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Welcome to the Doctor Who Solitaire Story Game...

Theyre not trapped, they never have been. Theyve been waiting for this, Doctor...for you...
(Madam Kovarian - The Wedding of River Song)
The Doctor Who Solitaire Story Game adds flavour and detail to Enemy bases and lairs in this latest expansion.
Rather than a generic event, players can now experience detailed encounters written for specific enemies. Now
you can escape from Zygon organic ships, explore dark and forbidding caverns belonging to the Carrionites, or
try to use the Flesh in a Ganger factory. Do you dare to risk sneaking into their lairs? It could be dangerous but
sabotage might be the only way of saving the universe...?

How to Use this Expansion


This expansion adds extra events to the game that are tied to specific
Enemies. These events are accessed whenever you are instructed to go to
event e144 (Enemy Base). Instead of going to that event, use the table
below and find your current Enemy. If that Enemy is listed in the table
then instead go to the event listed from this expansion.
If the Enemy is not listed in the table below (or if your Enemy has yet to
be revealed) then use e144 as normal.
To preserve surprise, DO NOT read through this expansion...spoilers!

Enemy

Event

Enemy

Event

Enemy

Event

V500

B002

V520

B003

V534

B015

V501

B025

V522

B003

V537

B019

V503

B007

V524

B012

V539

B017

V504

B009

V525

B005

V540

B004

V509

B008

V526

B001

V546

B021

V513

B010

V527

B017

Mv02

B023

V516

B014

V531

B006

Mv05

B016

V517

B024

V532

B011

Mv10

B022

V519

B013

V533

B018

Mv13

B020

Prevent Actions at an Enemy Base


The Prevent Action was introduced in The Companion 2 expansion and
that Action has been included in the Base events in this expansion. If the
Enemy does not have a special event from this expansion, then if you are
in any Enemy Base, such as e144, some e082 results or existing events
for specific Enemies (such as v500a, v521a, e146 or e147), you gain
+1 to any Prevent Action there.

B001. Martian Ship


(Location) (Base) You have discovered a Martian ship a hybrid of advanced
technology fused with organic shell. Martian ships have ion drive engines
and are armed with weapons of awesome firepower and destruction.
Gain a +1DM. Roll 1D6 - on a 1-3 (1-4 if your DM total is now 3+)
immediately see v526 and have an encounter.
Add +1 to the number of Ice Warriors encountered here and each is +1
Brawn due to the advanced sonic rifles aboard the ship. If you are trying to
sabotage a sonic cannon (v526a) gain +1 to any Trait rolls needed.
You may Investigate as an Action here. Any Defeat Enemy Actions (r306a) or Rescue (r306i) Actions are made with +1
to the roll here. If you are captured here, all Escape rolls have a -1 penalty.
If you can Oppose, you may try to sabotage the ion drive and destroy the ship. This requires either a Demolitions 9 roll
or an Engineering 10 roll. If you fail, have an immediate Enemy encounter with -2 to any Talk or Surrender roll. If
successful, all Characters here must make a Running 8 roll (with -1 to the roll if a Victim) or be killed in the blast. If you
destroy the ship then gain +3DM but lose 1 Luck point.

B002. Auton Factory


(Location) (Base) You have discovered an Auton factory where the Nestene
consciousness or its agents are constructing plastic mannequins with deadly
strength and murderous intent.
Gain a +1DM. Roll 1D6 and on a 1-3 (1-4 if your DM total is now 3+)
immediately see v500 (with an additional +1 to the die roll).
Add +1 to the number of Autons encountered here and in any encounters
with them, you have a -1 penalty in Evade and Hide options.
You may Investigate as an Action here. Any Defeat Enemy Actions (r306a) are made with +1 to the roll here. If you are
captured here, all Escape rolls have a -1 penalty. You may also try to find the Nestene lair (v500a) by making a
Tracking 8 roll. If you fail, all Characters must make a Thief 8 roll or see v500.
You may sabotage the tanks and machinery that creates the Autons by making a successful Tracking 8 roll followed by a
successful Engineering 10 or Science 9 roll. If you fail any Trait roll see v500. If successful, any Auton encounters only
have half (round up) the number of Autons rolled.

B003. Vile Laboratory


(Location) (Base) You have discovered your opponents lair where the dim, eerie lighting still does not quite hide
the failed experiments that line the walls and the disgusting things that bubble quietly in jars.
Gain a +1DM if you have Science or the Goal type is Experiments (+2 if both). Also roll 1D6 and on a result of 1-2 (13 if your DM total is now 3+) immediately have an Enemy encounter.
You may Investigate as an Action here with +2 to the roll. Each Turn that you do so, also roll 1D6 and on a 5-6
you are attacked by 1D3 failed experiments each Brains 1, Brawn 6, Bravery 5 (Creature, Minion). You may
Evade with Running 7 rolls after the first round of combat but if you do then you cannot Investigate here again.
You may also use the laboratory to Research with +2 to the roll. Each turn you do so, also roll 1D6: 1-3: No
Event; 4-5: You are attacked by failed experiments (as above); 6: You have unwittingly advanced your Enemys
plans by helping their own Research as well! Choose to lose 1D3 DM or increase the Turn number by 1D3.
If the Goal type is Experiments, then gain +1 to a Prevent Action here. If the Goal type is Capture then all Rescue
(r306i) Actions are made with +1 to the roll here.

