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Welcome to the Doctor Who Solitaire Story Game...

Youre kidding right? A blue box that travels through time...!


(Jane Danning The TARDIS and Jane)
New Dimensions saw an exciting new development for the Doctor Who
Solitaire Story Game. Rather than a complete expansion, players got the
chance to have new adventures each week each with their own
episode title - and play out a whole new season over several months.
Each adventure featured brand new content such as characters, enemies
and events that combined to produce a unique gaming experience.

How to Play New Dimensions


This expansion is a compilation of all those elements in standard format and as such will lose a little of the roleplaying aspect that was originally intended. However, the adventures, enemies and events can be added to the
main game as normal, or you may wish to play through the episodes in the order that was given as the season
If you wish to play the season, create your Doctor as given in the Core Rules (r301) and roll for starting
equipment as in a400 in the Core Adventure Book. You begin with 4 Luck points as normal. You may also use the
Ability system (c002) found within The Companion expansion. You start alone with no Companion.
The season should also use the Scaling rules as found in Appendix 3 of the Core Rules, although do not use the
season rules found there. Apart from the Core Booklets, you will also need the 11 th Doctor expansions: The
Eleventh Hour, The Pandorica Opens and Silence Will Fall.

The Episodes
1. The TARDIS and Jane use da03 as an Adventure. Your first Character event is de01.
2. Data Harvest roll 1D6 for Adventure: 1: a423; 2: a438; 3: a442; 4: a444; 5: ma05; 6: ma21. Your
Enemy for the Adventure will be dv02.
3. Flight of the Electra - use da01 as an Adventure.
4. MANA use da02 as an Adventure. Your Enemy for the Adventure will be dv02.
5. Family Ties - use da03 as an Adventure. Your first Character event is de04.
6. Ticket to Ride use de07 as a Vortex event to start a random Adventure.
7. Without Honour - use da04 as an Adventure. Your Enemy for the Adventure is dv03.
8. Thirteenth Night - use da05 as an Adventure. Your Enemy for the Adventure is dv04.
9. The Enemy of my Enemy you may choose to use the TARDIS as you wish to try to take you somewhere,
or have a random destination. Roll for the Enemy for the Adventure as normal, but reroll any Enemy
with a DM of less than 0. The Goal for that Enemy will automatically be de12 when revealed.
10. The Eternity Gate - use da06 as an Adventure. Your Enemy for the Adventure is dv05.

Credits
New Dimensions was very much an ensemble piece and I am grateful for the following authors for their
submissions and hard work in creating such a fantastic first season:
Craig Andrews (Data Harvest); Matthew Barrett (Thirteenth Night); Brian Dean (MANA); Stuart Millward (Without
Honour); and as always, the fantastic artwork was by James Beery.
Heres to Season 2...

da01. Earth 1937 (9; Modern Era)


(Wilderness) You land on a small island in the middle of the Pacific Ocean and into a lush, tropical jungle. The
sun is hot and high in the sky as you explore the deep valley around the TARDIS. There seems to be no sign of
habitation but sounds of unseen creatures startle you you havent heard cries like that since prehistoric times...
Special: If a TARDIS Character has Science and History here they gain 1 Luck point on their first Explore Action.
Your first Character event will be de02. All Move Actions have a -1 penalty.
Enemy (D6): 1: mv07; 2: mv07; 3: v525; 4: v525; 5: v519; 6: v528
Character (D6): 1: e071; 2: e081; 3: e072; 4: e029; 5: me52; 6: e081
Event 1 (D6): 1: e078; 2: e077; 3: e095; 4: e256; 5: e151; 6: e002
Event 2 (D6): 1: e079; 2: e256; 3: e289; 4: e289; 5: e085; 6: e002
Plot (D6): 1: e157; 2: e141; 3: e131; 4: e176; 5: e159; 6: e150
Location (D6): 1: e217; 2: e217; 3: e158; 4: e064; 5: me16; 6: e066

da02. Deep Space 16000 (10; Far Future Era)


You have landed aboard the Dunsany - an enormous colony spaceship that was launched many long ages ago
by an Earth threatened by solar flares. It has now travelled so long that the colonists have forgotten their original
mission and now orbit endlessly above their original destination, unaware they ever planned to leave the ship.
Special: You may use the TARDIS to visit the planet's surface below with a successful Move Action. Roll 1D6 for
the destination: 1-2: a449; 3-4: a442; 5-6: a440. If an Enemy is revealed there, still use the chart located here.
You may return to the Dunsany with another Move action.
Enemy (D6): 1: v504; 2: v514; 3: v535; 4: v532; 5: dv02; 6: dv02.
Character (D6): 1: e048; 2: e072; 3: e125; 4: e081; 5: e024; 6: de03

