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Welcome to the Doctor Who Solitaire Story Game...


You get representations of the Horned Beast right across the universe - in the myths and legends of a million
worlds. It's the same image, over and over again. Maybe... that idea came from somewhere. Bleeding through...
(The Doctor - The Satan Pit)
The Doctor Who Solitaire Story Game takes you to strange and mysterious places from the legends of the
Universe. Explore the ruins of Alkator, visit the floating space-city of the Wisumi or encounter the ancient
Prometheans. Dangers and incredible creatures await you, secret knowledge could be yours. Dare you explore?

How to Use this Expansion


This expansion contains rules and events for visiting legendary locations
and encounters both friendly and deadly - that you may find there. 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.
Characters that have both Science and History are regarded to have
Archaeology as a Trait and may make Archaeology rolls.
Each Site may only be visited once per game and additional chances to explore them are ignored or rerolled.

Event Doorways
e014. Spacecraft Replace result 4 with L009.
e015. Energy Force Replace result 5 with L012.
e020. Research Team - If you gain a Plot event, roll 1D6 and on a result of 6 instead see L001.
e044. The Face of Boe On a result of 6 you may exchange 3 Luck points to roll on L001.
e064. Ruins - Roll 1D6 when you first get this event and on a result of 6 instead see L007.
e067. Abandoned Mines - Roll 1D6 when you first get this event and on a 6 see instead L008.
e131. Mysterious Runes On a result of 1 instead roll on L001.
e132. Ancient Relic On a result 1 instead roll on L001.
e158. Crashed Spacecraft - Roll 1D6 when you first get this event and on a 6 see instead L010.
e218. Tomb Roll 1D6 when you first get this event and on a 6 see instead L011.

Professor Bernice Summerfield


You may encounter Professor Bernice Benny Summerfield, a witty and
clever archaeologist from the twenty sixth century, by spending 2 Luck
points when you have a Character event in any Expansion, Colonial or
Imperial Era Adventure with e064, e067, e158 or e218 as a possible
Location event (at a cost of only 1 point if at that Location).
Benny is Brains 8, Brawn 5, Bravery 7 (Aware, Charisma, History,
Marksman, Running, Science, Thief, Tracking). Make a Charisma 9 roll. If
you succeed, she joins you as a Companion gain a Point, otherwise she
joins you as an Ally. Make a Brains roll for Benny with a +1 bonus if she
succeeds, she knows something - roll for a Plot event or roll on L001.
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L001. Myths and Legends


You have found rumours and clues to the location of a legendary, lost archaeological site - roll 1D6:
1: The Ruins of Alkator The remains of an ancient city that was populated by a long-extinct advanced race. To
reach the ruins you must roll 9+ on e001a. If you succeed roll 1D6 to see where you land: 1: a414; 2:
a424; 3: a427; 4: a435; 5: a442; 6: a445. If you gain a Location event you may instead see L007.
2: The Lost Mines of Dosna-Flo-Ka The mythical mines that produced gems of unparalleled beauty and metals
with unique qualities. To find the mines you must roll 9+ on e001a. If you succeed roll 1D6 to see where
you land: 1-2: a407; 3-4: a410; 5-6: a414. If you gain a Location event you may instead see L008.
3: The Floating City of the Wisumi A space-faring city of scientific and technological wonders. To reach the
city you must roll 9+ on e001a. If you succeed then go to L009.
4: The Last Voyage of the Arcateen The final destination of the ship that carried the Star Poets across the
universe. To find the crash site you must roll 9+ on e001a. If you succeed roll 1D6 to see where you land:
1: a436; 2: a405; 3: a430; 4: a408; 5: a413; 6: a422. If you gain a Location event instead see L010.
5: The Tomb of Abaddon the Devourer A place of evil where one of the Great Old Ones is said to have been
finally destroyed. To find the tomb you must roll 9+ on e001a. If you succeed the roll 1D6: 1: a406; 2:
a428; 3: a437; 4: a439; 5: a414; 6: a427. If you gain a Location event there, instead see L011.
6: The Hades Expanse An infamous area of space where ships lose all power and are trapped for eternity. To
reach the Expanse you must roll 9+ on e001a and if you succeed then go to L012.

L002. Gifts of the Arcateen


(Artefact) You may choose either a communicator that calls a Star Poet to help you as an Ally (you may do this 3
times and it takes 1D3 turns for the Star poet to arrive; see L013 for Qualities and Traits) or a simple telepathic
pendant that makes the wearer have Aware 2. You may destroy either Artefact to gain +3 to any Quality in a
Confront encounter option.