B004. Zygon Spacecraft


(Location) (Base) You have discovered a Zygon ship. Zygons use organic
crystallography instead of normal technology so it is a very strange
experience exploring this craft as it feels as if you are in the bowels and
innards of a vast beast.
Gain a +1DM. Any Defeat Enemy Actions (r306a) or Rescue (r306i)
Actions are made with +1 to the roll here. If you are captured here, all
Escape Actions (r306b) have a -1 penalty. Any Evade encounter options
also have a -1 penalty but Hide encounter options gain a +1 bonus.
You may also Explore the ship as an Action but add +1 to the roll for Medicine rather than Tracking as the ships
interior is laid out just like the interior of a living thing. Roll 2D6:
2-4: You activate the ships security systems and are automatically captured - see e061.
5-7: You are discovered by Zygons see v540 adding +1 to number of Zygons encountered.
8-9: You have found the body print chamber. Roll 1D6 for each Human Character in your group. If the result is a
1, then the Character is enveloped in an orange glow before being revealed to be a Zygon as the real
person is in front of you attached to the body print device! See v540 for Enemy encounter options with the
number of newly revealed Zygons. If you survive that encounter you automatically free the Character. Once
you do this or there are no Characters revealed you may sabotage the Equipment here with a successful
Poison 8 or Science 9 roll to destroy the organic machinery. Gain +1DM if you succeed.
10: You have discovered the life support of the vessel. On a normal ship this would be a complex machine, but
here it resembles gigantic lungs. You may tamper with these lungs and with a successful Medicine 9 roll alter
them to blow out fumes around the ship that make Zygons woozy and sluggish. Any Zygons will be -2 to all
Qualities for the next 1D3+1 Turns.
11: You have encountered the computer core of the vessel that looks just like a giant brain! You may attempt to
sabotage it. You link up to it and may make an Opposed Brains roll, the ship has Brains 8. If you succeed
you may reveal the Enemy Goal, receive +1DM or start a self destruct sequence - this gains +2DM but you
have only 1D6+1 Turns to Defeat the Zygons and if you fail, you too are killed in the explosion.
12: You have entered the bridge of the Zygon ship. Gain a +1DM and see v540. If there is a Zygon warlord
here you may automatically Oppose, regardless of current DM.

B005. Sea Devil Hibernation Chamber


(Location) (Base) You have discovered the location of the hidden Sea
Devil base on the sea bed floor and where the reptiles are being woken
from their centuries of hibernation. If you wish to travel there you need
hired transport (e076), a ship (e273) or 3 native Troop. Alternatively you
may try to commandeer a submersible one with a Thief 9 roll (see
e059a if you fail) as an Action.
To reach the base requires a normal Move Action, adding any Pilot.
Gain a +1DM when you reach the base and roll 1D6 - on a 1-3 (1-4 if your
DM total is now 3+) immediately see v525 and have an encounter (adding
+1 to the number of Sea Devils encountered).
You may Investigate as an Action here. Any Defeat Enemy Actions (r306a) or Rescue (r306i) Actions are made with +1
to the roll here. If you are captured here, all Escape rolls have a -1 penalty.
You can also spend an Acton sabotaging the equipment that is awakening the Sea Devils from hibernation. If you
can make an Engineering 9 roll the Sea Devils are woken sluggish and debilitated. All Sea Devils are -2 to all
Qualities (Sea Devil Leaders are -1) for the next 1D3 Turns. Also gain +1 DM if the Goal type is Resurrection.

B006. Sontaran Spearhead.


(Location) (Base) You have encountered a Sontaran base where Sontaran
scouts have set up a rudimentary base of operations. Roll 1D6: 1-3: It is
a cloning plant; 4-6: It is a small scout craft. You may enter with a
successful Thief 8 roll but if you fail have an immediate Enemy event.
If you enter, gain a +1DM then roll 1D6 - on a 1-2 (1-3 if a scout craft)
immediately see v531 and have an encounter.
Add +2 to the number of Sontarans encountered here and each is +1 Brawn
due to the heavy weaponry aboard the ship.
You may Investigate as an Action here. Any Defeat Enemy Actions (r306a) or Rescue (r306i) Actions are made with +1
to the roll here. If you are captured here, all Escape rolls have a -1 penalty. You may also try sabotage...
Inside a scout craft, a successful Engineering 9 roll gains +1DM and an immediate Enemy encounter if you fail. If
in a cloning plant, a successful Science 9 roll means that all Sontaran Troops are now -1 to all Qualities in this
Adventure, but if you fail the roll then see v531a immediately.
Alternatively, both locations have a transmat booth that you can use with an Engineering 9 roll to beam aboard
the Sontaran mother ship in orbit. If you do so have an immediate Enemy Event with a Sontaran General. Make
an opposed Brains roll with the General. If you succeed gain +1DM or reveal the Goal. You must then make
another Engineering 9 roll to beam back and are captured if you fail - see e061.