Event 1 (D6): 1: e034; 2: e096; 3: e215; 4: e069; 5: e151; 6: e002


Event 2 (D6): 1: e035; 2: e033; 3: e215; 4: e096; 5: e116; 6: e002
Plot (D6): 1: me04; 2: e159; 3: e153; 4: e173; 5: e155; 6: e150
Location (D6): 1: e028; 2: e066; 3: e070; 4: e097; 5: e102; 6: e257

da03. Earth - 2012 (8; Post Modern Era)


(Holiday) You have landed in Paris on a warm and wonderful April afternoon. The sun is shining in the sky and
the blossom is heavy on the trees that line the avenues. What could be better than a trip down the Champs
Elysees, a bite at Maxims, a visit to the Eiffel tower or viewing the magnificent art of the Louvre?
Special: Gain +1 to any Relax Action here. You may also choose a romantic interlude (e206) as a result of 8+ on
a Relax Action. Gain 2 Luck points if you bring Vincent Van Gogh here.
Enemy (D6): 1: v503; 2: mv05; 3: v522; 4: v540; 5: v500; 6: v535
Character (D6): 1: me18; 2: e018; 3: e119; 4: e041; 5: e244; 6: e050

Event 1 (D6): 1: e080; 2: e076; 3: e151; 4: e223; 5: e206; 6: e002


Event 2 (D6): 1: me62; 2: e038; 3: e177; 4: e145; 5: e034; 6: e002
Plot (D6): 1: de05; 2: me43; 3: me21; 4: e157; 5: e288; 6: e150
Location (D6): 1: me28; 2: me28; 3: e252; 4: e252; 5: e255; 6: e255

da04. Earth - 1333 (9; Middle Ages Era)


You have landed in feudal Japan, during the Kamakura period. It is a fascinating period in Earths history but you
must tread carefully. Whilst an Emperor resides at court, the land is more or less controlled by its shoguns and
samurai - and Japan can be very wary of strangers...
Special: Unless you have a native Ally, take a -2 penalty to all Talk rolls. Characters with Gloating lose Charisma
here. Unless Appealing, female Characters may not use Traits in encounters with native male Characters.
Enemy (D6): 1: mv07; 2: v504; 3: dv03; 4: v531; 5: v507; 6: v534.
Character (D6): 1: me12; 2: e030; 3: e125; 4: e072; 5: de06; 6: de08

Event 1 (D6): 1: me60; 2: e112; 3: e151; 4: e226; 5: e051; 6: e002


Event 2 (D6): 1: me19; 2: e208; 3: e135; 4: e124; 5: e116; 6: e002
Plot (D6): 1: me10; 2: e173; 3: e153; 4: e137; 5: e141; 6: e150
Location (D6): 1: me23; 2: e209; 3: e255; 4: e066; 5: e066; 6: e218

da05. Alternate Earth - 1599 (9; Renaissance Era)


(Dimensional) You have landed in a very different London. It has been eleven years since Queen Elizabeth has
been deposed by the Spanish and her successor, Queen Anne, has come of age. Parliament is about to open and
rumours are abound that she is to announce her marriage to Philip III of Spain. What has happened here?
Special: Any TARDIS Characters lose History until the end of the Adventure. If you have no native Allies then you
have a -2 to Talk rolls to Troops.
Enemy (D6): 1: mv05; 2: v515; 3: v517; 4: v521; 5: v544; 6: dv04.
Character (D6): 1: me12; 2: e081; 3: e203; 4: e207; 5: de11; 6: e048

Event 1 (D6): 1: me62; 2: e101; 3: e151; 4: e223; 5: de10; 6: e002


Event 2 (D6): 1: me03; 2: e101; 3: e145; 4: de10; 5: e208; 6: e002
Plot (D6): 1: me24; 2: e148; 3: e154; 4: e251; 5: e279; 6: e150
Location (D6): 1: me23; 2: de09; 3: e093; 4: e093; 5: e259; 6: e209

da06. Trafusis II 510,000,000 (10; Dark Night Era)


(Wilderness) You have landed on one of the twin worlds of Trafusis on the very edge of the known universe. A
stark, though beautiful, landscape surrounds you. Rocks and mountains are of iridescent colours, as if precious
jewels are embedded in them which shimmer in the cold light of the distant sun.
Special: If you are using the Legends expansion, if you have a gateway Location event with a die roll, add +2
to that die roll. Add +1 to the Goal number when revealed.
Enemy (D6): 1: mv03; 2: v512; 3: dv01; 4: dv03; 5: dv04; 6: dv05.
Character (D6): 1: me07; 2: e020; 3: e071; 4: e053; 5: e029; 6: de14

