Recommend
10 
 Thumb up
 Hide
17 Posts

Doctor Who: Solitaire Story Game» Forums » Variants

Subject: New Adventures rss

Your Tags: Add tags
Popular Tags: [View All]
Max Rith
United States
Unspecified
flag msg tools
So, I've been working out some new adventures (and some villains associated with them), and thought I'd put em up. I hope people enjoy them. They draw on lots of the booklets, but aren't based on any particular stories or so (I don't think so, anyway).

Fa401. Phomilis - 3745
(10; Twilight Era)
You have landed in the Suquallian Towers on the planet Phomilis, once the home of a mighty empire. Now, people go about their daily lives in the high spires jutting forth from this blasted landscape. Judging from the crowds, there must be something interesting going on upstairs.
Special: You may Seek Information on the first turn in this adventure.

Enemy: Fv001, V520, V526, Cv17, Cv06, V540
Character: e026, e207, e125, e244, Ce90, e041
Event 1: Ce28, e152, e034, e120, e076, e002
Event 2: e069, e116, e085, e095, Me19, e002
Plot: e142, e140, e148, Ye12, e272, e150
Location: e055, e055, e102, e102, e097, e067


Fv001. Doctor Gravelock
You have encountered Dr. Wilfred Gravelock (Brains 10, Brawn 5, Bravery 6), an elderly man with warlike ambitions (DM +1. Goals: 1-2: e283; 3-4: e222; 5-6: e231). Roll 1D6, adding +2 if the Turn number is 7+.
1: You are witness to a scientific presentation by Gravelock. See e142.
2-3: You have encountered Gravelock alone.
4-5: You have encountered Gravelock with 1D6 guards (Brains 3, Brawn 6, Bravery 5, Minion)
6-7: You have encountered Gravelock with 1D6 ancient soldiers brought forwards from the past (Brains 4, Brawn 7, Bravery 6, Troop).
8+: See Fv001a

Choose from the options below if you rolled 2-7.

Talk: You can try to bluff your way out of trouble; make an opposed Brains roll with a -1 for each previous attempt with this option. If you succeed, you escape the encounter and gain +1 DM or reveal the Goal. If you fail, choose to Fight, Evade, or Surrender. In either case, if the Goal has not yet been revealed, make a Brains roll for each native ally. Any who fail leave you, become Minions of Gravelock, and will be encountered with him in further Enemy encounters.

Fight: You may not choose this option if Gravelock is alone. Otherwise resolve combat as normal. If Gravelock has less total Brawn than you, then at the end of each round, he will try to escape. Roll 1D6 - if the result is less than or equal to the number of characters on Gravelock's side, he has escaped. You may choose to surrender. If you win a fight against Gravelock, gain a +1 DM, or Defeat him if you can Oppose.

Evade: You may always evade Gravelock if he is alone. Otherwise, a Running 8 roll is required.

Hide: You must choose this option before any others. Make a Thief 7 roll for all of your characters, or a Thief 8 roll if Gravelock is accompanied by Troops.

Follow: This is only possible after a successful Hide. Make a Follow action: 2-5: Discovered. Have an Enemy encounter, with a -1 to any actions you take; 6-7: Lose your quarry; 8-9: e082; 10: e144

Surrender: See e061. Gravelock cannot resist gloating, so also roll for a Goal event.

Brand Outlaw: If you can Oppose, you may try to turn the authorities against Gravelock. Roll 2D6, adding any Troop or Bureaucrat. If you roll 2-5, you are arrested, see e059. If you roll 12+, Gravelock is defeated. Otherwise, Evade, Surrender, or Fight.

Expose Truth: If you can Oppose, and Gravelock is with ancient soldiers, you can make an opposed Brains roll, with a -3 if you have no Companions with Aware. If you succeed, Gravelock is defeated. If you fail, Evade, Surrender, or Fight.

Fv001a: Overstretched His Bounds
Gravelock's time device has reached into your personal history and brought forth one of your deadliest enemies. Gravelock is murdered, and the Enemy immediately becomes (roll 1D6):
1: Cv13; 2: Cv20; 3: V531; 4: Cv23; 5: Cv14; 6: Cv04
Apply their DM modifier, reveal their Goal as Fe01, and have an immediate Enemy encounter.