B007. Slitheen Lodge


(Location) (Base) You have discovered a Slitheen Lodge a safe house and
hideout for Slitheen criminals. If you wish to enter, each Character must make
a Thief 8 roll. If you fail, have an immediate Enemy event.
If you enter, gain a DM of +1 and then roll 1D6 - on a 1-2 (1-3 if your
DM total is now 3+), have an immediate Enemy event. Add +1 to the
number of Slitheen here and any Talk options with Slitheen have an extra
-1 penalty. If you choose to Evade then the Slitheen engage in a longer
hunt for the sheer sport of it. You must make a successful Running 8 roll
three times! If you fail any, choose to Fight or Surrender.
You may Investigate as an Action here. Defeat Enemy or Rescue Actions are made with +1 to the roll here. If the Goal
type is Profit then gain +2 to a Prevent Action here. If you are captured here, all Escape rolls have a -1 penalty.

B008. Senate Ship


(Location) (Base) You have been brought aboard Caesars Senate ship a gigantic space-cruiser of frightening
power and technology where Caesar controls his Empire of Centurion androids. Gain a +1DM and roll 1D6 - on
a 1-3 (1-4 if your DM total is now 3+) immediately see v509 and have an encounter. Any time you roll have an
encounter aboard the ship, roll 1D6 here rather than on r307: 1-3: v509; 4: e069; 5: e048; 6: e096.
Add +1 to the number of Centurions encountered aboard the ship. You may Investigate as an Action here. Defeat
Enemy or Rescue Actions are made with +1 to the roll here. If the Goal type is Capture, add +1 to Prevent
Actions here. If you are captured here, then you must immediately see v509a.
You can also spend an Acton sabotaging the Centurion control commands. If you can make a Computers 10 roll
all Centurions, except Caesar, are -2 to all Qualities for the rest of the Adventure. If you fail the Computers roll,
have an immediate Enemy encounter on v509.
To escape the ship you must either make a Thief 8 roll and have Pilot to steal a shuttle, or make a successful Move
Action and then a Computers 8 roll to find and operate a transmat. If you fail either the Thief or Computers roll
add +1 to the chance of having an encounter this Turn.

B009. Sycorax Asteroid Ship


(Location) (Base) You find yourself on the Sycorax asteroid ship Fire
Trap. Your TARDIS has also been brought aboard and cannot be used
again until the end of this Adventure.
You may automatically rescue any Characters that have been captured
(and also gain a +1DM if the Goal type is Capture). Roll 2D6, adding
any Thief, but with -3 if you have more than 3 Characters. If the roll is 6
or less, have an immediate encounter with the Sycorax leader and
1D3+2 Sycorax (see v504 for Qualities and Traits).
Make a Brains roll with a -2 penalty. If you succeed gain +1DM and you deactivate their voodoo blood control.
They can no longer use this ability in any future Enemy Encounters. If you fail you may Surrender, Evade or Fight
as described at v504. You may not leave the Sycorax ship until the end of the Adventure so must ignore any
further Location events. If you encounter Characters, they are prisoners and must be Rescued as a further Action.
You may Investigate as an Action here. Any Defeat Enemy Actions (r306a) or Rescue (r306i) Actions are made with +1
to the roll here. If you are captured here, all Escape rolls have a -1 penalty. Each Turn instead of a normal Action you
may try to use your wits to enrage and taunt the Sycorax. Roll 2D6 and add any Gloating and +2 if you can Oppose:
2-6: You have merely angered the Sycorax and they capture you - see e062.
7-8: The Sycorax listen to your words but dont react - action ends.
9-10: Gain a +1DM as your words unnerve the Sycorax.
11+: A total success - gain either +2DM or you may see v504a and the Sycorax leader fights with less
confidence and so has only Brawn 6. After a total success, you cannot choose this Action again.

B010. Krillitane Roost


(Location) (Base) You have discovered the lair of several sleeping Krillitane. Gain a +1 DM and each Character must roll
1D6 (adding any Thief). If any Character rolls a 1-2 then the Krillitane wake up! Roll 1D6+1 for the number of Krillitane
encountered, although there is no Krillitane Elder here. See v513 for encounter options although your Characters gain
+2 to Running rolls on the first round since the Krillitane are still groggy.
If you do not wake the Krillitane, you may make a Thief 10 roll to obtain 1D3 doses of Krillitane oil (see v513a). Any
Investigate, Rescue or Defeat Enemy Actions are made with +1 to the roll here. If you are captured here, all Escape rolls
have a -2 penalty. After an Action however, instead of rolling for a normal encounter on r307, roll to wake the Krillitane
as above with a -1 to the roll for each previous Turn here.

