gain twice the usual number of Luck points for Defeating the Quest Enemy. Whenever you
encounter this Enemy again in the game you gain a +1DM (that does not affect the amount of Luck gained at
the end of the Adventure) and all Brains rolls made during Enemy encounters gain a +1 bonus.

Q010. The Deathsmiths


You have encountered the Deathsmiths (DM 0. Goals: 1-2: e174; 3-4:
e165; 5-6: e167) a race of reptilian warmongers that scour the
universe using fearsome and advanced weaponry to dominate weaker
races and expand their empire. Roll 1D6 for the number of Deathsmith
Troops you encounter each Brains 3, Brawn 8, Bravery 7. If you roll a
1 however, instead see q010a below. If there are at least 4 Deathsmith
troops, or if you can Oppose, then one of them is instead a Deathsmith
Commander Brains 6, Brawn 8, Bravery 8.
Choose from options below:
Fight: Combat occurs but any Characters with Marksman are -1 Brawn due to the Deathsmith technology. You
may later choose to Surrender see the option below but with -2 to the roll. If you win a fight against the
Deathsmiths gain a +1DM. If you can Oppose, then the Deathsmiths are instead Defeated.
Evade: The Deathsmiths are trained soldiers so 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.
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+: e144.
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 a Deathsmith Commander here and by 1 for each previous attempt using this option then you can
avoid the Deathsmiths. You gain a +1DM (or reveal the Goal if a Commander here). If you fail, the
Deathsmiths advance towards you with their weapons raised. You may choose to Fight or Surrender.
Confront: You try to convince the Deathsmiths that you are more powerful than they are and that they should
abandon their plans. This option is only possible if you can Oppose. You must make an opposed
Bravery roll with your Bravery reduced by 1 unless you have Gloating and by 1 if your total Bravery is
less than the Deathsmith total Brawn. If you are successful then the Deathsmiths are Defeated. If you
fail, take a -1DM and choose to Fight or Surrender.
Surrender: Roll 1D6 adding +1 if the Goal is e174: 1-2: The Deathsmiths are not interested in your surrender and
attack you see the Fight option; 3-6: With a throaty hiss, the Deathsmiths surround you and you are
captured - roll 1D6: 1-3: e062; 4-6: e061. If there is a Deathsmith Commander here, also roll 1D6
and on a result of 4-6, roll for a Goal event as the Commander cant resist gloating over their plans.

q010a. Deathsmith Dreadnaught


You witness the approach of an enormous and powerful Deathsmith
Dreadnought a ship capable of devastating firepower. Take a -1DM
penalty (-2DM if on a space station or spaceship). Add +1 to the number
of Deathsmiths encountered in future Enemy encounters. Roll 1D6:
1-2: The ship fires on you. Roll 1D6 for each Character and on a result of
1, they are (roll 1D6 again) 1-3: Killed. 4-6: Wounded.
3-4: It fires on a nearby Location ignore your next Location event. If you
have Characters at a Location (or the Adventure is on a space
station or spaceship) then roll for injuries as above.
5-6: No further effect.