L003. The Chalice of Alkator


(Artefact) The Chalice of Alkator is said to grant both wisdom and eternal
life. Only one Character may drink once from the chalice. Roll 1D6: 1: The
Character dies; 2: No effect; 3: Character heals all wounds; 4: Character
gains Aware; 5: Character gains +1 Brains; 6: Character becomes
immortal and may not die as a result of combat or any type of wounds.

L004. The Celestial Planisphere


(Artefact) The Planisphere is an incredible swirling vortex of colours and energy that shows the Temporal location
of all Time and Space. When it is connected to your TARDIS you gain +3 to Setting the Controls (e001a).

L005. Resurrection Casket


(Artefact) The Casket is an incredibly powerful artefact from a lost age and
is said to contain the secret of life. A Character with Domination and a
combined Brains and Bravery of 20 or more may bring another nonMachine Character back to life, fully healed of all wounds but at -2 to all
Qualities for 1D3+1 turns. The resurrecting Character becomes -1 Brawn.
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L006. The Prometheans


You have encountered the Prometheans (DM: -1. Goals: 1-2: L006a; 3-4:
e180; 5-6: e233) an ancient, almost legendary, race of aliens that
originate from another dimension. The Prometheans are tall and hairless
with long, spindly arms and are almost blind, yet their telepathic senses
are acute. Prometheans see themselves as superior to any other race and
whilst not belligerent, they simply fail to see the importance of other life.
Worse, the Prometheans collect specimens and artefacts from across the
universe making them part archaeologists and part zoo-keepers.
Roll 1D6 for the number of Prometheans you encounter (+1 if the Turn number is 5-8, +2 if the Turn number is 9+)
each Brains 8, Brawn 5, Bravery 5. If there are at least 4 Prometheans here then one of them is a Promethean
Seer Brains 10, Brawn 3, Bravery 6.
Chose an option below
Fight: Combat occurs although any Characters with less than total Brains and Bravery of 15 are -2 to their Brawn.
If you wish to Surrender or Escape the combat, see options below. If you win a fight against the
Prometheans, gain a +1DM. If you can Oppose then they are instead Defeated.
Surrender: See e061.
Bargain: If you have an Artefact you may give it to the Prometheans in exchange for them leaving you alone. You
may also spend 1 Luck point to attempt a Thief 10 roll to steal the Artefact back from them! If you can
Oppose then roll 1D6 and on a result of 4-6 the Prometheans leave as if you have Defeated them. You
gain 3 less Luck points however unless you steal the Artefact back again.
Evade: The Prometheans are not much interested in lesser species so Characters without Aware 2, Creature or
Brains greater than 9 must only make Running 6 rolls to escape. Characters with these Qualities or traits
need to make Running 9 rolls however. If you fail, or choose not to hide, you must choose another option.
Hide: You must make Thief 8 rolls (Thief 10 rolls if you have Brains of 10 or more or Aware 2) before combat
starts and before any other option. If you fail, or choose not to hide, you must choose another option.
Follow: 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: e082; 9+: Make an Excavate action with +2 to the roll.
Talk: You may try to confuse the Prometheans so you can escape. If you can make a Brains roll, with your Brains
reduced by 1 for each Promethean (-2 for a Seer), then you succeed gain a +1DM or roll for a Goal event
if a Seer present. If you fail then choose to Surrender or Fight.
Confront: This option is only possible if you can Oppose and there is a Promethean Seer present. If you can make
an opposed Brains roll (with -1 to your roll unless you have Domination) then you have Defeated the
Prometheans. If you fail then take a -1DM and choose another option.

L006a. Reactivate Dimensional Portals


(Goal 5) (Temporal) You discover that the Prometheans are preparing to
open portals that will return them to their own dimension. Unfortunately
the energies released will also destroy the entire planet!
At the end of each turn after this Goal is revealed roll 2D6. If the result is
lower than the current Turn number then take a -1DM. If you have 2
Aware, Domination, Engineering, 2 Science and 25 Brains gain a
+2DM.