B011. Newsroom
(Location) (Base) You have entered the main newsroom of the Editor and
the Jagrafess. The rooms are freezing and manned by disturbing zombie
slaves. You may attempt to access information here with a Computers 8
roll. If you succeed, reveal the Goal or gain +1DM. If you fail, have an
immediate Enemy encounter see v532.
If you Surrender during this Adventure, you are captured by the Editor who interrogates you. Make an Opposed
Brains roll with the Editor with -1 for each Ally captured with you, -2 for each Companion and +1 if you know the
Enemy Goal. If you succeed you fool the Editor in releasing you and gain +1DM. If you fail, take -1DM and you
are intimidated by the Jagrafess so your Bravery is -1 for 1D3 Turns.
If any of your Allies are killed during this Adventure they become a zombie slave of the Editor and you must add
+1 to any zombie slaves you encounter. However if you spend a Luck point during an Enemy Encounter some
spark of life returns to them and they can incapacitate the Editor for 1 Turn only allowing you to Escape or
Confront the Jagrafess on its own.

B012. Time Ship of the Family


(Location) (Base) After following a suspicious meteor strike you have
come across The Family of Bloods primitive time ship. To gain entry
requires a successful Thief 8 roll. Once onboard you can either access
the ships computer with a Computers 8 roll to learn their Goal or
sabotage the vessel with an Engineering 9 roll to gain +1DM. This isnt
without risk however, each Turn you attempt this roll 1D6, on a roll of 4-6
have an immediate Enemy Event with all four members of the Family.
Any Rescue (r306i) Actions are made with +2 to the roll here. If you are
captured here, all Escape rolls have a -2 penalty.
If you can Oppose, you can attempt to Defeat the Family with bluff and guile. Rather than rolling on the Defeat
Enemy (r306a) table, roll 2D6 and consult the chart below, adding any Charisma to the roll:
1-6: The Family of Blood see through your ruse and capture you take a -1DM and see e061.
7-8: The Family are suspicious - you may leave the ship or roll again here next Turn with -1 to the roll.
9-10: The Family are perplexed - you may leave the ship or roll on this chart again next Turn with +1 to the roll.
11+: You completely fool the Family and whilst they are distracted you destroy their ship and Defeat them.
If you Defeat the Family of Blood at this Location you may instead decide to punish them. Do not receive the usual
Luck points for winning this Adventure. Instead for each member of the Family you may attempt these actions:
Wrap them in chains forged from a Dwarf Star If you succeed in an
Engineering 7 roll you succeed in this action and gain 1 Luck point.
Suspended in Time: Put the Family member in stasis loop to watch
over Englands fields for all time with a successful Engineering 9 roll.
If you succeed gain 3 Luck points.
Place them into a mirror...all mirrors: Place the family member into all
mirrors for all time with a successful Science 8 roll. If you succeed in
this Action gain 2 Luck points.
Trick them into an Event Horizon of a collapsing galaxy: If you make a successful TARDIS 8 roll you succeed in
this action, gain 2 Luck points.
For every failed Action you lose 1 Luck point as that Family Member escapes. If you encounter the Family of Blood
again then the escaped members have clearly freed their Family and they become a Nemesis. If you succeed in
dealing with all the Family you will never encounter them again and must re-roll any roll that makes them the
Enemy for that Adventure.

B013. The Parlour of the Empress


(Location) (Base) You have discovered a base covered in huge, sticky webs and inhabited by the Empress of the
Racnoss. Gain a +1DM and roll 1D6 - on a 1-3 (1-4 if your DM total is now 3+), have an immediate Enemy event
see v519 with+1 to the die roll to see what you encounter.
Add +1 to the number of Racnoss encountered here and +2 to the number of Pilot Fish. Any Defeat Enemy Actions
(r306a) or Rescue (r306i) Actions are made with +1 to the roll here. If you are captured here, all Escape rolls
have a -1 penalty and any TARDIS Character that is captured here will be killed in 1D6+1 Turns for their Artron
energy. There is also a laboratory here that you can use once to gain +1DM if you make a successful Brains roll
or you can use it once to give +2 roll to a Research Action. Due to the sticky webs, all Evade encounter options
here have -1 to any Running rolls.
Whilst at this Location, any Character event will instead be an Enemy event. If you Defeat the Racnoss at this
Location it is destroyed. Any Character must make a successful Running 8 roll to escape or is also killed.

