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Welcome to the Doctor Who Solitaire Story Game...

I sometimes think how magical life would be if things like this were true.
(John Smith - Human Nature)
The Doctor Who Solitaire Story Game goes back to the Core Booklet Adventures in this latest expansion. Think
you know everything that can happen on Midnight? Or have seen all there is to see on New Earth or in
Renaissance France? Then think again. With new plot events, things just got a lot more complicated!

How to Use this Expansion


This expansion adds extra Plot events to the game that are tied to only
one specific Adventure within the core Adventure book. These Plot events
are accessed like any other Plot event. When you are required to roll for
a Plot event in an Adventure, roll 1D6. On a 1-4, roll on the existing
table within the Adventure Book, but on a 5-6, find the Adventure in the
table below and roll 1D6 there.
To preserve surprise, DO NOT read through this expansion!
1-2

3-4

5-6

1-2

3-4

5-6

a401

S124

S048

S063

a426

S097

S049

S069

a402

S137

S056

S083

a427

S073

S026

S014

a403

S122

S049

S059

a428

S132

S007

S082

a404

S052

S050

S075

a429

S047

S031

S104

a405

S027

S036

S066

a430

S065

S051

S127

a406

S138

S043

S067

a431

S015

S032

S096

a407

S123

S037

S055

a432

S115

S009

S126

a408

S135

S013

S068

a433

S020

S039

S101

a409

S140

S052

S076

a434

S072

S012

S084

a410

S034

S044

S088

a435

S089

S018

S129

a411

S004

S024

S064

a436

S139

S046

S095

a412

S092

S003

S078

a437

S134

S112

S094

a413

S035

S109

S110

a438

S133

S098

S085

a414

S030

S016

S042

a439

S125

S090

S087

a415

S010

S038

S116

a440

S119

S053

S102

a416

S077

S109

S096

a441

S052

S081

S105

a417

S122

S132

S107

a442

S026

S061

S079

a418

S011

S028

S071

a443

S001

S131

S093

a419

S020

S111

S121

a444

S033

S019

S054

a420

S017

S021

S108

a445

S065

S040

S080

a421

S077

S045

S100

a446

S135

S041

S113

a422

S136

S060

S117

a447

S058

S099

S140

a423

S005

S029

S120

a448

S002

S023

S114

a424

S118

S025

S006

a449

S057

S074

S091

a425

S008

S130

S106

a450

S022

S062

S070

s001. Empire State Building


(Plot) You discover that the Enemys plan somehow involves the newly
built Empire State Building that towers over the New York skyline. If you
can make a successful Move Action to the famous landmark and can
then make an Aware 8 roll, gain a +1DM. You may also Investigate
there (with a +1 to roll) or see e255 as an Action.

s002. Visions
(Plot) You hear that one of the fortune tellers in the market, whilst under the influence of Tocca berries, is claiming
to have seen terrible visions. If you have 2 Charisma (or make a Charisma 10 roll) you may gain a +1DM or
reveal the Enemy (both if you have a Character with Aware 2).

s003. The T Factor


(Plot) You discover that there might be something sinister about a talent reality show. If a Character with Music
makes a Music 9 roll, then gain +1DM, although if they fail the roll by 4 or more they are Wounded. That
Character may then Seek Information as an Action with +1 for each Music (and Wounded if they roll 4 or less).

s004. Framed for Murder


(Plot) A prisoner has been murdered in their cell and you are blamed! See e059a immediately. If you manage
to convince the authorities (by not escaping) then you may see e251. If you escape capture then you have -2 to
any Talk rolls until you solve e251 or the Enemy is revealed.

s005. Controlled Population


(Plot) You discover that the Enemy is controlling the local population either by technology or mind domination. Roll 1D6
for any Characters you meet with less than 7 Brains and on 1-3 they become Minions of the Enemy and have -2 to any
Talk options. If you still manage to gain a Plot event by Talking and you have Domination then you can release them
from the control and they become your Allies. If you do not have Domination, they wander off and the event ends.

s006. Mutations
(Plot) You learn that someone has been carrying out experiments on local wildlife, making them larger and more
aggressive. If you have an encounter with a Creature (e095), add +4 to its Brawn. If you have 20 Bravery and
Science then gain a +1DM. Tradoor are Brawn 8 and you need Aware 10 and Tracking 10 rolls to tame them.

s007. Discover Artefact


(Plot) You find an artefact that is certainly not of this time and shouldnt be here! If you can make either a History 8 roll
or an Engineering 10 roll, then gain a +1DM (and see e150 if you succeed at both). If you have Aware, 2 History and
Brains 25, roll 1D6: 1-2: e069; 3: e191; 4: e197; 5: e181; 6: e250.

s008. Ghost Ship


(Plot) You hear about a ghost ship that has sailed close to Port Royal what could have happened to the crew? If
you have either a native Pilot or spend 1 Luck point, you reach the ship. Only Characters with Bravery 6 or higher
may board. Roll 1D6: 1-2: Gain a +1DM: 3: e155; 4-5: Enemy encounter; 6: s132. You may continue to
Investigate aboard the ship for another turn.

s009. Poison Cocktail


(Plot) You discover that someone has been poisoned whilst sipping a Capricorn Sunrise cocktail at the Captains
Dinner Reception. If you have a Character with Victim, they are killed unless you have 3 Aware. If you have
Poison or 2 Medicine, gain a +1DM.

s010. What Lies Beneath


(Plot) You learn that something dangerous lives beneath New New York and 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 and gain +1 to Bravery.

s011. The Clock on the Mantel


(Plot) (Temporal) Your attention is drawn to an ornate clock on a mantelpiece. If you have 2 Aware or a Time
Detector (e192), then see e065. If the Portal is made operational and you use it, go to A419 as your destination.
If the Clockwork Robots (v505) are the Enemy, their DM is instead 0.

s012. Dimensional Breach


(Plot) (Temporal) You discover that someone is trying to create a breach in the dimensional barrier between this
dimension and your own. If you have 2 Engineering (or make an Engineering 10 roll), gain a +1DM. If you fail
the roll by 4+, take a -1DM and you have 1 less Turn to complete the Adventure as the breach is now bigger.

s013. Refugees
(Plot) You hear about a group of refugee children that are hiding in
London, scraping a meagre existence and scavenging food. They may
know what is happening here. You may make a Tracking 9 roll to find
them and then a Charisma 8 roll to convince them you are on their side
and will not inform the authorities. If successful, gain +1DM or reveal the
Enemy and also roll 1D6 and on a 5-6, see e269.

s014. Sacred Text


(Plot) You hear of a sacred book that is said to reside with local monks. If you meet any priests, monks or cults
who then become Allies, you may make a Charisma 9 roll to be shown the text. Roll 1D6 (with -1 if you have
Victim): 1: Gain Madman from reading cursed runes; 2: e290; 3: Nothing useful; 4: e268; 5: e141; 6: +1DM.