Event 1 (D6): 1: e101; 2: e079; 3: e085; 4: e095; 5: me03; 6: e002


Event 2 (D6): 1: me58; 2: e135; 3: e107; 4: e177; 5: e116; 6: e002
Plot (D6): 1: me04; 2: e131; 3: e132; 4: e176; 5: e260; 6: e150
Location (D6): 1: me13; 2: e218; 3: e064; 4: e158; 5: de13; 6: de13

dv01. The Grel


You have encountered the Grel (DM: 0. Goals: 1-2: e156; 3-4: e165; 56: dv01a) - a humanoid species with thin muscular torsos atop which sits
a bulbous head with tentacles sprouting from both their face and their
hands. The Grel pride themselves on both their information-gathering
techniques, using vicious two headed data-axes to literally rip the
information out of their victims brains, and the classification of that
gained information, which is transmitted to the home planet, Grellor, on
a moment-by-moment basis by teams in the field for their Scribes to add
to their archive.
Roll 1D6 for the number of Grel you encounter, adding 1 extra Grel for every Character with Brains 9+ you have
as their data monitors have detected above average intelligence. Grel are each Brains 5, Brawn 8, Bravery 5
(Creature, Troop). All Grel are +1 to all Qualities at a Museum. Choose from options below:
Fight: Combat occurs as normal. If you win a Fight against the Grel then gain +1DM. If you can Oppose, then the
Grel are instead Defeated. If a Grel Wounds a TARDIS Character, roll 1D6 and on a 1-2 then the Grel's
data-axe has succeeded in acquiring some of your knowledge and it has been transmitted back to Grellor
to become part of their archive. Roll 1D3 for the number of (randomly selected) Traits the Character must
lose and take a -1DM penalty (-2DM if the Character is a Time Lord).
Surrender: Make a Brains roll. If you succeed the Grel are more interested in acquiring your knowledge than
imprisoning you and with a cry of "Good Fact!" they attack you. If you fail the Brains roll (or have the
Foolish Exterior Ability) you are captured see e061.
Evade: The Grel are very determined to acquire new facts so you must make Running 8 rolls to escape. If you fail,
then choose to either Fight, Surrender or Talk.
Hide: You must make Thief 8 rolls before any other option. If you fail, or choose not to hide, you must choose
another option but initial Running rolls are made with a -1 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: you must now
choose to Fight or Evade; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.
Talk: You can attempt to convince the Grel that the information in your head is worthless to them. If you fail an
opposed Brains roll with the Grel (with +1 to your Brains for each previous attempt with this option), then
they have no interest in adding your knowledge to the archive on Grellor and with a cry of "Bad Fact!"
they let you escape gain +1DM. However if you fail, with a cry of "Good Fact!" they swing their data
axes at you and attack.
Data Overload: This option is only possible if you can Oppose. You try to reverse the polarity of the neural flow
and overload the Grels data network. If you have Domination or 2 Computers or 3 Engineering, more
Brains than the encountered Grel and then make a successful Brains roll (with -1 Brains for each Grel here)
then they are Defeated. If you fail then take a -1DM and you are attacked.

dv01a. Data Harvest


(Goal 4) (Capture) You discover that the Grel want to capture as much
data from the local population as they can and are intent on leaving no
fact unlearnt. Take a -1 penalty when rolling 1D6 for a TARDIS Character
to lose Traits (dv01 above). Take a -1DM penalty for each Ally with
Brains of 7+ that are captured or killed by the Grel.
If you have 30 Brains, 3 Characters with Brains 7+ and Computers then
gain a +2DM.

dv02. MANA
You have encountered the Multifunction Asynchronous Neural Analogue,
or MANA (DM 0. Goals: 1-2: e163; 3-4: e240; 5-6: e274), the selfaware computer system that looks after its colonists with ruthless
efficiency. It will do anything in its power to protect the population
aboard the ship but is also quite willing and able to sacrifice a few in
order to protect the majority. MANA has completely lost sight of its
original programming and has decided that the colonists would be better
off remaining in their current stagnant and caste-bond condition rather
than risk the dangers of the planet below.
Roll 1D6, adding +1 if Turn is 5-8 or +2 if Turn is 9 or higher. Also add +2 if you can Oppose:
1-2: The AI has placed you under special surveillance. Take a -2 penalty to Escape or Rescue Actions or Evade
options for the next 1D3 Turns.
3-5: MANA decides to contact you. If this is the first time it has done so, it sends a single Android see dv02a
below (result 6). Otherwise, roll on dv02a normally.
6-7: It reacts with force, sending a group of Guardsman robots equal to 1 + current DM see de03.
8+: MANA opens up direct communication. It has Brains 10, Brawn 0, Bravery 8 (Machine). Make an Opposed
Brains roll with your -2 to your total unless you have 2 Computers and -1 for each Fight that has occurred
onboard the Dunsany. Add 4 to your total if you have visited the planet below. If successful, gain +1 DM,
reveal the Goal or, if you can Oppose, Defeat the AI by convincing it of the error of its ways. If you fail, take
a -1DM and you are captured by an overwhelming force of Guardsmen see e061.