B014. LINDA Headquarters


(Location) (Base) You have found the headquarters of LINDA (London
Investigation N Detective Agency). This group have been sent up to try to
find you! The group consists of 1D3+1 members, each Brains 5, Brawn 4,
Bravery 5 (Aware, Charisma, History, Minion, Screamer, Victim).
Make a Charisma roll, subtracting your current DM but adding +1 for any
Minions that have been already absorbed:
2-6: They betray you to the Abzorbaloff see v516 with an immediate
encounter and see result 3-4 with 1D6 humans rather than 1D3.
7-8: Despite the fact theyre looking for you, they fail to believe your story. Make a Brains roll for each and if any
succeed then gain a (single) +1DM.
9-10: They let slip their purpose here - gain a +1DM. They also let you look round the Headquarters.
11+ They tell you they are working for an Abzorbaloff and you convince them that he means them harm. They
become your Allies and lose the trait Minion.
If you achieved a result of 9+ you can access the Abzorbaloffs computer with a Computers roll of 8 - reveal the
Goal or gain +1DM if successful. If LINDA do not become your Allies, the Abzorbaloff decides to absorb all of
LINDA and is +1 to all Qualities for each member you rolled.

B015. Winago Temple


(Location) (Base) (Site) You have uncovered an ancient temple that was
once used to worship the Winago as a God. It is now falling into ruin but
a strange energy can be felt in the air, almost as if the temple is coming
back to life....
Entering the Temple may uncover a way to stop the Winago but is also
very dangerous. If you choose to enter the temple first every member of
your group (except yourself) must make a Bravery roll. Any who fail must
remain outside in a separate group.
Each Turn whilst in the Temple you may make a Tracking 9 roll, adding +2 if a Character has both History and
Science. If you succeed, then roll 1D6 below and adding your current DM:
1-2: You apparent progress was false; youve walked in a circle and find yourself back where you started!
3-4: You discover some hieroglyphs. If you can make a Brains roll with a -3 penalty due to the lack of light and
general unease, you may gain +1DM or roll for a Goal event.
5-6: You find clutched in the hand of a skeleton a golden talisman see v534 (result 1-2).
7-8: You find a small box covered with runes. You realise this resembles a primitive version of a psychic container
that Time Lords developed to send messages. If you can make a Science 9 roll you activate it and the ghostly
image of an old man wavers in front of you. He tells you he was once a shaman and that his people drove
the Winago away. His information is vital so gain +2 to the Quality of your choice for the remainder of this
Adventure. You may only do this once if you get this result again, see 9+ below.
9+: You have found the massive altar that the Winago would sacrifice victims on to feed off their psychic deaths.
Gain +2DM but have an immediate Enemy encounter (v534).
If you fail the Tracking roll then roll 1D6: 1-2: Nothing happens apart from getting more spooked. Any Allies must
make a Bravery roll or flee the temple; 3-4: see v534a; 5-6: You have an Enemy encounter (v534).
Each Turn you are in the temple and you roll for an Encounter then roll on this chart instead: 2-4: One random
Character has rubble fall on them - see e002c. If you are alone then you are injured instead and suffer 2
Wounds; 5-6: see e071; 7-8: see e072: 9-10: see v534a; 11+: see v534.

B016. Saturnyne Lair


(Location) (Base) You have discovered the lair of the Sisters of the Water and
where they are converting some of the native population to their own species
by replacing their blood.
Gain a +1DM and each Character must make a Thief 8 roll. If you fail then
see mv05. Add + 1 when rolling for the number of Sisters that you encounter
here. You may Investigate as an Action here. Any Defeat Enemy Actions
(r306a) or Rescue (r306i) Actions are made with +1 to the roll here. If the
Goal type is Capture or Experiments then add +1 to Prevent Actions here.
If you are captured here, all Escape rolls have a -1 penalty and all female captives must immediately see mv05a.
You can also spend an Acton sabotaging the equipment that the Saturnyne use for the blood transfusion. If you
can make a Science 9 roll then the Saturnyne may not further increase their numbers and replace any reference to
mv05a with e061.

B017. Android Factory


(Location) (Base) You have discovered a huge robotics factory and where
the Enemy constructs an army of mechanical servants.
Add Machine to any Minion or Troop encountered here. If you wish to
enter you must make a Computers 9 roll. If you fail the roll, roll 1D6:
1-2: e096; 3-5: e017; 6: No further effect.
Once inside, gain a +1DM or reveal the Enemy. Any Machine Enemies here
(if you have to determine number) are +2 in number when encountered and
each have +1 Brawn.
You may Investigate as an Action here. Any Defeat Enemy Actions (r306a) or Rescue (r306i) Actions are made with +1
to the roll here. Any Research Actions using Engineering have +2 to the roll. If you are captured here, all Escape rolls or
Evade encounter options have a -1 penalty.

