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Welcome to the first mini-expansion for the Doctor Who: Solitaire Story Game that features an

Enemy from the Classic series the Silurians.


Everything is self contained within the expansion except the Adventures. To access these I would
replace the codes for Adventures that you have already played.
YA01 would be in Older Earth History
YA02 would be in Modern Earth History
YA03 would be in Present Day Earth

YA01. Earth 200,000,000 BC
You have landed on Earth during prehistory the world as it was before the great continental drift. Although
there might not be quite as much oxygen as usual and its rather warm, it could be a great place to study
dinosaurs...
Special: If the Silurians or Sea Devils are the Enemy here take an immediate -1DM when revealed. If you have a
Companion with Science and History gain a point.
Enemy (D6): 1: yv04; 2: yv04; 3: v512; 4: v513; 5: v519; 6: v525.
Character (D6): 1: e071; 2: e071; 3: e032; 4: e020; 5-6: None.
Event 1 (D6): 1: e121; 2: e256; 3: e095; 4: e078; 5: e112; 6: e002
Event 2 (D6): 1: e256; 2: e289; 3: e038; 4: e085; 5: e265; 6: e002
Plot (D6): 1: e133; 2: e131; 3: e238; 4: e260; 5: e132; 6: e150.
Location (D6): 1: e217; 2: e217; 3: ye05; 4: ye05; 5: ye05; 6: e158.

YA02. Earth 1885
(Holiday) You have landed in Dehli, India at the height of the British Raj. Night is just falling, mosquitoes are
buzzing around you as the Sun sets across the banks of the river Jamuna. As you explore the city you realise that
1885 was the year of the Great Monsoon when the Yamuna broke its banks...
Special: The first time you roll for an Event (2), see instead ye06.
Enemy (D6): 1: yv04; 2: v525; 3: v536; 4: v543; 5: v502; 6: v524.
Character (D6): 1: e244; 2: e207; 3: e130; 4: e081; 5: e039; 6: e105.
Event 1 (D6): 1: e121; 2: e076; 3: e206; 4: e051; 5: e151; 6: e002
Event 2 (D6): 1: e079; 2: e213; 3: e145; 4: e223; 5: e152; 6: e002
Plot (D6): 1: e133; 2: e137; 3: e132; 4: e134; 5: e251; 6: e150.
Location (D6): 1: e273; 2: e066; 3: e093; 4: e254 5: e055; 6: e209.

YA03. Earth - 2011
You have landed on the very edge of the baking-hot Tanami desert in North Australia one of the most isolated
places in the world. But the bushes and cacti that were just beginning to flourish in this remote wilderness are
bleached and dying. Something is terribly wrong here...
Special: The first time you roll for an Event (1) here, instead see e033.
Enemy (D6): 1: yv04; 2: v510. 3: v522. 4: v534. 5: v531; 6: v537.
Character (D6): 1: e119; 2: e024; 3: e020; 4: e031; 5: e136; 6: e081.
Event 1 (D6): 1: e151; 2: e121; 3: e075; 4: e078; 5: e120; 6: e002
Event 2 (D6): 1: e033; 2: e035; 3: e181; 4: e121; 5: e256; 6: e002
Plot (D6): 1: e140; 2: e260; 3: e166; 4: e210; 5: e139; 6: e150.
Location (D6): 1: e217; 2: e217; 3: e068; 4: e068; 5: e297; 6: e297.


YV04. The Silurians
You have encountered the Silurians - reptiles that were once the rulers
of Earth millions of years ago (DM 0; Goals: 1-2: e172; 3-4: e231; 5-
6: e180). Millennia later, the Silurians wish to reclaim their planet.
Roll 1D3 for the number of Silurians you encounter, adding +1 if the
Turn number is 5+ or +2 if the Turn number is 9+. Each Silurian is
Brains 4, Brawn 8, Bravery 5. Roll another 1D6 and if the result is
lower than the number of Silurians then they are accompanied by a
Silurian leader - Brains 8, Brawn 7, Bravery 7. If the Goal is e231 or
e180, then the Silurians are also with a Silurian scientist Brains 8,
Brawn 8, Bravery 6.
If you have e095 or e256, then see yv04a below instead. Any caves you encounter function as a Silurian
enemy base (e144). Due to race fear, all Humans in your group are -1 to all Qualities in encounters here.
Choose from options below:
Fight: Combat occurs but if the Silurians have greater total Brawn than you have total Bravery, one Human in
your group with less than 6 Bravery is scared to death. If you wish to surrender, see below with -1 to the
roll. If you win a fight against the Silurians, gain a +1 DM. If you can Oppose and a Silurian leader is
here, you have instead Defeated them, but lose a point.
Surrender: Roll 1D6 with +1 to the roll if a Silurian leader is here: 1-3: The Silurians third eyes begin to glow
red as they attack! 4-6: e061. If you escape, see e217 immediately.
Evade: The Silurians can move fairly fast when they want to so you must make Running 8 rolls to escape. If you
fail, or choose not to escape, you must choose another option.
Hide: You must make Thief 8 rolls before combat starts and before any other option. If you fail, or choose not to
escape, you must choose another option.
Talk: You may try to confuse the Silurians to escape. If you can make a Brains roll, with your Brains reduced by
1 for each Silurian (a leader reduces it by 3), then you succeed gain a +1DM or reveal the Goal if a
leader is here. If you can Oppose and there is a leader here, you can instead try and convince the
Silurians to live in peace. Make a Charisma 11 roll and may also add any Bureaucrat but you must have
a -2 penalty for each Fight you have had with Silurians in this adventure. If you succeed, the Adventure is
over and you gain an additional 2 points. If you fail, choose another option either Surrender or Fight.