L007. The Ruins of Alkator


(Site) You have discovered the legendary, lost ruins of the ancient and advanced civilization of Alkatoria. To enter
the Ruins of Alkator you must make an Archaeology 9 roll or an Aware 11 roll, have Demolitions or have a total
Brawn of 15. If you manage to enter the ruins go to L007a below. Once inside the ruins you do not use the
regular encounter tables from your Adventure but instead roll on the tables below:
Enemy: If there is no Enemy already revealed then see L006 instead.
Character: 1-2: See Adventure as normal; 3: e295; 4: L014; 5-6: e071
Events (1 or 2): 1: e095; 2: e088; 3: e089; 4: e085; 5: L016; 6: L007e
Plot: 1: e131; 2: e132; 3: e141; 4-6: See Adventure as normal
Location: 1: e065; 2: e218; 3: e082; 4-6: L007b
L007a Entrance Chamber
You find yourself in a massive, arched hallway lit dimly by burning torches. Several arched doorways lead from it
and into the darkness of the tunnels beyond. Non-Machine Characters must make a Bravery roll (with a +1 bonus
unless a Screamer) to enter the ruins further. Characters that enter the ruins must make Excavate actions by rolling
2D6 (adding any Archaeology) to go further, or a Move Action to leave. No other normal Actions are allowed.
Excavate: 2-3: Lost in the tunnels see e078
4-5: Labyrinth Split your Characters into 2 groups or take a -1 (cumulative) penalty here.
6: Roll 1D6: 1-3: e071; 4-6: L007e
7: Clues If you make an Archaeology 9 roll then gain +1 when rolling here next turn (cumulative)
8: Secret Passage If you make an Aware 9 roll, gain +2 when rolling here next turn (not cumulative)
9: Endless tunnels You cannot continue unless you have 20 Brains or Tracking or 2 Running
10: See L007b.
11: Important Discovery If you can make an Archaeology 10 roll then gain 1D3 Luck or +1DM.
12: See L007c
13+: See L007d
L007b Hall of Murals
(Location) You have entered a chamber where the walls are covered in paintings and drawings of the Alkatorian
civilization an archaeologists dream! Roll 1D6: 1-3: See e071 adding +2 in number and if you surrender see
e061; 4-6: Chamber is empty. To examine the murals make an Archaeology 9 roll to gain 2 Luck points.
L007c Shrine of Alkator
You have discovered a strange, alien shrine on which is displayed something that looks interesting and unique
roll once on L017. To retrieve the item you must make a Thief 9 roll. If you fail, roll 1D6 and on 3-6 see L016.
L007d Test of Alkator
You have reached the innermost part of the ruins of Alkator where the fabled Chalice is said to rest but to reach
it you must decipher the strange codes and symbols and then cross a chasm using only a tiny stone ledge. If you
have 2 Archaeology and total Brains 25 (or make a Brains roll by at least 3) and then choose a Character of
Bravery 7 or more. That Character must then make a Thief 9 roll or fall to their death. If they reach the Chalice see
L003 and roll 1D6 on a result of 4-6, see L007e.
L007e Earth Tremors
(Danger) Suddenly the ground shakes under you! Roll 1D6, adding +1 each time you have previously rolled here:
1-3: After a moment the tremors subside; 4-5: e088; 6: A chasm opens up in front of you. Roll 1D6 for each
Character and on a 1 (or 2 if a Victim) that Character plunges to their death. To Excavate further, see e085.