Q011. Mrs Wormwood


You have encountered Mrs Wormwood, (Brains 9, Brawn 5, Bravery 7)
an exiled Bane Creature that uses holographic technology to appear as
a sophisticated but cold woman. Mrs Wormwood will stop at nothing to
escape the Bane that are hunting her and to complete her ruthless plans.
(DM +1; Goals: 1-2: e175; 3-4: e274; 5-6: e261). Roll 1D6 and add
+1 if the Turn number is 7+ and +1 if you can Oppose:
1-2: You have encountered Wormwood alone.
3: You have encountered Wormwood and Kaagh, her Sontaran
bodyguard Brains 6, Brawn 8, Bravery 7 (Minion).
4-6: You have not encountered Wormwood, but 1D3 Bane that are hunting her see q011a below.
7+: You have encountered Wormwood and Kaagh.
If you have encountered Wormwood, choose from options below:
Talk: You try to bluff your way out of trouble, by making an opposed Brains roll against Wormwood with -1 if
Kaagh is here and -1 for each previous attempt with this option. If you succeed, you escape the encounter
and gain a +1DM or reveal her Goal. If you fail, choose to either Fight or Surrender.
Confront: If you can Oppose, then you can try to convince Wormwood into not pursuing her plans. Make an
opposed Brains roll taking a -1 penalty unless you have Gloating. If you succeed then she is Defeated, but
if you lose, gain a -1DM penalty and choose to either Fight or Surrender.
Fight: At the start of the combat, Wormwood uses her sonic ring to knockout any non-Machine Characters with a
Quality total of less than 20. If Wormwood has less total Brawn, she will try to Evade you. At the end of
each round, roll 1D6. If the result is 4+ then she has escaped. You may choose to Surrender. If you win a
fight against Wormwood, gain a +1DM. If you can Oppose and win a fight, then you have Defeated her.
Evade: You may always automatically Evade Wormwood if she is alone. If not, you must make Running 8 rolls
before combat starts. If you fail, or choose not to escape, 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: 2-5: Discovered: choose another
option with -1 to any initial Running rolls; 6-7: Lose quarry event ends; 8-9: e082; 10+: e144.
Surrender: See e061 and also roll for a Goal event as Wormwood cannot resist gloating over her plans.

q011a. The Bane


The Bane are a race of large, tentacled aliens with one eye and the
ability to appear human using image translators. The Bane do not accept
failure and are hunting Mrs Wormwood. Each Bane is Brains 4, Brawn
9, Bravery 6 (Creature). Choose from the options below:
Talk: You try to convince the Bane to let you pass. Make a Brains roll
with your Brains reduced by 1 for each Bane here and -1 for each
previous attempt with this option. If you succeed, you escape. If
you fail the roll, choose another option.
Fight: Combat occurs as normal. You may later choose to Evade
(needing Running 9 rolls) or Surrender
Evade: Make Running 8 rolls to escape the encounter. If you fail or choose not to escape, choose another option.
Surrender: Roll 1D6: 1-3: The Bane are not interested and attack see Fight option; 4-6: e061.
Hide: Make Thief 8 rolls before any other option. If you fail choose another option with -1 to initial Running rolls.

Q012. Mister Moon


(Temporal) You have encountered the enigmatic and deadly Mister
Moon (DM -1; Goals: 1-2: e234; 3-4-: e156; 5-6: e222), a hypnotic
mastermind with temporal knowledge who presents himself as crusading
against the devastation created by the Doctor. Moon handpicks the
forlorn and damaged throughout Time, trains and equips them as spies
or assassins, then sends them across time and space to thwart the Doctor.
Roll 1D6 adding +1 if the Turn number 5-8 or +2 if the Turn number is
9+. Also add +1 if you can Oppose:
1-4: You have encountered one of Mister Moons Satellites a secretive and unstable loner who has had
some prior contact with the Doctor which was a bad experience perhaps they blame him for the death
of a loved one? See e145 and any Ally revealed to be a Satellite gains Minion.
5-7: See q012a below.
8+: You have encountered Mister Moon himself Brains 11, Brawn 7, Bravery 8 an elegantly dressed, eversmiling and debonair man who radiates complete evil. He is accompanied by an Eclipser agent (or 2
Eclipsers if you can Oppose) - see q012a below for Qualities. Choose from options below:
Fight: Combat occurs as normal although if Moon has less total Brawn than your Characters then roll 1D6
and on a 4-6 then they will teleport away at the end of a combat round. If you wish to surrender or
evade then see the options below. If you win a fight against Moon gain a +1 or if you can Oppose
then you have Defeated him.
Surrender: Roll 1D6: 1-2: Moon is not interested in your surrender and attacks; 3-6: See e062 and also
roll 1D6 - on a result of 4-6 roll for a Goal event as Moon cant resist gloating over his plans.
Evade: You must make Running 8 rolls. If you fail, or choose not to escape, choose another option.
Talk: You try to bluff your way out of trouble or learn some of Moons plan. Make an opposed Brains roll.
If you succeed, gain a+1DM or reveal the Goal. If you fail take a -1DM and choose another
option. If you succeed and you can Oppose then you have outwitted Moon and Defeated him.