s015. Cryptic Message


(Plot) (Temporal) You find or are told of a strange message that seems to be from yourself except that you
havent left any message not yet... Gain Aware until the end of the Adventure and +5 Brains (or a +1 bonus to
any Trait rolls) in Temporal events or encounters. At the end of the Adventure, lose 1 Luck point.

s016. Geological Survey


(Plot) You discover that the base geologist Oatway had completed a survey of a cave system beneath the base
but he never returned from his latest expedition. If you can make a Science 9 roll, gain a +1DM. If you have
Brains 20 or 2 Engineering, you may see e217 next turn.

s017. Mysterious Minstrel


(Plot) You discover that a strange lute player has been seen in taverns across London, his music oddly compelling.
If you have Music and Tracking, or are currently in a tavern (e093) then gain a +1DM. As an Action next Turn, if
a Character with Music makes a Music 8 roll or you have 2 Thief, roll 1D6: 1-3: e082; 4-6: Enemy encounter.

s018. We Are Your Servants


(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.

s019. Courtesy Node


(Plot) You have found one of the many useful, if a little unsettling,
Courtesy Node interfaces that are scattered throughout the Library it
may have valuable information. If a Character with Computers can make
a Computers 7 roll then gain a +1DM, reveal the Enemy or gain +2 to
any Move Action next turn.

s020. Recent Stellar Activity


(Plot) You discover that there has been recent stellar activity in this sector perhaps studying it more closely might
give a clue to what has happened here? If you have Computers and Science, gain a +1DM. If you want to spend
an additional Turn to make either a Computers 10 roll or a Science 9 roll, gain an extra +1DM.

s021. Insane Asylum


(Plot) You hear about wild stories from an inmate of the insane asylum could they be true or the ramblings of a
madman? If you have Medicine or 3 Charisma, and make a successful Move roll, then roll for a Character
encounter. The Character gains Madman and cannot become an Ally, but double any DM gain from the event.

s022. Dalek Remains


(Plot) You discover the shell of a Dalek, almost completely destroyed by some kind of powerful energy weapon. If
you have History and Marksman, gain a +1DM. If you also have 20 Brains and 2 Engineering then take an
Action to construct your own version and see e196.

s023. Smuggling Ring


(Plot) You hear about a local smuggling ring that is operating within the markets of Shan Shen. If you have 2 Thief
and Tracking, gain a +1DM. You may now Investigate as an Action and if you have a Character event after an
Investigate Action roll 1D6 here instead: 1-3: e050; 4-6: e048.

s024. Escape Plans


(Plot) You discover that there are escape plans amongst the prisoners. If you wish, you may make a Charisma 10
roll or a Thief 8 roll and if successful then one of the prisoners lets slip some information and you gain +1 to
Escape rolls in this Adventure. If you fail the roll, then roll 1D6: 1-2: No further event; 3-4: e050; 5-6: e059.

s025. Archaeological Dig


(Plot) You discover that an archaeological dig has been set up nearby. What could they be searching for? Or
have they already uncovered more than they should? If you have Science and History, gain a +1DM. If you have
20 Brains, 2 History and 2 Science, take an Action to roll 1D6: 1-2: e131; 3-4: e132; 5-6: Enemy encounter.

s026. Resurrection
(Plot) You discover that something has been resurrected by secret minions, rituals, genetic material or forbidden
technology. If you have 2 Aware , History and Bravery 20 then gain a +1DM. When an Enemy is revealed, all Enemies
(except Minions) are -2 Qualities for the following 1D3 turns. After this time take a -1DM.

s027. Secure Exhibit


(Plot) You learn of a new exhibit that is covered in security systems its bound to be important! If you make a
successful Move Action and can either make a Thief 9 roll or an Engineering 9 roll then gain +1DM and also roll
1D6 if the result is 1-2 then see e159. If you fail the Thief or the Engineering roll then see e096.

s028. Love Letters


(Plot) You have found love letters or heard of an illicit affair between King Louis XV and his mistress, a beautiful
courtesan. Any native Bureaucrat Characters you encounter are +1 to Brains. If you encounter Madame de
Pompadour (e211), she is +1 to Bravery. Gain +1 to your next Seek Information Action.

s029. Tainted Food


(Plot) You discover that the food aboard Satellite 5 is tainted in some way could the Enemy be responsible? If
you have Aware and either Poison or Cookery then gain a +1DM. Roll 1D6: 1-2: see s005; 3-4: roll 1D6 for
each Human Character, if the result is 5-6 then they are -1 to Qualities for 1D3 turns; 5-6: No further effect.

s030. Gravity Well


(Plot) You discover that even though Krop Tor sits almost directly beneath
a black hole, a strange gravity well exists that makes it possible to land
on the planet. It shouldnt exist but it does... If you have 3 Science or
can make a Science 11 roll, gain a +1DM. Any Pilot or TARDIS rolls
made in this Adventure have a -1 penalty.

s031. The Eve of the War


(Plot) After the Crimean war, it is a schools duty to teach all pupils how to defend their King and country. But is
the precise military training in the school solely for that reason? Any Child (e269) Character gains Marksman and
Troop. If you have 2 Marksman and 2 Troop, gain a +1DM.

s032. DVD Easter Eggs


(Plot) You find a collection of seventeen totally unrelated DVDs. But each one has a secret message on it and
when sequenced correctly can leave the viewer a cryptic message. If Sally Sparrow (e225) is your Ally or you
have 30 Brains and 3 Computers gain a +1DM. If you choose to make this event Temporal then the message is
from yourself! You then need only 20 Brains and 2 Computers to gain the +1DM.

s033. Important Book


(Plot) You discover that the Enemy is searching for a particular book in the Library. If you have 25 Brains or a
Character that is an author, and Computers then gain a +1DM. If you can make 2 successful Move Actions then
gain a further +1DM or reveal the Enemy. If you fail a roll, take a -1DM and have an Enemy encounter that turn.

s034. Hunted
(Plot) You discover that someone is being hunted by the Slitheen for reasons yet unknown... A random Ally (or the next
Character you meet if you have no Allies) gains Victim for the rest of the Adventure and must always be the target of any
attacks. If you have 2 Tracking, gain a +1DM. If the Goal is e214, increase the Goal number to 4.

s035. Televised Plea


(Plot) You discover that the Prime Minister, Harriet Jones, has made a
public plea for help over an emergency situation. If you can make a
successful Move Action you may see e122 (even if you have not
encountered Harriet before) as an automatic encounter for the Turn. If
Harriet is already an Ally, see e139 immediately.

s036. Computer Database


(Plot) You hear about the museums computer system perhaps it may hold clues to what is happening here? If
you have 2 Computers or can make a Computers 10 roll then either gain a +1DM, reveal the Enemy, or gain
Thief until the end of the Adventure. You may also cancel e120 if currently active.

s037. Strange Fungi


(Plot) You hear about an unusual fungus that is native only to the jungles of Lanos. If you have Tracking and either
Poison or 2 Science you may find the fungus as an Action. Roll 1D6: 1: e077; 2-3: Gain +1DM; 4-6: Gain either
Medicine or Poison until the end of the Adventure.