L008. The Lost Mines of Dosna-Fla-Ko


(Site) You realise that you have discovered the entrance to the lost mines of DosnaFla-Ko. These mines were said
to have been the source of incredible gems, crystals and metals with amazing pureness and strange, unique
properties. To enter the mines you must make an Archaeology 9 roll or an Aware 10 roll or have Demolitions or
have a total Brawn of 20. If you manage to enter the mines, go to L008a below. Inside the mines do not use the
regular encounter tables from the Adventure but roll on the tables below:
Enemy: If there is no Enemy already revealed then see L006 instead.
Character: 1-2: See Adventure as normal; 3: e295; 4: L014; 5-6: e017
Events (1 or 2): 1: e256; 2: e088; 3: e027; 4: e085; 5: L016; 6: L008e
Plot: 1: e131; 2: e132; 3: e141; 4-6: See Adventure as normal
Location: 1: e065; 2: e067; 3: e082; 4-6: L008b
L008a Mineshaft Chamber
You find yourself in a circular chamber with an enormous shaft in the centre that leads down to the mines. A
rusted cage apparatus hangs drunkenly over the shaft. To enter the mines you must either make an Engineering
10 roll to get the cage working or climb down using Thief 9 rolls. Anyone who fails the Thief roll must make a
successful Brawn roll or fall to their deaths. Characters that enter the mines must make Excavate actions by rolling
2D6 (adding any Archaeology) to go further, or a Move Action to leave. No other normal Actions are allowed.
Excavate: 2-3: Lost in the mines see e078
4-5: Labyrinth Split your Characters into 2 groups or take a -1 (cumulative) penalty here.
6: Roll 1D6: 1-3: e017; 4-6: L008e
7: Clues If you make an Archaeology 9 roll then gain +1 when rolling here next turn (cumulative)
8: Secret Passage If you make an Aware 9 roll, gain +2 when rolling here next turn (not cumulative)
9: Endless mines You cannot continue unless you have 20 Bravery or Tracking or 3 Aware
10: See L008b.
11: See L008c
12+: See L008d
L008b Robot Workshop
(Location) You have discovered the dusty workshop where the robots that mined Dosna-Fla-Ko were built and
repaired. Roll 1D6: 1-2: e017; 3-4: e074; 5-6: You discover enough parts to construct a robot that will become
your Ally if you can make an Engineering 9 roll as an Action. You may construct 1D6 robots, although each takes
a successful Action. Each robot will be Brains 4, Brawn 5, Bravery 7.
L008c Crystal Gallery
You have entered an incredible gallery of crystals and gems that glitter in the darkness. Roll 1D6: 1: e027; 2:
e198; 3-4: A talent gem that raises any one (your choice ) Trait you have to a 2; 5-6: A crystal of power - while
this crystal is in your possession you gain +1 to one Quality roll 1D6 1-2: Brains; 3-4: Brawn; 5-6: Bravery.
L008d Cavern of Statues
You have found an enormous cavern with huge metal statues of alien soldiers. As you watch however, the statues
slowly start to move towards you! If you carry no gems, crystals or ores and you can make a Domination 9 roll,
then the statues become Allies, otherwise they attack. There are 2D6 statues each Brains 2, Brawn 11, Bravery 9.
You may escape from the statues by making a Running 8 roll as they accept no surrender.
L008e Bugs
(Danger) You have disturbed a nest of hissing, chittering insects that swarm towards you. Unless you have Poison
then all Characters must make a Running 7 roll (with a -1 penalty if a Victim) and if they fail they are eaten alive!
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L009. The Floating City of Wisumi


(Museum) You have encountered the legendary floating city of the
Wisumi an enormous spacecraft built by a race of mysterious aliens. The
Wisumi are a peaceful race of tall, spindly beings with white, almost
translucent, skin that travel the galaxies to acquire knowledge and secrets.
Although peaceful, they are known to trade their wisdom and let other
races benefit from their discoveries their unknown powers keeping them
safe from the marauding races of the universe.
You may visit one of the three guilds the Guild of the Mind (L009a),
the Guild of Technology (L009b) or the Guild of Science (L009c).
If you do not have any of the requirements to enter the Guild you must either leave or encounter the guild (L009d).
L009a. The Guild of the Mind
The enormous tower of the Guild of the Mind is devoted to exploring and expanding the inner self and increasing
knowledge. To enter the Guild, a Character in your group must have Aware 2 or Domination or you must give the
Wisumi an Artefact. Roll1D6:
1: The Will of the Wisumi is overpowering Characters that fail a Bravery roll (adding Domination) are killed.
2-3: Attend Meditations Characters may gain Aware, Domination or increase Brains by spending 1 less Luck
than usual. Characters may also lose Madman or Victim for 1 Luck point cost each.
4-5: Psychic powers Any Character with Brains 8 or higher may spend 2 Luck to use Brains in combat.
6: Gift of the Wisumi You may choose to be given a telepathic crystal (e198) or psychic paper (e184).
L009b. The Guild of Technology
The enormous tower of the Guild of Technology is devoted to creating and acquiring new technology, machines
and devices with incredible functions. To enter the Guild, a Character in your group must have Computers 2 or
Engineering 2 or you must give the Wisumi an Artefact. Roll 1D6:
1: Attacked by a hostile robot Brains 2, Brawn 11, Bravery 9. You may make Running 8 rolls to escape.
2-3: Visit workshops and attend teachings Characters may gain Computers, Demolitions or Engineering or
increase Brains by spending 1 less Luck than usual.
4-5: Cybernetic implants Any Character may gain +2 to any Quality for 2 Luck points and gains Machine.
6: Gift of the Wisumi You may choose a Celestial Planisphere (L004) or a TARDIS Forcefield (e190).
L009c. The Guild of Science
The enormous tower of the Guild of Science is devoted to the discovery of advanced scientific and medical
applications. To enter the Guild, a Character in your group must have Science 2 or Medicine 2 or you must give
the Wisumi an Artefact. Roll 1D6:
1: Too much knowledge! Characters that fail a Brains roll (adding any Science), gain Madman.
2-3: Tour laboratories Characters may gain Poison, Science or Medicine or increase Brains by spending 1
less Luck than usual.
4-5: Alien biological research All Enemies (except Humans, Machines or Temporal) are now -1 to Qualities.
6: Gift of the Wisumi You may choose to be given a medical kit (e194) or a Chameleon Arch (e195).
L009d. Wisumi Guild
You have encountered 1D3+1 Wisumi guild members, each Brains 8, Brawn 3, Bravery 7. Roll 2D6, adding +1
for each Character in your group with Brains 9+ and an additional +1 if your total Brains is at least 25:
2-7: Attacked by the Wisumi - You must use Brains for the combat. You may later Surrender (see e061) or run
back to the TARDIS and escape by making Running 9 rolls.
8-9: You are refused entry into the Guild and must leave in the TARDIS.
10-11: You are allowed to enter the Guild by paying 1 Luck point otherwise you must leave.
12+: You are allowed to enter the Guild, adding +1 to the die roll there.
7