yv04a. Carnosaur
The Silurians often trained dinosaurs to use as guards, fighting beasts
or methods of transport, controlling their pets using high frequency
sonic control devices.
You must escape from the Carnosaur by making Running 7 rolls,
although take a -1 to the roll if you are in caves. Any non-Machine
Character who fails the roll is put in a random selection (although any
Victims or Thief are first choice) to be killed. Then make further
Running rolls until everyone has escaped or been killed.
You may destroy the Carnosaur if you have 30 Brawn and either 2 Marksman or 2 Demolitions. You may
alternatively deactivate the control conditioning if you have 28 Brains and 3 Science.
ye05. Silurian City
(Location) You have discovered an enormous and incredible Silurian city carved within the rocks. If the Silurians are
already revealed as the Enemy here, take a -1DM and roll 1D6: 1-2: Enemy encounter; 3-4: yv04a; 5-6: e061.
If the Silurans are not the Enemy here, then you encounter a group of 1D3 Silurians each Brains 4, Brawn 8, Bravery 5
(Creature, Running, Thief, Tracking, Troop). Due to race fear, all Humans in your group are -1 to all Qualities in
encounters here. Choose from the options below:
Fight: Combat occurs but if the Silurians have greater total Brawn than you have total Bravery, one Human in
your group with less than 6 Bravery is scared to death. If you wish to surrender, see below with -1 to the
roll. If you later wish to escape the combat, see option below.
Surrender: Roll 1D6: 1-2: The Silurians third eyes begin to glow red as they attack! 3-6: See e058. If you
escape see e217 immediately.
Evade: The Silurians know all the passages in their city so you must make Running 8 rolls to escape. If you fail,
or choose not to escape, you must choose another option.
Hide: You must make Thief 9 rolls before combat starts and before any other option. If you fail, you must choose
another option.
Talk: You try to communicate with the Silurians. Make a Charisma roll:
2-5: The Silurians attack you.
6-9: The Silurians regard suspiciously and escort you from the city.
10+: The Silurians take you to their leader see ye05a below.
ye05a. Audience with Silurian Elder
You are brought before the Silurian Elder. Roll 1D6 adding any Bureaucrat Traits:
1-2: Unfortunately the Silurian Elder is a vengeful tyrant and you are immediately seized and imprisoned see e058
with a -1 to the roll. If there is no current Enemy, then the Silurians become the Enemy (yv04). Any Silurian leader
encountered there is instead Brains 5, Brawn 9, Bravery 8. Any Talk options have a -2 penalty when he is present.
3: The Silurian Elder listens politely and maybe able to offer some advice. Roll 1D6 and if the result is 3+, then roll for a
Plot event. You are then escorted from the city.
4-5: The Elder listens with interest and offers some advice roll for a Plot event. You are also free to explore the Silurian
city. Gain a +1 to Planning or Research Actions here. If any Character in your group has both Science and
History, they may spend a turn exploring Silurian culture and gain 1 point.
6: The Elder decides to help. Roll for a Plot event and gain 1D3 Silurians (see above for Qualities and Traits) as allies.
7: The Elder declares you a friend to the Silurians - roll for a Plot event. You are free to explore the Silurian city. Gain a
+1 to Planning or Research Actions here. If any Character in your group has both Science and History, they may
spend a turn exploring Silurian culture and gain 1 point. The Elder also becomes your Ally Brains 8; Brawn 7;
Bravery 7 (Bureaucrat, Computers, Creature, History, Laser, Science, Victim).

ye06. The Great Monsoon
(Danger) You watch in horror as the skies turn black and the winds begin to pick up. Roll 1D6 now and each turn after
you have resolved any Encounters. Add +1 (cumulative) to each subsequent roll:
1-3: The rains start - make a Bravery roll for each non-Machine character. If they fail, the character catches cold,
and becomes Wounded. On further turns if you wish to complete an Action, any characters who haven't
yet caught cold must risk it.
4-6: The monsoon breaks. Each character must make a Running 8 (9 if the Character is a Machine or Victim) roll to get
to safety. If they fail roll 1D6, adding +1 if they are a TARDIS Character: 1-2: Washed away and drowned; 3:
Seriously Wounded; 4-5: Wounded; 6: Cling to safety no effect.

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