s038. Crashed Vehicle


(Plot) You find the remains of a smashed motor vehicle with enormous scratch marks across the side. Gain +1DM
and you may Investigate as an Action. Also roll 1D6: 1: Enemy event; 2: e151; 3: Character event; 4-6: No
further event. If you are at the Motorway (e263) and have Engineering and Pilot then you may escape.

s039. Deranged Crewmember


(Plot) You discover that one of the crew has gone berserk for some unknown reason and is now loose on the ship.
If you have either Computers or Tracking and then either Domination or 3 Charisma, gain a +1DM and you may
opt to have an additional event by rolling 1D6: 1: e151; 2: e135; 3: Enemy event; 4-6: Single Character event
(roll again if not), but Character gains Madman, Screamer, is - 2 to all Qualities and you are -2 to any Talk rolls.

s040. Ood Export


(Plot) You discover a damaged Ood export crate. You may now Investigate in this Adventure. If you have
Bureaucrat and either 12 Brawn or a sonic screwdriver, gain a +1DM and roll 1D6: 1-2: All the Ood inside are
dead lose 1 Luck point; 3-4: e100; 5-6: The Ood inside the crate are rabid, their eyes glowing red with hate as
they attack roll 1D6 for the number, each Brains 2, Brawn 7, Bravery 7. You may escape with Running 7 rolls.

s041. Family Portrait


(Plot) You discover an important painting in the manor study. Roll 1D6: 1-3: If you have either 2 Aware and
History, or any Character who is a painter, gain +1DM; 4-6: The painting has been stolen! To find it as an Action
roll 12+ on 2D6, adding any Aware, Thief, Tracking and +1 per previous attempt. Gain +2DM if successful.

s042. Communications Fault


(Plot) The communications systems inside the base are starting to pick up very strange messages. If you have
Aware, Computers and either an Ood Ally or a Mobile Phone Upgrade (e187) then gain a +1DM. Any
Characters with less than 6 Bravery are -1 to quality and Trait rolls until an enemy is revealed.

s043. Rogue Gladiator


(Plot) You discover that a robotic gladiator has gone rogue and escaped from the arena. If you have Computers,
Tracking and either 2 Engineering or beat it in combat Brains 2, Brawn 7, Bravery 8 (Machine) then you gain
+1 to any Seek Help or Seek Information Actions and +1 to any Talk rolls with native Bureaucrats.

s044. Compression Field Advancement


(Plot) You discover that the Slitheen are refining their compressor field technology. If you have 2 Engineering, gain
a +1DM. If the Slitheen are then revealed as the Enemy, gain an additional +1DM but when rolling to see if Allies
are Slitheen in disguise in a Slitheen Enemy encounter, take -1 from the die roll.

s045. Personal History


(Plot) (Temporal) If you do not have a Companion native to the Post Modern Era, ignore this event, otherwise you
discover that you are witnessing important events from their childhood. If you have 2 Aware, gain a +1DM. If
Rose Tyler is your Companion she is +1 to all Qualities until the end of the Adventure and if you encounter Pete
Tyler (e040) he counts as a Temporal event.

s046. Missing Buggy


(Plot) You discover that one of the moon buggies from the cargo hanger of the base has vanished. Has someone
used it to explore the surface of the Moon? If you have either: 2 Computers or Engineering, Pilot and Tracking,
gain a +1DM or reveal the Enemy. You may now Investigate in this Adventure.

s047. Midnight Assignations


(Plot) You discover that Phillips, one of the teachers at the school has
been seen sneaking about the corridors and grounds at night. Could he
have some nefarious purpose? If you have 2 Thief and make a successful
Tracking 8 roll as an Action, gain +1DM or reveal the Enemy. When you
encounter the Enemy they have a Brains 6, Brawn 4, Bravery 4 (Minion).

s048. Trouble in Store


(Plot) You discover that strange, late-night activities have been noticed around Henriks, a local department store.
If you have a native female Companion with Charisma, gain a +1DM. If you can make a successful Move Action,
you may see e252. If you have 2 Thief you may gain an additional +1 on Investigate Actions there.

s049. Haunting
(Plot) (Temporal) You discover that locals tell of a wailing ghost that is said to be haunting a nearby location. If
you have 3 Aware, or a Character with Aware 2, or a Time Detector (e192), gain a +1DM. You may now
Investigate in this Adventure. Any Allies are -1 to Bravery here.

s050. Gone Missing


(Plot) You discover that a young girl from a nearby council estate has gone missing in mysterious circumstances.
Gain a +1DM and you may now Investigate in this Adventure. If Rose Tyler is your Companion however, then she
is the girl that has been thought to have gone missing! See e103 instead.

s051. Trapped in Crevasse


(Plot) You discover that somebody or something has become trapped in a crevasse out on the icy tundra. If you
have 15 Brawn and Tracking (you may Plan to get these), gain +1DM and roll 1D6: 1-3: Roll for Character event,
gaining +3 to any Talk option; 4: e158; 5: Enemy event; 6: A dead body carrying an important package - e288.

s052. Influential Positions


(Plot) You discover that the Enemy has infiltrated several powerful
positions within the Government. If you have 2 Bureaucrat, gain a
+1DM. Roll 1D6 for each Bureaucrat or Troop Ally currently with you
and on a result of 1-3 they are persuaded to leave you (only 1-2 if they
also have UNIT). To oppose the Enemy, you will require Bureaucrat.

s053. Portal Malfunction


(Plot) You discover that the dimensional portals used by the Graske have developed a fault. If you have Computers
and 2 Engineering, or can make an Engineering 10 roll, then gain a +1DM. You may make a successful Move
roll to see e065 although the portal will automatically be damaged.

s054. Hello Sweetie


(Plot) You discover that your arrival here was not by accident. If you have psychic paper (e184), met either River
Song or the Face of Boe in this Adventure, or have any Character with Aware 2 then either gain a +1DM or
reveal the Enemy. Roll 1D6 and on a result of 1-3 this is a Temporal event.

s055. Invisible Enemies


(Plot) You discover that some of the inhabitants of Lanos have natural cloaking abilities the jungle just got a lot
more dangerous! Unless you have 2 Aware or 2 Tracking take a -1DM penalty. Add +2 to the Qualities of any
Creature (e095), Monster (e256) or Primitives (e071) encountered in this Adventure.

s056. Discontented Workers


(Plot) You hear that the Crespallion workers that maintain and run Platform 1 are unhappy about strange, new
changes on the station. If you have 2 Charisma, gain a +1DM. If you spend 1 Luck point you may also gain the
help of a tiny Crespallion worker Brains 3, Brawn 3, Bravery 3 (Computers, Tracking) who joins you as an Ally
although will not leave Platform 1.

s057. Gravity Fluctuations


(Plot) You hear that the anti-gravity generator that powers the deluxe restaurant in the Leisure Complex has shorted
out causing major embarrassment to the company. If you can make an Engineering 9 roll, gain a +1 DM. If you
can make a further Computers 9 roll as an Action, gain +1 to al Seek Help or Seek Information Actions here.