L010. The Last Voyage of the Arcateen


(Site) You have discovered the remains of the last Arcateen colony ship - a crashed organic spaceship that pulses
with weak colour. To enter the ship you must make an Archaeology 9 roll or an Aware 10 roll or have a total
Brains of 18. If you manage to enter the ship, go to L010a below. Inside the ship do not use the regular encounter
tables from the Adventure, but roll on the tables below:
Enemy: If there is no Enemy already revealed then see L006.
Character: 1-2: See Adventure as normal; 3: e295; 4: L014; 5-6: L013
Event (1 or 2): 1: e077; 2: e170; 3: e162; 4: e033; 5: e036; 6: e095.
Plot: 1: e131; 2: e132; 3: e141; 4-6: See Adventure as normal
Location: 1: e065; 2: e070; 3: e082; 4-6: L010b
L010a Atrium
You find yourself in an incredible organic chamber that seems to pulse with energy and bathed in ever-changing
colours. To enter the ship further, any non-Machine Characters must make an Aware 9 roll or a Science 9 roll.
Machine Characters may not enter. Characters that enter the ship must make Excavate actions by rolling 2D6
(adding any Archaeology) to go further, or a Move Action to leave. No other normal Actions are allowed.
Excavate: 2-3: Lost in the ships see e078
4-5: Labyrinth Split your Characters into 2 groups or take a -1 (cumulative) penalty here.
6: Roll 1D6: 1-3: L013; 4-6: L010e
7: Clues If you make an Archaeology 9 roll then gain +1 when rolling here next turn (cumulative)
8: Secret Passage If you make an Aware 9 roll, gain +2 when rolling here next turn (not cumulative)
9: Endless chambers You cannot continue unless you have 20 Brains or 2 Tracking or 2 Aware
10: See L010b.
11: See L010c
12+: See L010d
L010b Garden of the Arcateen
You have entered an amazing garden of alien, exotic beauty. Plants of unimaginable colours and aromas grow
everywhere whilst a waterfall seems to pour from living moss and foliage. Gain 1 Luck point for each Character
with either Charisma or Science in your group if they explore the garden as an Action next turn.
L010c Chamber of Light and Song
You have discovered a chamber that resonates with delicate music and irradiated with bright light. All Characters
with Aware gain 1 Luck point. A Character with Aware may stay here for 3 turns to gain Aware 2. At the end of
that time roll 1D6 on a roll of 1-2 then see e033. You must make a Move roll as normal to rejoin the Character.
L010d Heart of the Arcateen
You have reached the centre of the Arcateen and the chamber that contains the Arcateen Consciousness. Each
Character with Archaeology or Aware 2 gains 1 Luck point. You may wish to commune with the Arcateen by
making an Aware 10 roll. If you succeed then gain 1 Luck point for each Character with Aware and see L002. If
you fail, then you are attacked by the Arcateen. This uses Brains as the Quality for combat and each Character is
attacked by an Arcateen spirit with Brains 8. If you wish to escape after the first round, see L010e.
L010e Repel Invaders
The Arcateen consciousness has decided that you cannot be permitted to explore further. Unless you leave as your
next Action, the Arcateen begins to attack the nerve centres of your Characters minds. If you do not have Running,
2 Science and 20 Bravery, at the start of each turn you must select a Character without Madman or Aware 2 to
be driven insane and gain Madman.
8