B018. Commerce Centre


(Location) (Base) You have found a Commerce centre that is being used by the Enemy. Part bank, part offices, these
centres also feature a slave workforce and enormous cold call workstations that bombard people with promotions.
If you enter the building you are first stopped by a receptionist. Make a Bureaucrat roll (with +2 if you have any psychic
paper: 2-5: Security is called, see b018a; 6-8: You are told to wait... ; 9+: You are allowed to proceed further.
You may also attempt to break into the building with a Thief 10 roll (adding +2 if you have a sonic screwdriver).
Once inside the centre, gain a +1DM or reveal the Goal if you can make either a Charisma 8 roll or a Computers 8 roll.
Then roll 1D6 - on a 1-3 (1-4 if your DM total is now 3+), have an immediate Enemy event. Enemies here (if you have to
determine number) are +1 in number when encountered. You may Investigate as an Action here. Any Defeat Enemy
Actions (r306a) or Rescue (r306i) Actions are made with +1 to the roll here. If you are captured here, all Escape rolls
have a -1 penalty. Gain +1 to Prevent Actions if the Goal type is Profit.
If you have an encounter inside the Commerce centre, roll 2D6 here instead: 2: e108; 3-4: e244; 5-6: e120; 78: b018a; 9+: Enemy event.
b018a. Security: Security in the Commerce centres is controlled by Eddie 208 Robots each Brains 2, Brawn
7, Bravery 8 (Laser, Machine, Minion). You have encountered 1D3 of them. You may Evade with Running or Thief
8 rolls, confuse them with a successful Brains roll (-1 for every robot and -1 for every previous attempt) if you
succeed then the encounter ends. Due to system software malfunction Eddie 208 Robots never accept people
surrendering. This defect means many companies do not use them. The Enemy likes it like that however.

B019. Temple of Fire


(Location) (Base) You have found the secret shrine of the Sybilline a
large, circular room with a raised central dais and altar. The altar is
covered in the dried blood of the Sybillines sacrificial victims. The room
is decorated with billowing crimson drapes that line the walls whilst
burning braziers fill the air with sweet-smelling smoke.
Any Sybilline from v537a encountered in the temple are +1 in number
and +1 to all Qualities. Defeat Enemy or Rescue Actions have +1 to the
roll. If you are captured here, all Escape rolls have a -1 penalty.
If you wish to enter, your Characters must each make Thief 9 rolls. If you succeed, gain a +1DM and roll 1D6
on a 1-3, see e208. If you do not have to flee after this event then you may see b019a below. If you fail the Thief
roll to enter, then roll 1D6:
1: You have encountered the Sisterhood, see v537a.
2: You have encountered Spurrina priestess of the Sybilline. She is Brains 5, Brawn 5, Bravery 6 (Minion). You
may Fight, Surrender (see e060) or Evade with Running 8 rolls. If you fail to Evade you must Fight. After the
first round of combat she is joined by her sisters - see v537a.
3: You meet Thalina a more scholarly member of the Sisterhood - Brains 7, Brawn 4, Bravery 5 (Minion). If you
can make a Charisma 9 roll you convince her to let you pass, otherwise you must see v534a.
4: You encounter a Sybilline soothsayer acolyte. She is Brains 5, Brawn 5, Bravery 5 (Aware 2, Minion, Running,
Thief, Tracking). Make a Charisma roll:
2-6: She cries out in alarm see v537a;
7-8: For some reason she likes you and lets you pass - you may enter the Temple;
9-10: She has seen that the Sybilline are corrupt and becomes an Ally! You may also enter the Temple;
11+: The soothsayer becomes your Companion. Gain a Luck point. At the end of this Adventure she loses one
Aware but gains Charisma. If Amy Pond is a Companion, immediately see e134.
5-6: You have an immediate Enemy Encounter, see v537.
** If any TARDIS Character is Captured in this Adventure then they are brought here and must see e060. If you
successfully Rescue them, you must still encounter the Sisterhood and their Sybil see v537a for encounter
options. If you manage to avoid being Captured again (even if you have to Evade), you may see b019a.
b019a. Passageway of Fire
You have discovered a passageway that seems to lead to the centre of
the Pyrovile base. To navigate through this passageway requires a
Tracking 8 roll and a successful Bravery roll. Anyone who fails either roll
becomes lost. Lost Characters must repeat the rolls as an Action each
Turn (with a cumulative +1 bonus to the Tracking roll) until they succeed.
Those who succeed discover a Pyrovile spacecraft in a huge cavern deep
inside the mountain. You may gain access with either Demolitions or an
Engineering 9 roll. If you fail this roll you are attacked by a Pyrovile Brains 2, Brawn 10, Bravery 6 (Armour, Troop). You may try again but
each time you fail you must have one round of combat with the Pyrovile.
If you enter the ship, gain +2DM. Any Defeat Actions here have a +2 bonus. Furthermore, if you can Oppose
then you can Defeat the Pyroviles automatically. If you are in Pompeii however, then you must erupt Mount
Vesuvius in the process. You Defeat the Pyroviles but gain 3 less Luck points as a result.