s058. UNIT Involvement


(Plot) You discover that UNIT have already begun to investigate what is
happening here. If you have 2 UNIT gain +1DM. If you do not have 2
UNIT you may make a successful Move Action (adding any UNIT) to
encounter e031 as if an Enemy were revealed and with an Officer
present regardless of Troop number. You may also roll for a Plot event.

s059. Missing Children


(Plot) You discover that children from local workhouses have gone missing could the Enemy be using them as slave
labour? If you have 15 Brawn, Aware, Thief and Tracking, gain a +1DM. If you are ever captured by the Enemy, roll on
e269 as a fellow prisoner who joins you as an Ally.

s060. Jewellery Theft


(Plot) You discover that a guest at the hotel has had a fantastic necklace of Ashankan ice diamonds stolen. If you
have Thief and less than 20 Brains, see e059. If you have 20 Brains, 2 Aware and 2 Thief, gain a +1DM. You
may now Investigate in this Adventure. If you meet any Character with Thief then roll 1D6 and on a 1-2 they try to
evade you unless you can make Running 8 rolls. If then encountered, you can instead make an opposing Brains
roll to turn them in gain 2 Luck points.

s061. Malmouth Chrysalis


(Plot) You find part of what appears to be a damaged yet open - Malmouth chrysalis. If you have 2 Science or
can make a Science 9 roll, gain a +1DM. If you have any Malmouth Allies, then gain a Luck point and they are
+1 to all Qualities here. You may now Investigate in this Adventure.

s062. War Council


(Plot) You discover the remains of the War Council where Gallifrey went to war with the universe. If you have 2
History (from Time Lords only) and 25 Bravery, gain a +1DM. All Time Lords are +2 Brawn and all Daleks +1
Brawn, until the end of the Adventure.

s063. No Ordinary Life


(Plot) You discover that the Enemy plan revolves somehow around your Companion. If you currently have no
Companion, lose 1 Luck point and if you gain a Companion whilst here then they are -2 to Qualities in this
Adventure if not with you at any time. If you have a native Companion then gain +1DM.

s064. New Governor


(Plot) You discover that Justicia has a new Governor in charge. Add +1 to the number of Troops you encounter
and roll 1D6: 1-2: Escape and Rescue rolls now have an additional -1 penalty; 3-4: If you have either 2
Bureaucrat or 3 Thief, gain a +1DM; 5-6: Reveal the Enemy and take an extra -1DM.

s065. Strange Tracks


(Plot) You discover strange tracks in the snow that lead off into the wilderness. If you have 20 Bravery and
Tracking then gain a +1DM and roll 1D6 on a 5-6 see s080. If you make a successful Move Action next Turn
you may roll for a Location event but if you fail roll 1D6: 1-2: No further event; 3-4: e078; 5-6: e079.

s066. Museum Theft


(Plot) You discover that an important artefact has been stolen and the entire Museum is on alert. If you have 2
Aware or can make a Brains roll by 3 then you may either reveal the Enemy, gain a +1DM or roll once on e070
and gain that item. Until the Enemy is revealed then all Talk rolls with Troops or Bureaucrats are with a -2 penalty.

s067. Chariot Race


(Plot) You discover that an important hover-chariot race is to run. If you have Pilot or make an Engineering 10 roll,
gain a +1DM. A Character with Pilot may wish to participate in the race next turn. If so, increase the chance of
an encounter by 2 this turn then make 3 Pilot 9 rolls. If the Character makes all 3 rolls, you win the race, gain 2
Luck points and +1DM. For each failed roll the Character must make a successful Brawn roll or be Wounded.

s068. Bombed Building


(Plot) You discover that a bombed and previously derelict house has new occupants... You may Investigate in this
Adventure and if you have 20 Bravery or 2 Troop you may roll 1D6 after a successful Move Action: 1: Enemy
event; 2: s013; 3-4: Gain +1DM; 5: e144; 6: e082.

s069. Historical Pageant


(Plot) You discover that the villagers are to hold a historical pageant. If you have 2 History, or can make a History
9 roll, gain a +1DM. Any native male Character gains +1Brawn and Troop until the end of the Adventure. You
may now Investigate as an Action. Each time you have an Event (2), in addition to the event, any non-TARDIS
Characters are -1 Brains and +1 Bravery. If you have Temporal event a Character with Aware 2 gains +1DM.

s070. Time Scoop


(Plot) You discover that the Time Scoop has become operational again... If you have 25 Brains and either 2
Computers or 2 Engineering (all from Time Lord Characters only) gain +1DM. If you wish you may then make a
successful Move Action to roll 1D6: 1-2: Enemy event; 3: e127; 4: g350; 5: g351; 6: g361.

s071. Music Box


(Plot) You discover a very strange mechanical box that plays very eerie music... If you have 3 Aware or Music,
gain a +1DM. Any Characters with Music must make a successful Bravery roll however and any that fail must see
e135 (with no further Bravery roll). If the Enemy is revealed to be v505, take a -1DM when revealed.

s072. Zeppelins
(Plot) You discover that the Enemy is using giant zeppelins that cruise
above the cities. If you have 2 Pilot or can make a Pilot 9 roll, gain a
+1DM. If you encounter John Lumic (e243) in this Adventure take an
extra -1DM penalty and if he is not with Cybermen he will have 1D6
soldiers with him each Brains 2, Brawn 6, Bravery 6 (Minion, Troop).

s073. Strange Chanting


(Plot) You learn about strange chanting that can be heard at night. If you have Music, Thief and Tracking gain a
+1DM. If you have any priests or monks as Allies gain a +1DM. If you are at a Location and have 2 Thief you
may also make a Move Action next turn and if successful roll 1D6: 1-3 e208; 4-6: Enemy encounter.

s074. Shadows
(Plot) You learn that several people have glimpsed strange shadowy forms on the surface of Midnight. If you have
2 Aware gain a +1DM or reveal the Enemy. If you can procure protective suits by making a Charisma 9 roll or
spending a Luck point then Characters with at least 6 Bravery can venture out and Investigate with a +1 to rolls.

s075. Hospital Cordon


(Plot) You discover that the Albion Hospital has been cordoned off by the military what could be inside? If you
can make a successful Move Action and have 2 Bureaucrat, or 2 UNIT, or Medicine and Thief, then gain a +1DM
and roll 1D6: 1: e149; 2: e162; 3: Enemy event; 4: e104; 5-6: No further event. You may Investigate here.

s076. Building Plans


(Plot) You discover that there are some very strange proposed new building plans for Cardiff. If you have a native
Bureaucrat or can make a Charisma 10 roll or have 2 Thief then gain a +1DM or reveal the Enemy. You may
now Investigate in this Adventure. Increase the chances of an encounter by +1 if at a Location.

s077. Disturbance at Church


(Plot) You hear about a recent disturbance at a local church that
happened in the middle of a marriage ceremony and in front of a
stunned congregation! If you can make a successful Move Action to get
to the church, roll 1D6: 1: e109; 2: e260; 3: e157; 4: v515; 5: e253;
6: e065. You may then Investigate in this Adventure.