L011. The Tomb of Abaddon the Devourer


(Site) You have discovered the entrance to the ancient tomb of Abaddon the Devourer a demonic force from the
darkness of Before Time. To enter the tomb you must make an Archaeology 9 roll or have Demolitions or make a
Domination 10 roll or have a total Brawn of 18. If you manage to enter the tomb, go to L011a below. Inside the
tomb 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: v512; 4-6: L006.
Character: 1-2: See Adventure as normal; 3: e295; 4: L014; 5-6: e053
Events (1 or 2): 1: e270; 2: e088; 3: e135; 4: e085; 5: L016; 6: L011e
Plot: 1: e131; 2: e132; 3: e141; 4-6: See Adventure as normal
Location: 1: e065; 2: e258; 3: e082; 4-6: L011b
L011a Gateway
You find yourself in a dark stone crypt lit dimly by burning braziers carved from bone and that depict hideous
demonic faces. Several arched doorways lead from it and into the darkness of the tunnels beyond. Non-Machine
Characters must make a Bravery roll (with a -2 penalty if a Screamer) to enter the tomb further. Characters that
enter the tomb must make Excavate actions by rolling 2D6 (adding any Archaeology) to go further, or a Move
Action to leave. No other normal Actions are allowed.
Excavate: 2-3: Lost in the darkness see e078
4-5: Labyrinth Split your Characters into 2 groups or take a -1 (cumulative) penalty here.
6: Roll 1D6: 1-3: e053; 4-6: L011e
7: Clues If you make an Archaeology 9 roll then gain +1 when rolling here next turn (cumulative)
8: Secret Passage If you make an Aware 9 roll, gain +2 when rolling here next turn (not cumulative)
9: Endless crypts You cannot continue unless you have 20 Bravery or 2 Tracking or 2 History
10: See L011b.
11: See L011c
12+: See L011d
After each Excavate Action roll 2D6 with +1 for each previous Excavate Action. If result is 12+ then see L015.
L011b Dark Shrine
(Location) You have entered a chamber dominated by an altar covered in dried blood! Roll 1D6: 1-3: See e053
adding +2 in number and if you surrender see e061; 4-6: Chamber is empty. To examine the altar make an
Archaeology 9 roll to gain 1 Luck point and +1 to Bravery rolls made by your Characters whilst inside the tomb.
L011c Mausoleum
(Location) You have entered a long, dark mausoleum lined with sarcophagi and canopic jars. If you wish to open
any of them then make an Archaeology 9 roll, or a Thief 10 roll, or have Brawn 12. Roll 1D6: 1: Just dust; 2:
L017; 3: Poison Characters with Archaeology or Thief gain a Wound; 4: L005; 5: L016; 6: Enemy encounter.
L011d Inner Crypt
(Location) You have discovered the inner crypt of Abaddon. If v512 is the Enemy, gain a +1DM. Roll 1D6: 1-3:
L015 - if Abaddon is killed and v512 is the Enemy, gain +3 DM (or Defeat Enemy if you can Oppose); 4-6: L005.
L011e The Mind of Evil
As you explore the twisting passages, you start to feel an evil presence that lurks in the darkness. Each nonMachine Character must make a successful Bravery roll (adding any Domination). Any Characters that fail are -2
Bravery until you leave the tomb. Characters that fail by at least 3 become Minions of Abaddon and turn to attack
the rest of your group. At the end of each round they can make a new Bravery roll to recover or unaffected
Characters can make a Domination 9 roll to force the mind of Abaddon from them.
9