Fe01: Establish Power Base
(Goal 5)(Capture/Invasion) The Enemy has just arrived here, and must establish a safe foundation for further efforts. The most important part of that? Defeat the Doctor! Take a -1 to all Talk rolls made with the Enemy. If you have Engineering, Science, and a combination of 3 Bureaucrat + Charisma, gain a +1 DM.
8 
 Thumb up
1.04
 tip
 Hide
  • [+] Dice rolls
Matthew Barratt
United Kingdom
Royal Leamington Spa
Warwickshire
flag msg tools
Avatar
mbmbmbmbmb
I love Doctor Gravelock; mind you I'm a sucker for villains who change into other villains, having brewed my own changing villain and tried to get the Master to team up with himself.

Also, I can't remember seeing another enemy that you can talk to death in two different ways. What was the reason for giving a penalty to Expose Truth if you don't have an Aware companion?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
I wanted to work some replay value into him. That's why there's two ways to defeat him (four if you count fighting and being replaced). But I think there are others where there's a trap and a talk, or similar.

As for Expose Truth, my imaginary episode has the Doctor explaining that the planet was once very warlike and conquered an empire, but eventually the wars destroyed much of their home world and society and they settled into a more peaceful life. Gravelock aims to restore those glories (as he sees them) with the aid of ancient soldiers from those days. Expose Truth represents convincing these soldiers that they're destroying their own society with their wars so that they'll turn on Gravelock, and an Aware companion lends emphasis to that by finding good examples.

Also, I've got a second one which I'll start putting up momentarily.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa002
Fa402. Earth - 1194
(8; Middle Ages)
You have landed in a small town in medieval Wales. Men scurry about. It seems that the town is under siege by strange monsters. What's really going on?
Special: You may Investigate even before you reveal the Enemy.

Enemy: 1: Fv002, 2: V535, 3: V540, 4: Yv03, 5: Cv08, 6: V505
Character: 1: e207, 2: e081, 3: e072, 4: e203, 5: e269, 6: e021
Event 1: 1: e079, 2: e078, 3: e034, 4: e074, 5: Ce79, 6: e002
Event 2: 1: Ce27, 2: Me19, 3: e033, 4: e145, 5: e223, 6: e002
Plot: 1: e162, 2: e133, 3: Ye12, 4: e157, 5: e134, 6: e150
Location: 1: e158, 2: e209, 3: e209, 4: e209, 5: e217, 6: e258

Fv002. Stranded Alien
Your enemy is an alien stranded here when its ship crashed. Now, the alien and its robot servants plan to exploit the locals to escape (DM +1. Goals: 1-2: e220, 3-4: e138, 5-6: e174). Roll 1D6, adding +2 if the Turn number is 9+, and +4 if you are at e082, e144, or e158.
1-5: You have encountered the alien's robot lizardmen. See Fv002a.
6+: You have encountered the alien itself, accompanied by 1D6 lizardmen.
The first time you encounter the alien, roll 1D6 to see what kind of alien it is:
1: Sontaran Scientist (Brains 7, Brawn 8, Bravery 9, Armour)
2: Dalek (Brains 9, Brawn 10, Bravery 5, Laser)
3: Slitheen (Brains 8, Brawn 9, Bravery 7)
4: Cyberman (Brains 9, Brawn 10, Bravery 10, Laser, Machine)
5: Rutan (Brains 7, Brawn 9, Bravery 8, Creature)
6: Time Lord (Brains 11, Brawn 5, Bravery 9, Aware, Engineering, Science, TARDIS)

Choose from the options below:

Talk: Make an opposed Brains roll with a -1 for each previous attempt. If you succeed, escape the encounter, and gain a +1 DM or reveal the Goal, or if you can Oppose and the Enemy is a Time Lord, Defeat them and they join you as a Companion. See e005. If you fail, choose to Evade, Surrender, or Fight.

Hide: Choose this option before any other options. Make a Thief 8 roll for each of your characters.

Evade: Make a Running 8 roll for each of your characters, or a Running 7 roll if the Enemy is a Cyberman.

Surrender: Roll 1D6: 1-2: Your pleas are ignored and you are attacked; 3-5: e061; 6+: e062. If the alien is a Dalek, apply a -1; if a Time Lord, apply a +2.

Fight: Resolve combat as normal. You may choose to surrender. If you win a fight, gain +2 DM or Defeat the Enemy if you can Oppose. If you Defeat a Time Lord this way, lose 2 Luck points. After each round of combat with a Sontaran, one character may attempt a Marksman 11 roll. If you succeed, the Enemy is defeated. At the end of each round of combat with a Rutan, roll 1D6. On a 6, one of your group (random choice, but Victims first) is electrocuted and killed.