s078. Media Addicts


(Plot) You discover that even the occupants of the Game Station that are not playing the actual games, are still
addicted to watching them. All Humans you encounter here from now on are -1 Brains, -1 Brawn and -2 Bravery
until the Enemy is Defeated. You may opt to join in the Games (e117) to gain a +1DM per Character.

s079. Human Hunt


(Plot) You discover that the Futurekind the cannibalistic hunters that live on Malcassairo are on a hunt. If you
have 4 Running, gain a 1 Luck point. If you encounter e071, they will be Futurekind (add +1 to number, each is
+1 Brawn and you may not choose the Talk option). If you encounter any other Character, roll 1D6 and on a 1-3
they are being pursued by Futurekind the Characters automatically become Allies but resolve any rolls for Plot
events after you resolve the e071 encounter (where you may add +1 to any Running rolls).

s080. Dying Ood


(Plot) You discover an Ood collapsed and dying in the snow. If you can make a Medicine 10 roll then gain an
Ood Ally Brains 2, Brawn 5, Bravery 1 (Creature, Minion). If you fail the roll, but have 2 Aware, gain a +1DM.
If you do neither, then the eyes of the Ood glow red and he attacks you for 1 round with Brawn 7 before dying.

s081. Warning Message


(Plot) You discover a DVD containing a warning about the Enemy plan. If you have Computers gain +1DM or
reveal the Enemy (both if you also have Torchwood). If you have a native Companion the warning comes from an
acquaintance that the Enemy killed lose 1 Luck point but the Companion is +1 to Bravery for the Adventure.

s082. Secrets of the Pyramid


(Plot) You learn of a dark secret said to exist in the catacombs of the largest Giza pyramid. If you have a native
Ally with Tracking, or 2 History, then make a successful Move roll to roll 1D6: 1: e078; 2: Enemy encounter; 3:
e082; 4: Find o piece of royal treasure - +1DM; 5: e218; 6: s132. You may Investigate as an Action here.

s083. Shuttle Crash


(Plot) You discover that a shuttle that was carrying an alien ambassador to Platform 1 crashed into the shuttle bay
killing all aboard. If you have 2 Computers or Pilot, gain a +1DM. You may now Investigate in this Adventure. If
you encounter e026, gain +1 to Talk rolls and all Bureaucrats here are -1 to Bravery.

s084. Police State


(Plot) (Danger) You discover that London is controlled by sinister forces and the population cordoned into zones.
Unless you have a native Bureaucrat or Troop, all Move rolls and Talk rolls with Troops have a -1 penalty.
Characters with less than 6 Bravery will not become Allies unless you spend 1 Luck point.

s085. Society Party


(Plot) You hear about an important society party taking place in the penthouses of New, New York. If you make a
successful Move Action then roll 1D6: 1: Faux pas lose 1 Luck point per Character without Charisma; 2: e152;
3-4: e055; 5-6: Make a Charisma 8 roll (adding +1 per Music or if Appealing) to roll for a Plot event.

s086. Secret Attic


(Location) Sarah Janes attic is from where she investigates all the alien
activity. To reach it requires a normal Move Action with any Adventurer.
Inside the attic is Sarahs sentient computer, Mr Smith Brains 11, Brawn
0, Bravery 8 (Aware 2, Computers 2, History, Machine). Once per
Adventure, roll 1D6 and on a 6 also see e193. You may not choose
Defeat Enemy Actions whilst here and do not roll for encounters.

s087. Shrine
(Plot) You discover that the entrance to a hidden shrine has been uncovered. You may make a successful Move
Action to see e218. If you also have either 2 Aware and 2 History, or an Ally who is a priest, monk or cult
member then either gain a +1DM or reveal the Enemy.

s088. Rakweed Mutation


(Plot) (Danger) You discover that the Enemy has been creating a Rakweed strain that spores at dangerous speeds.
If you have either 2 Science or both Medicine and Poison, then gain a +1DM. Roll 1D6 for each Human
Character and if the result is 1 then they have become infected by the spores and are -1 Brawn each turn and
killed when Brawn equals 0. The spores maybe destroyed by having Brains 20 and 2 Engineering.

s089. Kelp Harvest Ruined


(Plot) You discover that one of the Morak kelp beds has been destroyed by chemical pollution. Was this an
accident or is there a more sinister explanation? If you can make a Science 9 roll gain a +1DM. If you have
Aware, Poison and 2 Science, take a further Turn to gain a further +1DM.

s090. Stone Circuit


(Plot) You discover a tablet of stone that has minerals running through it in the pattern of an electronic circuit! If
you have either 20 Brains or can make a Computers 8 roll, then gain a +1DM. If you have Charisma, History and
make a successful Move Action, gain another +1DM or reveal the Enemy.

s091. New Building


(Plot) You discover that the Midnight Leisure Complex is being extended and parts of it are now out of bounds,
shrouded in plastic sheeting. You may now Investigate in this Adventure. If you have 2 Thief or can make a Thief
9 roll (or your Companion is Curious), then gain a +1DM but if you do, increase the chances of your next
encounter by 1 and decrease the result on the vertical die roll.

s092. The Bad Wolf Corporation


(Plot) (Temporal) You discover more about the organisation running the
Games Station. If a Character has been involved in the Deadly Games
(e117), gain +1DM. You may find the Controller of the station (e043) by
making a successful Move Action. If Rose Tyler (or anyone affected by
e011) is here, they are -2 to Qualities until the end of next turn.

s093. Unrest in Hooverville


(Plot) You hear about the poverty and problems in Hooverville. If you make a successful Move Action to go there
and can make a Charisma 10 roll (or have 2 Charisma and Medicine) then you meet Solomon Brains 7, Brawn
6, Bravery 7 (Charisma, Marksman, Running, Tracking, Victim) who becomes your Ally. Make a Brains roll for
Solomon (even if he does not become an Ally) and if he succeeds, roll for a Plot event.

s094. Town in Need


(Plot) You discover that the nearby frontier town of Silver Creek is under threat. If you make a successful Move
Action (or are already at e093) and have Charisma, gain a +1DM. Any vertical die rolls on r307 are with a +1
bonus (max: 6) whilst you are in the town.

s095. Strange Moon Rocks


(Plot) You discover a geological sample of moon rock that has very interesting properties. If you have 2 Science or
can make a Science 9 roll either: gain a +1DM, add +3 to one Science Research Action later in the Adventure or
add +2 to any Talk options with Characters with Science in this Adventure.

s096. Unseen Adventurers


(Plot) You discover that someone else is investigating what is happening here and from the description, it sounds
like youve met before... If you have 2 Adventurers, gain a +1DM. If not, each time you have a Character event
roll 1D6: 1-2: Use Character line on Adventure; 3-4: s103; 5-6: s128.

s097. Discovery in the Fields


(Plot) You hear that there has been a strange or gruesome find on a local farm. If you have History, Science and
Tracking then gain a +1DM. If not, then unless you have 2 Charisma, all Seek information and Seek Help Actions
have a -1 to the roll. You may Investigate in this Adventure.