dv02a. Robotic Crewmen


Several different classes of robotic assistants serve MANA. For the most
part, these stay out of sight of the human passengers, but emergencies
sometimes demand their emergence into plain sight. Roll 1D6 to
determine the type of robot encountered. Add +1 if current DM is 2+:
1: You have come across a single maintenance drone - see e074.
2-3: You have encountered a group of servitor robots see e017.
4-5: You have encountered the Dunsany's Guardsmen see de03.
6+: You have encountered an Android, the elite servants of MANA that house the memories and personalities of
the original, highly-trained specialists who crewed the Dunsany. The Androids are aware of their status as
replicants and are normally completely loyal to MANA, but can act independently. An Android is Brains 8,
Brawn 7, Bravery 8 (Aware, Computers, Machine, Tracking). In addition, roll 1D6 for the Android's
additional Traits: 1-2: Engineering; 3: Medicine; 4: Pilot; 5: Science; 6: Roll twice. Choose an option below:
Fight: Combat occurs normally but the Android will attempt to summon assistance from nearby Guardsmen. At
the end of each round, roll 1D6 and on 5+, a single Guardsman robot (see de03) will join the Fight.
Characters may attempt to Evade or Surrender as below with -1 to rolls. If you win a Fight against an
Android, gain a +1DM.
Evade: You must make Running 9 rolls to escape. If you fail, choose another option with -1 to any roll.
Hide: You must make Thief 10 rolls to hide before any other option. If you fail choose another option.
Surrender: Roll 1D6: 1-2: The Android decides you are a threat and attacks; 3-6: See e061.
Talk: Roll 2D6 adding any Engineering but with -2 for each Fight that has occurred on board the Dunsany:
2-7: It attacks; 8-9: It leaves; 10-11: It imparts information gain +1DM; 12+: The Android joins you as an
Ally and provides you with information gain a +1DM or reveal the Goal.

dv03. Rutans
The Rutans (DM: -1. Goals: 1-2: e262; 3-4: e178; 5-6: e165) are a
species that are in effect a hive mind. They resemble giant green
jellyfish. They are capable of shape shifting into other forms however,
meaning they can infiltrate societies with ease. They can control
electricity; being immune to it and use electricity to attack and defend
with. Their mortal enemies are the Sontarans and the two species have
fought for millennia.
Roll 1D3 to see how many Rutans you have encountered. This amount
remains fixed throughout the Adventure, you only need roll once.
Next roll 1D6 and to see what you have encountered. Also add +1 if Turn 5-8 or +2 if Turn 9-12:
1-3: There is a Rutan disguised nearby! See e145.
4-6: You have encountered the Rutans in their natural disgusting form. They are each Brains 5, Brawn 8, Bravery
8 (Creature, Troop). Choose from the options below:
Fight: Rutans are dangerous opponents and at the end of each combat round roll 1D6. On a roll of 6, one of
your group (random selection but Victims first) is electrocuted and killed. If you Hit any Rutan, you
have -1 to your Damage roll as they have a projected force field around them. If you Defeat the Rutans
in combat gain a +2DM. If you can Oppose they are instead Defeated.
Evade: Rutans are very slow moving so you can Evade with Running 7 rolls. If you fail or choose not to
escape, choose to Talk or Fight.
Hide: You must make Thief 8 rolls before any other option. If you fail choose another option (but with -1 to
any initial Running rolls).
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8+: dv03a.
Talk: Rutans can create appendages to communicate, speaking in throaty voices. Make a Brains roll (with -1
to the roll for each previous attempt at this option, -1 for each Rutan here and -1 unless you have
Gloating). If you succeed you bluff your way out of trouble and gain a +1DM or roll for a Goal event.
If you fail, you may Evade or Fight.
Confront: This option is only possible if you can Oppose. If you make an opposed Brains roll (with -1 unless
you have Gloating and -1 per Rutan here), then you have Defeated the Rutans. If you fail then take
a -1DM penalty and choose another option.

dv03a. Rutan Scout-ship


(Location) (Base) You have discovered the cloaked Rutan scout-ship. Roll
1D6: 1: It is deserted; 2-3: The scout-ship has security systems see
e096; 4-6: One Rutan is here (see options in dv03 above).
If it is empty or you Defeat the Rutan in a Fight, you may roll for a Goal
event. You may also attempt to sabotage the vessels systems with a
successful Engineering 8 roll as an Action and gain a +1DM.
Alternatively, with a successful Demolitions 9 roll as an Action you can
destroy the scout-ship and gain a +2DM.