Trap: If you have revealed the Goal, as an Action you may prepare a trap for the alien. Make an opposed Brains roll (even though the alien isn't really there). If you succeed, then in all future Enemy encounters, you and all Companions and Allies are at +1 Brawn. You may do this multiple times, increasing the Brawn bonus each time.

Fv002a. Lizardmen
The alien has built robotic lizardmen to further its ends. You have encountered 1D6 of them (Brains 3, Brawn 7, Bravery 6, Machine, Minion).
Choose an option below.
Hide: Make a Thief 7 roll for each of your characters.

Evade: Make a Running 8 roll for each of your characters.

Follow: You may only do this after a successful Hide. Attempt a Follow Action: 2-4: Caught, have an immediate Enemy encounter; 5-6: Lose quarry, event ends; 7-8: e082; 9+: e144

Fight: Resolve combat as normal. You may choose to surrender. If you win a combat against lizardmen, gain +1 DM.

Surrender: Roll 1D6: 1-2: You are attacked anyway; 3-6: The lizardmen drag you back to their master. Immediately have an Enemy encounter with the alien itself.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
simon cogan
United Kingdom
flag msg tools
designer
Avatar
mbmbmbmbmb
Hey, well done on these Max!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa403
Thank you!

Here's number three:

Fa403. Homalan - 5074
(10; Twilight Era)
(Holiday) You've landed at a Bar Mitzvah party on the planet Homalan. Woo-hoo! Party! But amidst the dancing and the music, something lurks in the night sky.
Special: You may purchase Music after this adventure for one fewer Luck point than normal.

Enemy: 1: V511, 2: V531, 3: Cv21, 4: Cv07, 5: Cv09, 6: V500
Characters: 1: e266, 2: e269, 3: Me18, 4: e244, 5: H031, Fe002
Event 1: 1: e080, 2: e160, 3: e151, 4: e213, 5: e034, 6: e002
Event 2: 1: e035, 2: e160, 3: e145, 4: e124, 5: e278, 6: e002
Plot: 1: e137, 2: e157, 3: e133, 4: e260, 5: e131, 6: e150
Location: 1: e055, 2: e055, 3: e073, 4: e073, 5: e093, 6: e093

Fe002. Joshua Feldman
You have encountered Joshua Feldman, a 13 year old on the verge of becoming a man. He is Brains 5, Brawn 4, Bravery 4 (Aware, Charisma, Running). He joins you as an Ally; make a Brains roll for Joshua with a +1 bonus. If he succeeds, roll for a Plot event.
Any time you have a Danger event or an Enemy encounter, make a Bravery roll for Joshua, with a bonus equal to the Charisma traits of you or one of your Companions. The first time he succeeds, each of his qualities permanently increases by 2, and he gains one Trait of your choice.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa404
Two for the price of one!

Fa404. Earth - 2009
(8; Post Modern Era)
(Wilderness) You find yourself in Antarctica, joining the first expedition to venture beneath the South Pole. It's an international expedition, and not everyone seems to be happy about the leadership. And is there something lurking beneath the ice?

Enemy: 1: Mv07, 2: V512, 3: V519, 4: V529, 5: V526, 6: Cv04
Characters: 1: e020, 2: e020, 3: e023, 4: e024, 5: e081, 6: e119
Event 1: 1: fe003, 2: e151, 3: e079, 4: e078, 5: e112, 6: e002
Event 2: 1: e085, 2: e145, 3: e002c, 4: e223, 5: e256, 6: e002
Plot: 1: Me04, 2: e157, 3: e131, 4: Ce23, 5: e251, 6: e150
Location: 1: e217, 2: e217, 3: Me16, 4: e147, 5: e144, 6: e068

Fe003. Inter-national Tension
Tempers are boiling between people on the expedition. Cultures clash and old national hostilities rise as things begin to go wrong. Will these people come together in a time of trouble, or will their infighting leave them easy prey for the Enemy?
Until you can make a Charisma 11 roll as an action (adding any Victim), each time you roll an Event 1 or Event 2, one of your characters (chosen at random) gains Victim before you resolve the event. If you succeed at the Charisma roll, remove Victim from all of your characters and gain +1 DM. If you roll this event a second time, instead see e145.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa405
Fa405. Earth - 1453
Constantinople stands under siege by the Ottoman Turks, and you've landed not far inside the walls. The sound of guns and screams echoes in the air. Today is the day the city falls, but there are always those with an interest in changing history.
Special: People are eager to escape the sack, so gain a +2 to any Companion Charisma rolls. If this is your first adventure, your first Character event will automatically be Fe004, and when the Enemy is revealed, gain an extra +1 DM.