s098. Explosion at Liberty


(Plot) You discover that there has been an explosion and part of the Statue of New Liberty has been damaged. If
you have Demolitions or 2 Medicine or 3 Characters with total Brawn and Bravery of at least 12, gain a +1DM.
You may now Investigate in this Adventure. Any native Bureaucrats are -1 to Bravery in this Adventure.

s099. ATMOS
(Plot) You discover that the Enemys plan involves ATMOS, an atmospheric emission system fitted to motor
vehicles. If the Goal is revealed to be e283, the Goal number becomes 5. You may not use e076. If a Character
with Pilot attempts a Move Action, unless you also have 2 Computers, that Character is killed.

s100. Murdered Pets


(Plot) You discover that there have been several cases of pets such as cats or dogs being found dead in the local
neighbourhood their corpses butchered. If you have Aware, Charisma and 2 Tracking, gain a +1DM. If you
also have Medicine or 2 Science, gain a further +1DM. You may now Investigate in this Adventure.

s101. Floating Wreck


(Plot) You discover that the wreck of another ship is close by. If you have Computers or Engineering, together with
2 Pilot (or can make a Pilot 10 roll) then you may see e158 as an Action next turn. Gain an extra +1 on
Investigate Actions on the ship, but if you do Investigate, add +1 to the chances of an encounter that turn.

s102. Mining Operations


(Plot) You discover that the Graske have resumed mining the deeper levels in their tunnels. What could they be
looking for? If you have Demolitions or 2 Tracking gain a +1DM or reveal the Enemy. You may then see e067
and then Explore or Investigate there next Turn.

s103. Sarah Jane Smith - Adventurer


You have met your former Companion and best friend, the lovely Sarah
Jane Smith now investigating alien menaces herself! Sarah is Brains 7,
Brawn 5, Bravery 8 (Adventurer, Aware, Charisma, Engineering, History,
Running, Thief, Tracking, UNIT). She will join you as an Ally (but counts
as a TARDIS Character). Gain a Luck point and roll for a Plot event.
Sarah may make a successful Move Action (with a +1 bonus) to get back
to her attic see s086. Friends: Luke, Rani and Clyde (s128).

s104. Strange Behaviour


(Plot) You discover that the behaviour of the pupils in the school is decidedly odd. If you have 2 Aware or
Domination, gain a +1DM or reveal the Enemy. All Characters from e269 need a successful Charisma 8 roll to
become Allies and gain (1D6): 1: +1 Brains; 2: +1 Brawn; 3: +1 Bravery; 4: Aware; 5: Domination; 6: Minion.

s105. Shipyards
(Plot) You discover that the Enemy is building shipyards of rockets and preparing for war with the universe. If you
can make Pilot 9 roll then gain a+1DM. You may make Thief 9 rolls (for each Character) to reach one of the
rockets (e215). If any Character fails the Thief roll, have an Enemy encounter.

s106. Treasure Map


(Plot) You discover a map that promises to lead to a legendary treasure. Gain a +1DM. If you have Brains 20,
History, Tracking and 2 native Characters with Pilot (you may plan to get Traits) then make a successful Move
Action to roll 1D6: 1-2: Enemy event; 3: s132; 4; Reveal the Enemy; 5: Gain +1DM; 6: Gain 1D6 Luck points.

s107. Smouldering Barn


(Plot) You discover the shell of a barn or outhouse, still smouldering from the fire that has gutted it. Roll 1D6 and
add the number of Characters and the amount of Aware you have and if the roll is 8 or greater you find a clue gain +1DM or reveal the Enemy. You may now Investigate in this Adventure.

s108. Strange Apothecary


(Plot) You hear about a mysterious apothecary that has appeared in London and selling strange elixirs. You may
now Investigate in this Adventure. If you have either 2 Charisma or Tracking, and then either Poison or Medicine,
gain a +1DM and then roll 1D6: 1-2: Enemy event; 3-4: s007; 5-6: e238.

s109. Torchwood London


(Plot) You discover that the secret organisation know as Torchwood has also taken an interest in events here. If
you have 2 Torchwood, gain a +1DM. If you do not have 2 Torchwood then each time you roll for a Character
event, roll 1D6 1-4: See the usual Character line in the Adventure; 5-6: See s109a below:
s109a. Torchwood Agents
You have encountered Yvonne Hartman, Director of Torchwood, London Brains 6, Brawn 4, Bravery 8 (Aware, Bureaucrat, Charisma, Gloating,
History, Science, Torchwood, Victim), 1D3 scientists - Brains 7, Brawn 3,
Bravery 6 (Aware, Engineering, Science, Torchwood, Victim) and 1D6+1
troops Brains 3, Brawn 7, Bravery 7 (Marksman, Torchwood, Tracking,
Troop). Choose from options below:
Talk: Make a Charisma roll, add +1 if there is an Enemy here and +1 for
each Temporal Event here. You may not use psychic paper (e184).
Gain +1 for each Equipment or Artefact you give them:
2-5: You are seen as a threat and attacked. If you wish to surrender or try to escape the fight, see below.
6-7: You are allowed to surrender see 059 or the Torchwood agents will attack.
8-9: Hartman welcomes you, yet questions your involvement make an opposed Brains roll with Hartman
(adding any Charisma and Gloating). If you succeed, roll for a Plot event. If you fail, or after you
resolve the Plot event, Hartman and her agents leave, but warn you not to get involved. If you meet
Hartman again, take a -2 to any Talk roll.
10+: Hartman and her team join you as Allies - roll for a Plot event. You gain +1 to Seek Information
Actions until the end of this Adventure and you may Investigate as an Action. You may not Seek Help
as an Action if the Torchwood agents are your Allies.
Evade: You must make Running 8 rolls, or choose another option, but with -1 to the roll.
Surrender: Roll 1D6: 1: They attack you anyway (see above); 2-4: e059; 5-6: e061.

s110. School Report


(Plot) You hear about UFO sightings over a local school and newspaper reports of a new head teacher perhaps
you should investigate? If you have 2 Computers or Torchwood, gain a +1DM. You may now Investigate in this
Adventure and all child Characters are +1to Brains. If Krillitanes (v513) are revealed as the Enemy, take a -1DM.
On your next Character event, roll 1D6: 1-3: e022; 4-6: Use normal table in a413.

s111. Blood Trail


(Plot) You discover a sticky trail of blood that leads through the ship and theres a strange, sickly smell as well
If you wish you may follow the trail by making a Move Action. If you are successful, roll 1D6: 1: Enemy event; 2:
e151; 3: e228 (do not roll for additional Goal when Enemy revealed); 4-5: +1DM; 6: Trail ends suddenly

s112. Indian Attack


(Plot) You discover that Native American Indians have attacked a local homestead and killed the occupants. If you
have Aware, Tracking and 20 Bravery, gain a +1DM. You may now Investigate in this Adventure. If you
encounter Primitives (e071), add +1 to number encountered and roll 1D6 on a 4-6 they are mounted on horses
gaining +1 Brawn and you have -2 to any Running rolls to evade them.