dv04. Agent Ganymede


You have encountered Agent Ganymede (DM: +1. Goals: 1-2: e156; 34: e237; 5-6: dv04a), a Time Agent tasked with the responsibility of
bringing temporal criminals to justice. Ganymede is one of the Agencys
best operatives, a cunning cyborg who is part human, part Machine. She
has come prepared to capture or kill a time traveller and as such any
Escape and Rescue rolls against her have a -1 penalty.
Roll 1D6 and then consult the table below to see what you have
encountered. Add +1 for each previous time you have rolled here, +2 if
you can Oppose, +2 if Turn 5-8 or +4 if Turn 9-12:
1-3: Ganymede has been working undercover roll 1D6: 1-2: e002b; 3-4: e145; 5-6: e278
4-6: Ganymede has set a trap. If on a spaceship or Wilderness, see e035. If on Earth in Post Modern Era or
earlier, see e050 with a -2 Talk penalty. If elsewhere, see e054.
7-9: See e032. Other Time Agents often operate under Ganymedes direction take an additional -3 penalty to
Talk rolls but some parts of the Agency are growing concerned at her ruthless methods so if Time Agents do
join as Allies, gain a +1DM and reveal the Goal.
10-12: You encounter Ganymede Brains 7, Brawn 7, Bravery 8 (Aware, Bureaucrat, Charisma, Computers,
History, Machine, Marksman, Tracking), with 1D3+1 Time Agents - see e032 for Qualities and Traits.
13+: You encounter Ganymede on her own.
Choose from options below:
Fight: Combat occurs as normal. If you later choose to Surrender roll 1D6: 1-2: Ganymede continues to attack;
3-6: see e061. If you win a fight against Ganymede gain +1DM, or you Defeat her if you can Oppose.
Evade: You must make Running 8 rolls to evade. If you fail, or choose not to escape, choose another option.
Hide: Make Thief 9 rolls before any other option. If you fail, or choose not to hide, choose another option.
Talk: You try to bluff your way out of trouble. Make an opposed Brains roll against Ganymede with -1 for each
other Time Agent here, and -2 for each previous attempt with this option. If you succeed, gain a +1DM or
reveal the Goal. If you fail, choose to Fight or Surrender.
Outwit: This option is only possible if you can Oppose. Make an opposed Brains roll against Ganymede with a
-1 penalty for each Temporal event and -2 per previous Adventure with Ganymede as an Enemy. If you
succeed, you Defeat Ganymede but if you fail, choose to Surrender or Fight
Follow: Only possible after a successful Hide. Make a Follow action: 2-5: Discovered: choose another option
with -1 to the roll; 6-8: Lose quarry event ends; 8+: e199 (replacing e021 with Enemy encounter).
Surrender: See e061 and roll 1D6 on a 4-6 also roll for a Goal event as Ganymede lets something slip.

dv04a. A Different Case


You discover that Ganymede is currently working on another case and
you are not the target after all. Roll 1D6 for the Enemy for this Adventure:
1: v523; 2: v541; 3: v544; 4: mv01; 5: v503; 6: mv10. Take an
additional -1DM penalty for the mistaken identity of the Enemy.
If this event is reached during an Enemy encounter, you may make a
Charisma 8 roll to convince Ganymede and 1D3-1 Time Agents to join
you as Allies. If successful, roll for a Goal event. If this event is reached
outside of an Enemy encounter, your next Character encounter will be
Ganymede and her agents and you can then make the Charisma roll.

dv05. The Travellers


(Temporal) You encounter the Travellers (DM:-2. Goal: 1-2: e204; 3-4:
me38; 5-6: e156), cadaverous shades of your former incarnations and
your current body that were created in a distorted and aborted timeline.
The Travellers wear dark and decrepit versions of your clothes beneath
obsidian cloaks and hoods. Their eyes blaze with malevolence...
Roll 1D6 adding your current DM and +2 if you can Oppose:
1-3: A Reaper seev515 for Qualities and options. If you win a Fight
against the Reaper, or can banish it, then instead gain a +1DM.
4-6: 1D3 Travellers each Brains 11, Brawn 5, Bravery 8. See options below
7-8: 1D6+1 Travellers each Brains 12, Brawn 6, Bravery 9. See options below.
Roll 1D6 for each Traveller you encounter on a roll of 6 it is a shade of your current incarnation (do not roll
further once one is determined). Any Companions with you are -2 to Qualities in this encounter due to their horror.
Fight: Combat occurs but you must use Bravery (adding any Domination) instead of Brawn. You may later
Evade or Surrender see options below with a -1 to each roll. If you win a Fight against the Travellers
gain a +2DM or Defeat them if you can Oppose.
Evade: The Travellers have little interest in most races. You must make Running 6 rolls to escape (with a -3 to
the roll if the Character is a Time Lord). If you fail, you must choose another option.
Surrender: Roll 1D6 subtracting your current DM if a Time Lord is here, -3 to the roll if not: 1-2: You are
attacked; 3+: See dv05a below and also roll 1D6 - on a 4-6, roll for a Goal event as the Travellers
cannot resist gloating over you.
Hide: You must make Thief 7 rolls (Thief 10 if the any Time Lords are here) before any other option. If you fail,
or choose not to hide, choose another option with any initial Running rolls having a -2 penalty.
Follow: Only possible after a successful Hide. Make a Follow Action with +2 if no Time Lord: 2-6: Discovered:
choose another option with -1 to the roll; 7-8: Lose quarry event ends; 9-10: dv05a; 11+: de13.
Talk: You try to bluff your way out of trouble make an opposed Brains roll (adding Domination) with -1 to
your roll for each Traveller here and -1 for each previous attempt with this option. If you succeed, gain a
+1DM or roll for a Goal event. If you fail, choose to Fight or Surrender.
Banish: This option is only possible if you can Oppose. You confront the Travellers and attempt to banish them
back to their shadow dimension. Make an Opposed Bravery roll (adding any Domination or Gloating,
+2 if you have code dc04, but with -1 per Traveller here. If you succeed then the Travellers hiss in
anger but leave - you have Defeated them. If you fail, take a -1DM and you must Fight or Surrender.