L012. The Hades Expanse


(Danger) You have entered the region of space known as the Hades
Expanse where starships mysteriously lose all power and are trapped for
eternity. A fleet of different ships float about you, some ancient and badly
scarred whilst others are newer with almost no visible damage. What force
could be keeping the ships here?
There is a sudden beep from the TARDIS console you are picking up a
distress call! With a bit of fine-tuning, you can narrow the origin of the
signal down to one of three ships - a sleek, black military fighter (L012a), a
large bulk cargo cruiser (L012b) or a small pleasure yacht (L012c).
If you choose not to explore any ship, lose 1 Luck point and see L012f. Otherwise, choose which ship you wish to
explore and then see the section below. After resolving any encounters, unless directed otherwise, see L012f.
L012a Military Fighter
The ship is amazingly advanced with powerful weaponry and engines. Roll 1D6: 1: L012d; 2: L018; 3: You find
a computer log if you can make a Computers 9 roll, gain a +1 to any Pilot roll made in the Expanse; 4:
(Danger) You encounter still-active security systems - unless you have Brains 16 and Thief then select one of your
Characters to be killed; 5: e197; 6: e191.
L012b Cargo Cruiser
The cruiser is an old, twisted wreck that creaks alarmingly as you explore. Roll 1D6: 1: L012d; 2: L018; 3:
(Danger) The ship starts to break apart whilst you are exploring it! Any Character without Running (unless they are
also a Victim) must make a successful Brawn roll or be sucked out into space and killed; 4: Attacked by rogue
Cyberman Brains 4, Brawn 8, Bravery 9. You may make Running 8 rolls to escape; 5: e033; 6: e181.
L012c Pleasure Yacht
The yacht is an incredible ship of opulent design and elegance. Roll 1D6: 1: L012d; 2: L018; 3-4: (Danger) You
discover a deadly virus killed the crew aboard the yacht unless you have 2 Medicine or can make a Medicine
10 roll), each non-Machine Character with less than 12 total Brawn and Bravery are killed; 5: You discover a
pouch of 1D6 gems. If you give a gem to any Bureaucrat or Thief Character, gain +1 to any Talk roll; 6: e194.
L012d Collision Course
Whilst you are exploring the ship, you happen to glance out into space and see another wrecked ship heading
directly towards you! You can choose make an Engineering 9 roll to coax the engines of your ship back into life
and then a Pilot 9 roll to maneuver it out of the way, or each Character must make Running 10 rolls to get back to
the TARDIS in time. If you fail to move the ship, or any Characters fail the Running roll, they are killed.
L012e Survivor
You have encountered survivors - roll 1D6 with +2 to the roll if on a cargo cruiser and +4 if on a pleasure yacht:
1-2: e081; 3-4: e018; 5-6: e017; 7-8: e019; 9-10: e266.
Reduce the number of Characters encountered by 2 (if possible). If Characters become Allies they leave when you
escape the Expanse. Do not roll for any Plot events but gain +1 to any roll on L012f below.
L012f Escaping the Expanse
To escape the Expanse you must make a Pilot 10 roll (only Time Lords can add Traits to this roll). You may add +2
to this roll if you expend more energy and push the TARDIS to her limits. If you do this, roll 1D6: 1: TARDIS is
destroyed; 2-4: TARDIS is Damaged; 5: e008; 6: No effect the TARDIS escapes unharmed.
If you fail the Pilot roll then the TARDIS, and you, are trapped in the Hades Expanse forever and the game is over.

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L013. Star Poet


You have encountered one of the gaseous Arcateenians who travels the
stars, singing her songs and poems as she goes. One of a truly beautiful
and benevolent race of beings, her psychedelic aura gives off colours that
go far beyond the spectrum humans can see. Make an Aware roll:
2-7: You cannot make contact with the Star Poet and she floats away.
8-10: You communicate with the Star Poet either roll for a Plot event
or gain +2 to an Explore Action at L010.
11+: You communicate with the Star Poet and she decides to join you as
an Ally. She is Brains 8, Brawn 0, Bravery 5 (Aware 2, History,
Running 2). You may either roll for a Plot event or gain +2 to an
Excavate Action at L010. Also roll 1D6 and on a 4-6 see L002.