s113. Locked Attic


(Plot) You discover that the attic in the manor is kept permanently locked and no-one allowed entry. If you have 2
Thief or can make a Thief 10 roll, then roll 1D6: 1-2: Family secrets gain a +1DM; 3: Character event with -2 to
any Talk roll and that Character gains Madman; 4: s041; 5: Enemy event; 6: No further event.

s114. Stolen Ashes


(Plot) You hear about a recent theft from a Shan Shen temple where the cremated ashes of a former temple
guardian have been stolen. If you have 2 History or 2 Thief, gain a +1DM. You may Investigate in this Adventure.
If you make a successful Move Action you may see e066 (do not roll 1D6 to see if it is inhabited).

s115. Malfunctioning Host


(Plot) You discover that the Host the robotic servants aboard the Titanic
have been malfunctioning and causing accidents. If you can make a
successful Computers 9 or Engineering 9 roll, gain +1DM. Any Machine
Enemies are +1 to Brains and if Max Capricorn (v539) is the Enemy
here, +1 to the number encountered.

s116. Pharmacopeia
(Plot) You discover that the undercity of New, New York is selling moods chemical drug patches - to any who
will buy them. If you make a Medicine 9 roll or Poison 8 roll, gain +1DM. You may opt to close down the
operation (any time as an Action) with 2 Domination or 25 Brawn or 2 native Bureaucrats to gain 2 Luck points

s117. Warming Up
(Plot) You discover that the temperature across Ashanka is rising. Is it a natural climactic change or is there a more
sinister explanation? If you have 2 Science or Brains 25 or can make a Science 9 roll then gain a +1DM. Enemy
DMs are now not affected by the Ashanka Adventure text. You may now Investigate in this Adventure.

s118. Wounded Tradoor


(Plot) You discover a seriously injured Tradoor an alien creature about the size of a horse, with leathery wings
and a long tail. If you can make a Medicine 8 roll, you get some clues from the horrific injuries and gain a
+1DM. If you have 2 Medicine or can make a Medicine 10 roll, you may see e219 as a tamed Tradoor.

s119. Escaped Slitheen


(Plot) You discover that a captive Slitheen has escaped from a stasis pod
and is roaming around the tunnels. If you have Tracking then you may
encounter the Slitheen - Brains 5, Brawn 9, Bravery 5 (Aware, Creature,
Running, Tracking). See e042 for encounter options, gaining a +1DM in
addition to a Plot event if it becomes an Ally.

s120. Promotion
(Plot) You learn that someone has been promoted to Floor 500 and have not returned. If you have an Ally with
Computers or Victim, they are killed. If you have a Character with Computers 2 or can make a Computers 10 roll,
gain a +1DM. You may now Investigate in this Adventure.

s121. Rerouted Power Cables


(Plot) You discover that several power cables have been diverted to a specific area of the ship. If you have 2
Engineering or can make a successful Engineering 10 roll then gain a +1DM. If you also have Tracking and 20
Brains you may reveal the Enemy. You may now Investigate in this Adventure.

s122. Victorian Torchwood


(Plot) You discover that the secret organisation know as Torchwood has also taken an interest in events here. If
you have 2 Torchwood, gain a +1DM. If you do not have 2 Torchwood then each time you roll for a Character
event, roll 1D6 1-4: See the usual Character line in the Adventure; 5-6: See s122a below:
s122a. Torchwood Agents
You have encountered 2 Torchwood agents - Alice Guppy Brains 6,
Brawn 6, Bravery 8 (Aware, Charisma, Gloating, Marksman, Thief,
Torchwood, Tracking) and Emily Holroyd Brains 7, Brawn 6, Bravery 8
(Bureaucrat, Charisma, Poison, Torchwood, Tracking).
Roll 1D6: 1-3: You are ambushed. Roll 2D6 and if the result is 9+, one of
your Human Characters is dosed with chloroform and
KOd before the fight begins.
4-6: Choose from options below:
Talk: Make a Charisma roll with +1 if an Enemy here, -1 if with a non-Human Ally, -1 for each Temporal event:
2-6: You are seen as a threat and attacked if their total Brawn is greater than yours. If you wish to surrender
or try to escape the fight, see below. If your total Brawn is 12 or more then they leave.
7-8: You are allowed to surrender see 063 or the agents will attack (see above).
9-10: The agents question you make an opposed Brains roll with Holroyd and if you succeed roll for a Plot
event. If you fail choose to Fight, Evade or Surrender.
11+: Guppy and Holroyd join you as uneasy Allies. Roll for a Plot event, gain +1 to Seek Information
Actions until the end of this Adventure and you may Investigate as an Action, but not Seek Help.
Evade: Roll 1D6: 1: They ignore you; 2-6: Make Running 8 rolls, or choose another option, but with -1 to the roll.
Surrender: Roll 1D6: 1-2: The agents attack you anyway (see above); 3-4: e063; 5-6: e061.

s123. Bleached Bones


(Plot) You discover the stripped carcass of a large jungle creature. Whatever devoured the animal must have
frightening strength and ferocity. Or perhaps the predator was not flesh and blood... If you have Brains 15 and
either Science or Medicine then gain a +1DM. You may now Investigate in this Adventure.

s124. Explosion
(Plot) You hear about a recent explosion that ripped apart a department store in a huge and terrifying blaze. If
you have Demolitions or 2 Running, then gain a +1DM. If any of your Characters are currently at e252, any
without Running are killed. Take -1 from any Surrender rolls made in any Enemy encounters in this Adventure.

s125. Prophecy
(Plot) You learn about a prophecy in Pompeii and in Pompeii every oracle tells the truth. If you have a Character
with Aware 2 then gain a +1DM. Any priests, monks or cults are +1 to Brains and Bravery (the Sibyl is +2) for the
rest of the Adventure and any Hide rolls in encounters with them are with a -1 penalty.

s126. Heading into Danger


(Plot) (Danger) You feel the Titanic make a sudden course-correction where could you be heading? If you have
Pilot or 2 Computers, gain a +1DM. The next time you are instructed to roll for an Event (1 or 2) in this Adventure
instead see e267 and then all Move Actions are at a -1 penalty unless you have 20 Brawn or 20 Bravery.

s127. Entombed
(Plot) You discover a frozen figure, trapped in the glacier. Reveal the Enemy. If the Enemy is not Human also gain
a +1DM and the Goal is revealed to be e180 (or e175 if v512). Ignore all Enemy encounters until either the Turn
number is 5+ or you have a DM of +3 or greater.

s128. The Gang


You encounter friends of Sarah Jane her adopted son Luke Brains 9,
Brawn 4, Bravery 7 (Adventurer, Computers, Engineering, Running,
Science, Thief), Clyde Langer Brains 5, Brawn 4, Bravery 6
(Adventurer, Charisma, Running, Thief) and Rani Chandra Brains 6,
Brawn 3, Bravery 7 (Adventurer, Aware, Charisma, Running, Thief,
Tracking). They join as Allies (but count as TARDIS Characters). Roll for a
Plot event. You may Move to s086. Friend: Sarah Jane Smith (s103).