dv05a. Court of Shadows


(Location) In a shadowy graveyard and surrounded by the graves of
your former selves, the Travellers put you on trial for your crimes against
Time, accusing you of destroying the established Web of Time see
de015 then return here.
Roll 2D6 adding your total from de015 and +1 if you have code dc05.
Unless your total is at least 10, you are immediately executed and the
game is over. If it is 11 or greater (or there are no Time Lords on trial)
then you are held in a musty tomb see e060.
If you reached the Court without being captured, Characters must make a Bravery roll or be -1 to Qualities for the
next Turn. Then gain +1DM and roll 1D6, adding the current DM. If result is 5+, then have an Enemy encounter
as dv05 above. If you do not have an Enemy encounter, you may Rescue any Characters captured here.

de01. Jane Danning


You have met Jane Danning a straight talking city girl with a spiky
sense of humour. She is Brains 6, Brawn 6, Bravery 6 (Aware, Charisma,
Computers, Running, Tracking). Personality: Curious, Resourceful. Jane is
25 years old with green eyes and straight, dark red-brown hair. She is
talkative, even to herself sometimes, with a bright personality. Jane takes
no nonsense from people and is quick to see them for what they are. She
can also sulk if she doesnt get her own way. Jane loves parties, old
movies, travelling and is a judo black belt.
Jane, although reluctant at first, will join you as a Companion so gain 2 Luck points. Make a Brains roll for Jane with a
+1 bonus. If she succeeds, she knows some information that could be useful roll for a Plot Event.

de02. Amelia Earhart


You have encountered Amelia Earhart, the famous explorer and aviation
hero. Gain a Luck point. Amelia is Brains 6, Brawn 5, Bravery 8 (Aware,
Charisma, Engineering, Pilot 2, Tracking, Victim) and will join you as an Ally
for the Adventure. Make a Brains roll for Amelia (with a +1 bonus) and if she
succeeds, she knows some useful information roll for a Plot Event.
Amelias plane has crash-landed on the island. If you can make a successful
Move Action to find it and then a successful Engineering 11 roll as a further
Action, then you can repair the plane. Failing the roll by 3 or more however
means the plane is beyond repair and you may not make further attempts.
If you successfully repair Amelias plane then she can be on her way at the end of the Adventure and you gain 1D6 Luck
points and also code dc01.

de03. Guardsman Robots


These humanoid machines and servants of MANA are dispatched in the
event of crises. Each Guardsman is Brains 3, Brawn 8, Bravery 9
(Machine, Marksman, Laser, Troop). If the number of Guardsmen has not
been predetermined by another event, there are 1D3 of them here.
Choose from one of the options below:
Fight: Combat occurs normally. You may attempts to Evade or Surrender
as shown below. If you Defeat the Guardsmen then gain +1 DM.
Evade: The Guardsmen are fairly fast and have access to internal sensors
to help track their quarry - Running 9 rolls are needed to escape.
Hide: You must make a Thief 10 roll to hide from the Guardsmen before any other option. If the attempt fails, you
must choose another option (with a -1 to any initial Running rolls).
Surrender: The Guardsmen are programmed to preserve the lives onboard the Dunsany whenever possible and
will always accept surrender see e061.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.
Talk: The Guardsmen are not designed for conversation but do possess just enough intellect to be communicated
with or, perhaps more importantly, confused. Make a Brains roll, reduced by the current DM and by -1 for
each previous attempt made with this option. If successful, the Guardsmen have become confused enough
to allow the Characters to escape. Otherwise, you must choose to Fight or Surrender.