B020. Ganger Factory


(Location) (Base) You have discovered a factory used for the creation of
Ganger avatars. The space is lined with vats of Fleshthe programmable
bio-matter used to create the Gangersand telepathic remote harnesses that
can be used to control the Gangers.
Gain a +1DM. Roll 1D6 and on a 1-3 (1-4 if your DM total is now 3+) have
an immediate Enemy encounter. While inside the factory, Defeat Enemy
(r306a) and Rescue (r306i) Actions receive a +1 bonus to their rolls, while
Evade and Hide rolls receive a -1 penalty. You also receive a +1 bonus to
any rolls towards mv13a.
You may investigate as an Action here. If you are captured here, all Escape rolls are made with a -1 penalty. You may
also try to find the Flesh by making a Tracking 8 roll. If you fail, all Characters must make a Thief 8 roll or see mv13.
If you find a Flesh vat then see me66 and you may also use a vat of Flesh to do one of the following as an Action:
Duplicate: You decide to risk allowing the Flesh to duplicate one of your group in an effort to recruit additional help.
Choose a TARDIS character and roll 1D6, adding +1 if you can Oppose:
1-2: The Flesh is unable to hold its form and the psychic backlash produces a
the subject of the duplication. Lose 1 Luck point.

momentary burst of pain from

3-4: The duplicate is imperfect and cannot hold its form for long, but is able to impart some knowledge. Roll for a Plot
event or gain a +1DM.
5: The process is successful, and the duplicate joins you as an Ally. Its qualities are the
same as those of the
character it duplicated, and the duplicate gains Aware and
Victim if they do not already have them.
6+: The Flesh creates a perfect duplicate, but something went wrong... The duplicates qualities are the same as those
of the character it duplicated,
but it becomes a Minion of the Enemy and gains Madman. Lose -1DM.
Scan: You try to scan the Flesh to discover its properties. Perform a Research rolleven if you do not know the Enemy
Goalusing Science as the chosen Trait. Potential results are the same as normal, but on a 12+ your scans instead
provide you with a clue to the Enemy's plans - gain a +1DM or reveal the Goal.
Sabotage: You decide to sabotage the tanks to prevent the Enemy from using them against you, despite knowing of the
Flesh's sentience. If you perform a successful Science 9 roll, the Flesh is rendered inert. If the Enemy is mv13 they are
Defeated but you lose 1D6 Luck points for committing such a horrendous act. If the Enemy is anyone else, no Gangers
can appear for the remainder of the Adventure and you lose 1D3 Luck points for your actions. If you fail, have an
immediate Enemy encounter, adding an additional 1D3 Gangers with properties as per mv13.

B021. Ood Operations


(Location) (Base) You have found an Ood distribution centre, run by Ood
Operations, where specially bred and processed Ood are sold into slavery.
To enter the Centre each of your Characters must make Thief 9 rolls. If any
fail then roll 1D6: 1-2: e081; 3-4: e096; 5-6: Enemy encounter.
Once inside the Centre, gain a +1DM. Add +2 to the number of Ood
encountered here. While inside the Centre, Defeat Enemy (r306a) and
Rescue (r306i) Actions receive a +1 bonus to their rolls, while Evade and
Hide rolls in encounters receive a -1 penalty.
You may Investigate or Seek information as Actions here. If you are Captured here, all Escape rolls have a -1 penalty. If
the Goal type is Experiments or Profit, then gain +1 to a Prevent Actions here.

B022. Silence Ship


(Location) (Base) You have discovered a ship belonging to the Silence. Its
interior is dimly foreboding, with only sterile white lights piercing the
darkness. Gain a +1DM. Roll 1D6 and on a 1-3 (1-4 if your DM total is now
3+) immediately see mv10 (with an additional +1 to the dice roll).
Add +1 to the number of Silence encountered here. While inside the ship,
Defeat Enemy (r306a) and Rescue (r306i) Actions receive a +1 bonus to their
rolls, while Evade and Hide rolls receive a -1 penalty.
You may Investigate as an Action here (add +1 to the roll if any Characters are wearing an Eye-Drive), or alternatively
attempt to seek out the control room in an effort to confront the Silentce directly. To do so, make a Tracking 8 roll. If you
fail, all Characters must make a Thief 8 roll or see mv10 immediately.
In the control room, you may sabotage the central console with a successful Engineering 10 or Science 9 roll. If you fail,
see mv10 immediately, but if successful, the Silence's communications have been disabled so subtract 1 from the number
of Silence encountered in all future encounters and gain a +1 bonus to Talk or Surrender rolls.
If you encounter any Silence here, roll 1D6 after the encounter if any Silence survived. On a 5-6 (4-6 if you can
Oppose), the surviving Silence leave a post-hypnotic suggestion for you to leave their ship thinking you've found nothing.
On your next Turn, you must return to your previous location unless you have an Eye-Drive or have 3 Aware and 20
Brains. You may then may act as normal, but a Move Action to return to the Silence Ship is made with a -1 penalty for
each time you have been suggested to leave.