s129. Catch of the Day


(Plot) You discover that an aqua-safari has brought back a most unusual specimen. If you have Bureaucrat or 2
Charisma, and then can make a Science 9 roll, gain a +1DM. You may now Investigate in this Adventure. If you
ever encounter e256 here, all Running rolls are made with a -1 penalty.

s130. Smugglers
(Plot) You discover that someone is smuggling rare and illegal artefacts in and out of Port Royal. If you have Thief
and a native Pilot, gain a +1DM. If you have 3 Thief or each Character can make a Thief 9 roll as an Action then
roll 1D6: 1: e159; 2: e155; 3: Enemy encounter; 4: Gain +1DM; 5: e018; 6: e125.

s131. Trouble at the Majestic


(Plot) You hear about mysterious accidents and unrest backstage at a theatre off Broadway. If you have Music and
2 Charisma, gain a +1DM. If you make a successful Move Action, roll 1D6: 1-2: e110; 3-4: e080; 5-6: e137.
You may then Investigate as an Action.

s132. Curse
(Plot) (Danger) You discover that the area is under an ancient curse that foretells death and disaster. If you have 2
History and 25 Brains, gain a +1DM. Any native Bureaucrats and Victims are -1 to Bravery and must be selected
(randomly if more than 1) as targets of any Danger event. A Werewolf (v507) has a DM of only +1.

s133. Unethical Medicine


(Plot) You discover that the hospital outside New New York is engaged
in some very unethical research practises. If you have 20 Brains and
Medicine gain a +1DM. If you have 25 Brains, 2 Medicine, 2 Science
and 2 Thief gain a further +1DM. You may Investigate. Any Talk or
Surrender options on e098 have -2 to the roll.

s134. Stagecoach Robbery


(Plot) You hear or discover that a stagecoach was robbed as it approached the town. If you have 2 Aware and
Tracking, gain a +1DM. If your Characters are mounted, you may make a successful Move Action to roll 1D6: 14: e082; 5-6: Enemy encounter. You may now Investigate in this Adventure.

s135. Modern Torchwood


(Plot) You discover that the secret organisation know as Torchwood has also taken an interest in events here. If
you have 2 Torchwood, gain a +1DM. If you do not have 2 Torchwood then each time you roll for a Character
event, roll 1D6 1-4: See the usual Character line in the Adventure; 5-6: See s135a below:
s135a. Torchwood Agents
You have encountered 2 Torchwood agents - Gerald Carter Brains 7,
Brawn 6, Bravery 7 (Aware, Bureaucrat, Charisma, Thief, Torchwood),
and Harriet Derbyshire Brains 7, Brawn 4, Bravery 7 (Charisma,
Science, Torchwood, Tracking, Victim). Choose from options below:
Talk: Make a Charisma roll, adding +2 if there is an Enemy here and +1
for each Temporal Event here.
2-5: You are seen as a threat and attacked if their total Brawn is
greater than yours. If you wish to surrender or try to escape
the fight, see below. If your total Brawn is 10 or more then
they leave but lose 1 Luck point or take a -1DM.
6-7: You are allowed to surrender see 059 or the agents will attack (see above).
8-9: The agents question you make an opposed Brains roll with Carter and if you succeed roll for a Plot
event. If you fail, or after you resolve the Plot event, the agents leave.
10+: Carter and Derbyshire join you as Allies. Also roll for a Plot event, gain +1 to Seek Information Actions
here until the end of this Adventure and you may Investigate as an Action. You may not Seek Help as
an Action if Carter and Derbyshire are your Allies.
Evade: Roll 1D6: 1: They ignore you; 2-6: Make Running 8 rolls, or choose another option, but with -1 to the roll.
Surrender: Roll 1D6: 1-2: The agents attack you anyway (see above); 3-4: e059; 5-6: e061.

s136. Herd Slaughtered


(Plot) You discover that a herd of Bulaba moose-like creatures that roam the frozen tundra of Ashanka have
been found slaughtered. Who, or what, could have caused this? If you can make a Tracking 8 roll gain a +1DM.
If you fail the Tracking roll by 3 or more, see e078. You may now Investigate in this Adventure.

s137. Imposter
(Plot) You discover that a guest aboard Platform 1 is travelling under a false identity. If you have 2 Aware then
gain a +1DM. Roll 1D6 1-2: e145; 3-4: e177; 5-6: (Danger) A random Character (Victim if possible) is locked
in a room and the sun-filters turned off unless you have 2 Computers and 20 Brains the Character is killed.

s138. Corruption
(Plot) You discover that there is corruption within the New Roman Senate. If you have 2 Bureaucrat then gain a
+1DM. If you have any native Bureaucrat Allies roll 1D6 and on a result of 1 see e145. You may not add any
Bureaucrat to Seek Information or Seek Help Actions.

s139. Virus
(Plot) (Disease) (Danger) You discover that a virulent and debilitating disease is spreading through the base. At the
start of each turn, unless you have Aware and either 2 Medicine or 2 Science to cure the virus, then roll 1D6 on
a result of 4-6 randomly select (Victims first) one Human Character to be disabled until the virus is cured. If you do
not Defeat the Enemy here, the Characters are killed. If you cure the virus gain a +1DM.

s140. Torchwood Cardiff


(Plot) You discover that the secret organisation know as Torchwood has also taken an interest in events here. If
you have 3 Torchwood, gain a +1DM. If you do not have 3 Torchwood then each time you roll for a Character
event, roll 1D6 1-4: See the usual Character line in the Adventure; 5-6: See s140a below:
s140a. Torchwood Agents
You have encountered 3 Torchwood agents - Captain Jack Harkness
Brains 7, Brawn 7, Bravery 8 (Charisma, Computers, Demolitions,
Marksman, Thief, Torchwood), Gwen Cooper Brains 6, Brawn 7,
Bravery 7 (Charisma, Computers, Engineering, Marksman, Screamer,
Torchwood) and Ianto Jones Brains 6, Brawn 5, Bravery 5 (Aware,
Charisma, Computers, Pilot, Thief, Torchwood). If you have encountered
Captain Jack before then gain 1 Luck point. They join you as Allies (but
count as TARDIS Characters) and know something - roll for a Plot event.
You gain +1 to Seek Information Actions, may Investigate, but may not Seek Help while you have Torchwood
Allies. If this Adventure is a409, agents gain +1 to Move rolls (not cumulative) and you may see s140b below.
s140b. Torchwood Hub
(Location) The Torchwood Hub lies beneath the Time Rift in Cardiff and is
the base of operations for Torchwood 3, led by Captain Jack Harkness.
To reach the Hub requires a normal Move Action and you need 2
Torchwood and Computers to enter. Once inside the Hub, Characters
may Heal Wounds as if with a Character with Medicine, gain +1 to
Seek Information Actions with Computers, +1 to any Research Actions.
You may not choose any Defeat Enemy Actions whilst in the Hub and you
do not roll for encounters there.

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