de04. Major William Danning


You have encountered Major Bill Danning ex-military officer and father
to Jane Danning. Tough and slightly ruthless, Danning is devoted to his
daughter but is frustrated by her independence as well as her ability to
wander though life without any focus. He is Brains 6, Brawn 7, Bravery 8
(Aware, Bureaucrat, Charisma, Demolitions, Marksman, Tracking) and
becomes your Ally although make an opposed Bravery roll (adding any
Domination), and if you fail, lose 1 Luck point for the angry tirade
Danning gives you over abducting his daughter.
Make a Brains roll for Danning (with a +1 bonus) and if he succeeds roll for a Plot event. If Jane is ever captured,
Danning gains +2 to his Bravery until reunited with her. If Danning is captured and Jane is not, she will choose a
Rescue action (r306i) the next Turn. If Danning is killed, lose 2 Luck points and Jane will not travel in the TARDIS
again. If Jane is ever Wounded, encounters an Enemy without the Doctor or has a Danger event, gain code dc02.

de05. Espionage
(Plot) You discover that a spy ring is operating in the city. Agents are everywhere and its maybe a question of
knowing just who to trust. If you currently have a native Ally, roll 1D6 for each and on a 6 see e177. If you have
2 Aware and 2 Thief gain a +1DM. If you have code dc02 then you are captured see e059 with -1 to the roll.

de06. Samurai
You have encountered a Samurai - Brains 6, Brawn 8, Bravery 8 (Aware,
Bureaucrat, Marksman, Running, Tracking). Whilst a deadly warrior, a
Samurai is one of the ruling classes and many are poets and
philosophers who were highly literate. Samurai are also famed for being
honourable and never performing actions that would cause them
dishonour and were loyal to their Emperor. In reality however some do
act dishonourably. This Samurai helps keep the peace and acts as law
enforcement in the area you have stumbled on. Choose an option below:
Fight: Combat occurs but if you then Surrender see e059 with -1 to the roll.
Evade: You may Evade with a Running 7 roll. If you fail, choose another option but with -2 to any Talk roll.
Surrender: If you have Gloating, choose another option, otherwise he accepts your Surrender (see e059).
Talk: Make a Charisma roll. If an Enemy has been revealed add +2 to the roll.
2-4: The Samurai demands you surrender (see e059). If you dont you must Fight (see above).
5-7: The Samurai dismisses you. Encounter ends.
8-9: The Samurai tells you something important then departs - roll for a Plot event.
10+: The Samurai believes you to have great honour and joins you as an Ally. Make a Brains roll for him
(with a +1 bonus) and if successful, roll for a Plot event. Whilst the Samurai is your Ally, you gain +2
to any Talk rolls with native Characters.

de07. Dimension Breach


(Dimensional) An alert suddenly sounds on the TARDIS console. Taking readings, you discover to your horror that
a dimensional breach has opened nearby in the Time Vortex like a gaping maw of darkness amidst the twisting
miasma of colour. A breach, which should be impossible, could destroy the TARDIS, and you are hurtling towards
it! Make a TARDIS 9 roll, but with a -2 penalty if you have code dc01. If you fail the roll then see e008. If you fail
the roll by 5 or more then the TARDIS is Damaged and you must make the initial TARDIS 9 roll again. If you
succeed with the initial roll by at least 3 then gain 2 Luck points and gain code dc04.

de08. Ninja
You have encountered a ninja - Brains 5, Brawn 7, Bravery 7 (Aware,
Marksman, Poison, Running, Thief, Tracking). Ninjas are spies and
agents who accomplish their tasks with stealth, infiltration, assassination
and sabotage. A ninja will normally dress as a mundane civilian but is
adept at hiding and disguise.
If the Enemy has been revealed roll 1D6 and on a 1-3 the ninja is their
Minion you must choose either Evade or Fight from the options below.
If the Enemy has not been revealed you may choose any options
Evade: You must make Running 8 rolls to escape, but even if successful one Character (choose randomly but
Victims first) has a knife or dart thrown at their retreating back. Make one Brawn 6 attack against this
Character. If you fail to evade then you must Fight.
Fight: Combat occurs normally. The ninja will seek to escape if he has less total Brawn. Before each combat
round, roll 1D6 and on a roll of 5-6 he has Evaded combat and escaped.
Talk: Make a Charisma roll, adding any Thief, -1 if per Bureaucrat and +2 if an Enemy has been revealed:
2-6: The ninja attacks and you must Fight.
7-10: The ninja swiftly departs from sight and the encounter ends.
11+: The ninja believes you have the same mission and becomes your Ally. If the ninja makes a Brains
roll (with a +1 bonus), then roll for a Plot event. A ninja always gains an additional +2 to any Hide
or Follow options.

de09. Palace of Westminster


(Location) You have arrived at the magnificent Palace of Westminster, seat of the main courts of the realm and
where Parliament is currently meeting. To enter you must have either a native Character with Bureaucrat or make
a Charisma 9 roll. You may Investigate here with bonuses for Bureaucrat and History. If you have a Character
event or Event (1 or 2) from the encounter matrix (r307), then roll below rather than the Adventure:
Character: 1: e081; 2: e125; 3: e072; 4: e207; 5: e123; 6: Meet lawyer gain +2 to rolls on e058.
Event (1 or 2) 1: e152; 2: e055; 3: e154; 4: e268; 5: e253; 6: You must leave the palace or encounter e081.