B023. Smilers Den


(Location) (Base) You have stumbled upon the Smilers' base of
operations. Perhaps if you can find whoever is in charge, you can find a
way to shut them downassuming there is someone in charge...
Gain a +1DM. Roll 1D6 and on a 1-3 (1-4 if your DM total is now 3+)
immediately see mv02 (with an additional +1 to the dice roll). Add +1 to the
number of Smilers encountered here. While inside the den, Defeat Enemy
(r306a) and Rescue (r306i) Actions receive a +1 bonus to their rolls, while
Evade and Hide rolls receive a -1 penalty.
You may Investigate as an Action here. If you are captured here, on a roll of 1 or less instead see b023a. All Escape
rolls are made with a -1 penalty.
You may search the Smiler den to try and discover their weakness. If you make a breakthrough (12+) on a Research
Action using Engineering then in addition to the 4 choices listed for Engineering you may alternatively discover Smiler
blueprints that provide you insight on their inner workings - gain a +1 bonus to any Charisma roll on b023a and you
may pay 2 Luck points at the end of the Adventure to remove Machine from any rescued Characters.
B023a. Winders
Your humanoid Characters have been ushered into a small ante-chamber with the intention of being converted into the
cyborg police force known as the Winders. Before rolling for an escape attempt, roll 1D6. On a 1 (or a 2 if the
Character is a Victim) the conversion is completed and the character gains the traits Machine and Minion. Lose 1 Luck
point for each Character converted in this way.
Every time you have an Enemy encounter, roll 1D6 on a 1-3, any Smilers are accompanied by converted Winders.
The Smilers' programming takes 1D6 Turns to fully overcome the Character's personality. If the Character is encountered
while the programming isn't fully integrated, you may free them with a successful Charisma 9 roll. If you are successful,
gain 1 Luck point and the Character loses Minion.

B024. Carrionite Cavern


(Location) (Base) You find yourself in a damp, darkened cavern. Torches
embedded in the stone walls provide little light, but the glow they cast upon
reveal a startling discoveryancient enchantments emblazoned upon the
cracked and creviced stone that could only have been written by Carrionites!
Gain a +1DM. Roll 1D6 and on a 1-3 (1-4 if your DM total is now 3+)
immediately see v517 (with an extra +1 to the dice roll). While inside the
cavern, Defeat Enemy (r306a) and Rescue (r306i) Actions receive a +1
bonus to their rolls, while Evade and Hide rolls receive a -1 penalty.
You may also Explore the cavern as an Action. Roll 2D6:
2-5: You accidentally trip a magical defence, immobilizing your group. You must attempt to Escape as an Action by
making a Thief 9 roll. If successful, you escape; otherwise you remain immobilized. If you have an Encounter while
immobilized this way, you encounter the Carrionites and are immediately imprisonedsee e061.
6-8: You are discovered by Carrionites see v517, adding +1 to the D6 roll.
9: You discover a large cauldron surrounded by tall racks of unlabeled bottles and jars. You may study the contents by
making an Aware 10 roll. If successful, you manage to piece together the last activities performed here
preparations for a ceremony... Any penalties to Brains rolls while attempting a Talk Action on v517 are halved.
10: You discovered a tiny room with a small crystal ball embedded into an outcropping of stone. You may attempt to
sabotage it and curtail the Carrionites' ability to observe you. If you have 10 Brawn or can make a successful
Brawn roll, then you smash it and the Carrionites are unable to spy on you (on v517a). If you can also make a
successful Bravery roll by at least 3 then you also manage to turn it on its masters before completing your sabotage.
Reveal the Goal or gain a +1DM if the Goal is already revealed.
11: You have stumbled upon a small antechamber containing a large black book resting upon an ornately carved
pedestal. A brief glance at its contents reveals it to contain words of power to be used against enemies of the
Carrionites...but perhaps they can be of help to you. Next Turn you may study the book as an Action. Roll 2D6
(with -1 for each Domination you have and -1 if you know the Goal). If your total is less than the Turn number
you're able to discern a way to use one of the words. Gain a +1DM and during a future Enemy encounter, you
may use the Power of a Name once at any time to immediately eliminate a Carrionite of your choice.
12: You have entered the inner sanctum of the Carrionites. Gain a +1DM and see v517. If Lilith is here you may
automatically Oppose, regardless of current DM.

B025. Operating Ward


(Location) (Base) You have stumbled upon a large medical ward consisting of
a number of interconnected chambersone of which contains various skinstretching frames and moisturising equipment, while another looks to be a
very sophisticated operating room.
Gain a +1DM. Roll 1D6 and on a 1-2 (1-3 if your DM total is now 3+)
immediately see v501 (automatically roll twice and apply both results when
resolving the encounter).
While inside the ward, Defeat Enemy (r306a) and Rescue (r306i) Actions receive a +1 bonus to their rolls. You may
Research as an Action hereeven if you do not know the Enemy Goalusing Medicine as the chosen trait. On a roll of
12+ you may see e083 with a +1 bonus to the roll or automatically reveal the Goal.
You may sabotage the tanks used to force-grow Cassandra's clone servants by making a successful Science 9 roll. If you
fail see v501 (result 2) as your unsuccessful sabotage has caused this particular clone to be purer than normal, and it
adds +2 to all of Cassandra's Qualities instead of +1. If your sabotage is successful, Cassandra is unable to grow clone
servants. On any encounter result that contains a clone servant, Cassandra is alone instead.

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