L014. Ruthless Archaeologist


You have encountered a scheming and devious archaeologist - Brains 8, Brawn 5, Bravery 6 (Aware, Charisma,
Gloating, History, Poison, Science, Thief, Tracking) who will stop at nothing to gain ancient relics and artefacts.
Roll 1D6-2 for the number of henchmen with him, each Brains 3, Brawn 6, Bravery 6 (Marksman, Running,
Tracking, Troop), then choose an option below:
Talk: Make a Charisma roll. If there is an Enemy here, add +1 to the roll:
2-6: You are attacked if they have greater total Brawn. If they do not then they Evade you. If you wish to
surrender or try to escape the fight, see below.
7-10: You are allowed to surrender see 059, but with -1 to the roll, otherwise if he has greater Brawn he will
attack and if he does not he will evade you.
11+: If you can make an Archaeology 9 roll he joins as an Ally and you may roll for a Plot event or roll on
L001. At the end of each turn roll 1D6 and if the result is 1-2, he leaves you (and if he can make a higher
Thief roll than you can make an Aware roll, he steals any Artefact you might have). If you fail the
Archaeology roll then he leaves with a sneer.
Evade: Make Running 8 rolls, or choose another option.
Surrender: Roll 1D6: 1-2: You are attacked anyway if they have greater total Brawn, otherwise see e059; 3-4:
e059; 5-6: e061. If you are captured roll 1D6 and if the result is 4-6, you may add +1 to any
Excavate action in any Site here as he lets slip information as he gloats over you.
Fight: Combat occurs as normal. You may later Evade, or Surrender with -1 to the roll.
If the Archaeologist does not become an Ally, roll 1D6 - on a result of 5-6, he becomes a Minion of the Enemy.
Take a -1DM. Each time you have an Enemy encounter roll 1D6, adding +1 if the Turn is 9+: 1-2: Encounter High
Priest; 3-4: Encounter Enemy; 5-6: Encounter Enemy and High Priest. Brains rolls on Enemy encounters are at -1.

L015. Abaddon
You have encountered the terrifying, bestial incarnation of Abaddon the
Devourer Brains 6, Brawn 12, Bravery 9. All non-Machine Characters
must make a successful Bravery roll (with a -1 penalty if a Screamer) or
must attempt to flee (using Running 9 rolls). If the Character fails the roll
by 5 or more they instantly die of fright. If you wish to fight, at the end of
each combat round roll 1D6 for each Character and if the result is a 5-6
(4-6 if a Victim), they are consumed by Abaddon.

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L016. Traps
(Danger) Whilst exploring the tunnels and passages you have encountered a dangerous and potentially deadly
trap that guards the site from unwanted intruders. Roll 1D6:
1: Huge Boulder There is a sudden rumble and you look up to see a huge boulder rolling towards you.
Characters without Running must roll 1D6 and if the result is a 1-2 (1-3 if a Victim) then they are killed.
2: Spike Trap - A trellis of sharp spikes shoots from the wall of the passage. If a randomly chosen Character in
your group does not have Aware then they are killed.
3: Poison Darts If any Character in your group does not have Aware then they tread on a stone that releases a
hail of poisoned darts. Each non-Machine Character must make a Running 9 roll or be hit by a number of
darts equal to the number by which they failed the roll. Each dart makes the Character -1 Brawn. If Brawn
reaches 0 or less then the Character is killed. The poison can be cured with a Character with 2 Medicine.
4: Pit Trap If you do not have 2 Aware and at least 20 Brains, one random Character (with Running if
possible) stumbles into a deep pit. The Character is counted as being captured and must either Escape or
be Rescued as an Action.
5: Descending Door A stone door suddenly starts to descend in front of you. If you decide not to dash through
it, then all Excavate Actions are at -2 to the roll. If you try to dash through it any Characters without Running
are split from the rest of the group unless you have more than 20 Brawn.
6: Flooded Tunnel The passage suddenly starts to fill with water! Unless you have at least 18 Brains, one of
your Characters without Running is killed.

L017. Minor Treasure


You have discovered a small item that could be of some value roll 1D6:
1: Bones and fossils If a Character in your group has Archaeology,
gain 1 Luck point
2: An old stone tablet If a Character in your group has Archaeology
then gain +1 to Excavate Actions here.
3: Dried herbs A Character with Science gains Medicine for one use
4: Ancient scroll Any Character with Archaeology is +1 Brains in this
Adventure.
5: Relic - See e132.
6: Golden statuette If a Character in your group has Archaeology gain 2 Luck points. If you give the statuette
to another Character with Archaeology as a Talk option, gain +3 to the roll. You have -3 to any Talk option
with e071, e072 or e053 here.

L018. Abandoned TARDIS


You have found an old TARDIS, now just a cold, empty husk. You run your
hands sadly over the silent, dead console. Roll 1D6:
1-2: It is empty; 3: e127; 4: e241; 5: e011; 6: e005.
With a sudden, sinking feeling, you realize that this TARDIS is the cause of
the energy force and power drain that has been trapping ships in the
Hades Expanse!
If you can make an Engineering 11 roll (although only Time Lords may
contribute to the roll) then you may destroy the TARDIS and free the ships
gain 1D6 Luck points. You may not visit the Hades Expanse again in this
game reroll any die rolls that reference it.
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