de10. Curfew
Night has fallen and a curfew has been imposed on the city. For the next 3 Turns any Character encounter (unless
at a Location) will always be e081 and you have an additional -2 to Talk rolls with them. While it is night you
gain +1 to any Thief rolls (including Actions with Thief such as Hide or Follow) but native Allies have -1 Bravery.

de11. Will and Hamnet Shakespeare


You have encountered Will Shakespeare and his 14 year old son Hamnet.
With the Spanish invasion of 1588, Will was forced to abandon his writing
and now acts as a wool merchant. Gain code dc03. Will is Brains 9, Brawn
5, Bravery 6 (Aware, Bureaucrat, Charisma, Running) and Hamnet is Brains
5, Brawn 4, Bravery 5 (Aware, Charisma, Thief). Make a Charisma roll but
with -1 for each Thief:
2-4: Will accuses you of thievery and calls the local constables see e050.
5-6: You talk briefly and then they depart.
7-9: Will tells you about local events roll for a Plot event and then leaves.
10+: Will and Hamnet join you as Allies and also tell you of important news roll for a Plot event.

de12. Escape Pursuit


(Goal 3) (Quest) You discover that the Enemy is actually not engaged in any nefarious scheme, but is instead fleeing
some other Enemy. Gain a +1DM. If you have 25 Brains, 3 Aware and 3 Tracking, gain a +1DM. If you gain another
opportunity to roll for a Goal event, then instead of gaining +1DM you may opt to gain information on this nameless
terror - gain code dc05. If you Defeat this Enemy in a Confront option, you may spend a Luck point to gain code dc05.

de13. The Eternity Gate


(Location) (Temporal) (Artefact) You have discovered the Eternity Gate, one of
the legendary dimensional Gates scattered through the universe by a lost and
ancient race referred to in Gallifreyan history only as the Elders.
The Eternity Gate is said to be able to monitor the Web of Time and detect
breaches within it. Unfortunately, as you watch the swirling patterns in the
Gate, it appears that it has detected one of those breaches right now.
Roll 1D6 to see the destination shown inside the Gate:
1: a421; 2: a434; 3: a441; 4: ma10; 5: ma23; 6: da05.
If you travel through the Gate gain 2 Luck points and code dc06. If you do not wish to travel through, lose 1 Luck point.
Once through the Gate, you need not Defeat any Enemy you meet but must find the location of the breach by making a
Move Action and then having 20 Brains (+2 Brains per Temporal encounter in this Adventure) and 2 Aware. You then
return to the Eternity Gate by making another Move Action. Add Meddling to any Goal you may encounter at this
Adventure, and any DM you gain may be kept when you return to through the Gate, or changed into Luck points.
If you enter the Gate and then return, roll 1D6 and if the number is equal or less than the number of destinations you
have visited then the Gate is cleared. Otherwise roll for a new destination that swims into view (any duplicated
destination roll also means the Gate is clear.) If you clear the Gate of all breached destinations gain 4 Luck points.

de14. Professor Delanthis


You have encountered Professor Edward Delanthis, a space explorer and
collector of ancient artefacts. Delanthis is Brains 9, Brawn 3, Bravery 7
(Aware, Charisma, Engineering, History, Pilot, Science, Tracking) and will
join you as an Ally. Make a Brains roll for Delanthis (with a +1 bonus) and if
successful roll for a Plot event. Delanthis gains +1 to any Trait rolls made on
Artefacts or at Sites.
Delanthis is captain of the rather old-fashioned scout vessel Odyssey that has
landed nearby. You may make a Move Action to reach there as a Location.
Once at the Odyssey, roll 1D6-1 for the number of Engineering 8 rolls that must be made as Actions to make it operable
again. When operable, you may Seek Information or Research Actions here using Computers, you gain Tracking, +1 to
any Move Actions. You may also add any Pilot to Prevent Goal Actions.

de15. Temporal Crimes


Your crimes against the Web of Time have been assessed in a mockery of an Earth Salem witch trial. The judge and
jury are the leering corpse-like figures of the Travellers and in the murky shadows of the graveyard is the stark silhouette
of a guillotine your fate if the trial goes against you. Consult the table below to find your total:
Codes: dc01: -3 (or +1 if Earhart became your Companion); dc03: -1; dc06: -2 per destination visited.
Adventures: -1 per Dimensional Adventure visited; -2 if you did not Defeat the Enemy there.
Enemy: +1 for each Enemy with DM less than 0 that you have Defeated (+2 if they are a Temporal Enemy).

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