q012a. The Eclipsers


These poor lost souls are the assassins of Mister Moon brainwashed
into fanaticism and equipped with Vortex manipulators. Roll on e048 for
the Eclipsers Qualities and Traits adding +2 Brains, +3 Brawn and +2
Bravery (Minion). Choose from the options below:
Fight: Combat occurs as normal. If you wish to surrender or evade then
see the options below. If you win a fight without killing the
Eclipser gain a +1DM. If they are killed, lose 1 Luck point.
Surrender: Roll 1D6: 1-2: The assassin just attacks you; 3-6: See e062 and also roll 1D6 - on a result of 6 roll
for a Goal event as the assassin lets slip some of Moons plan.
Evade: You must make Running 8 rolls. If you fail, or choose not to escape, choose another option.
Talk: You try to reason with the Eclipser or bluff your way out of trouble. Make a Brains roll (adding any
Domination) but subtracting the Eclipsers Brains. If successful gain a +1DM but if you fail choose another
option with -1 to the roll if trying to Evade or Surrender.
Hide: You must make Thief 9 rolls before combat starts and before any other option. If you fail, or choose not to
hide, you must choose another option with -1 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; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.

Q013. Agents of Darkness


You have discovered that the Enemy is an Agent of your Quest Enemy, know
something of your Quest and are determined to stop you. All Brains rolls
made in encounters with this Enemy are at a -1 penalty as they have been
warned about you...
If you are on a Collect Quest then if you are ever captured by the Enemy all
your Components that you have collected so far are confiscated. You must
Rescue them as an Action. If you do not rescue them and do not Defeat the
Enemy then they are lost forever and you must begin your Quest again. If you
Defeat the Enemy you may retrieve your Components.
If you are on a Locate Quest then this Enemy has tried to hide all clues to your Quest - any rolls on Q002 during this
Adventure are at a -1 penalty.
If you Defeat the Agent Enemy by a Confront Action roll 2D6 and if the result is greater than their Brains then they let slip
a clue that could be important gain +1 to rolls on Q002 or Q003 in your next Adventure.

Q014. Evil Quest


(Goal 6) You discover that the Enemy is your opponent on your Quest.
Gain a +1DM for each previous Adventure where you have encountered
this Enemy. If you have Aware, either Domination or 2 Thief, Tracking
and either Brains or Bravery of 25, gain a +1DM.
(Locate Quest) The Enemy is trying to find the same thing as you are and
will stop at nothing to reach there first. Take a -1DM for each Quest
Clue you have. Unless you have 2 Aware or 2 Tracking, any rolls on
Q002 are made with a -1 penalty.
(Collect Quest) The Enemy is attempting to stop you collecting the components for your Quest. If you are ever captured
by the Enemy all your Components that you have collected so far are confiscated. You must Rescue them as an
Action. If you do not rescue them and do not Defeat the Enemy then they are lost forever and you must begin your
Quest again. If you Defeat the Enemy you may retrieve your Components.

Using Quest Enemies in other Adventures


If you wish to use the new Enemies introduced in this Expansion in regular Adventures, then you can use the
Nativities detailed below and substitute them for a regular Enemy there generally when you have already
encountered that particular Enemy in the game:
The Deathsmiths: Any Adventure in Twilight Era.
Mrs Wormwood: Any Adventure in Post-Modern Era.
Mister Moon: Moons temporal capabilities enable him to be encountered almost anywhere, so rather than give a
specific Nativity, he best replaces another humanoid villain such as Professor Meralda, Joseph Denham,
Doctor Lazarus or Executive Halpen.