Enemy: 1: Yv02, 2: Yv01, 3: Fv02, 4: Mv10, 5: V540, 6: Dv04
Character: 1: Fe005, 2: e081, 3: Me12, 4: e207, 5: e203, 6: e072
Event 1: 1: Ce28, 2: e112, 3: e226, 4: e145, 5: e208, 6: e002
Event 2: 1: e051, 2: e051, 3: e085, 4: e226, 5: e028, 6: e002
Plot: 1: e101, 2: Ye12, 3: e238, 4: e148, 5: e260, 6: e150
Location: 1: e065, 2: e209, 3: e259, 4: e259, 5: e218, 6: e273

Fe004. Michael Branas
You have encountered Michael Branas, a young man who has been helping to man the walls (Brains 5, Brawn 6, Bravery 6, Charisma, History, Running, Tracking). Constantinople is turning into a pretty bad place to be, and he automatically joins you as a Companion. Gain 1 Luck. Roll his Brains, and if he succeeds, roll for a Plot event. Personality: Determined, Quick-Thinking.

Fe005. Constantine XI
You have encountered Constantine XI, last reigning Byzantine Emperor. Gain 1 Luck point. He is Brains 6, Brawn 7, Bravery 10 (Armor, Bureaucrat 2, Charisma, Victim). Make a Charisma check:
2-6: He takes you for a Turkish agent and has you imprisoned. See e058.
7-8: He mentions something interesting, then departs. Roll for a Plot event.
9+: He joins you as an Ally. Roll for a Plot event.
If Constantine XI is killed, roll a die and add your DM. On a 6+, he is convinced that you are a good man, and names you as his successor! Gain one Luck point.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa406
Fa406. Charlie Station - 29,700
(Far Future Era)
The TARDIS has materialized on Charlie Station, the third of the six space platforms orbiting the Zulu Sphere, an artificial sun on which millions of lives depend. But there is something terribly wrong going on here.
Special: If you encounter a character of unspecified species, roll a die, and on a 5-6 it is an alien, and gains Creature on a further roll of 4-6. As a Move Action, you may move to the TARDIS and fly it to the Zulu Sphere - see Fe006. If you are not at Fe006, then roll a die each time you would have an Enemy encounter, and instead have 1-2: Event 2, 3-4: Plot, 5-6: Enemy.

Enemy: 1: Fv03, 2: V542, 3: V532, 4: V514, 5: V505, 6: Q011
Character: 1: e041, 2: Me18, 3: e072, 4: e123, 5: e018, 6: e024
Event 1: 1: e151, 2: e096, 3: e194, 4: e215, 5: e120, 6: e002
Event 2: 1: e267, 2: e223, 3: e215, 4: e145, 5: e035, 6: e002
Plot: 1: Me10, 2: Xe04, 3: Xe03, 4: e157, 5: e210, 6: e150
Location: 1: Ce29, 2: e102, 3: e257, 4: e097, 5: e073, 6: e259

Fe006. Zulu Sphere
You have landed on the artificial sun around which Charlie Station revolves. If you would have a character event here, instead roll a die and have 1-2: Enemy Event, 3-4: Event 2, 5-6: Location. Anytime you have an Event (1 or 2) or a Location Event here, instead see the lines below.

Events: 1: e296, 2: e035, 3: e096, 4: Me34, 5: e034, 6: e002
Locations: 1: e257, 2: e257, 3: e144, 4: e158, 5: e082, 6: e097

Fv03. The Voice
You have encountered the Voice, a mysterious entity which proclaims messages through computers, televisions, and even people - but always in your voice! (DM -1). Any time you would reveal the Goal (except Fv03a), instead gain a +1 DM.
Roll a die and add your DM to see what you have encountered.

1-2: Chilling Message: The Voice speaks to you. Roll Brains. On a success, gain a +1 DM. On a failure, take a -1 DM penalty.
3-4: The Voice tries to lure you into danger. Roll Brains for one character (random choice, Victims first, then characters with the lowest Brains). If they fail, see 1-3: e035, 4-6: e267 (if not on a spaceship or space station, always see e035).
5-6: One random character (lowest Bravery first, but never yourself) is possessed by the Voice. They leave you (though a Companion will return if you Defeat the Voice). Make an Aware 8 roll - if you succeed, gain a +1 DM; if you fail, take a -1 DM penalty.
7-8: You find that everyone has been possessed by the Voice! All of your Allies and Companions are possessed (as above) unless they can make a Domination 10 roll. Any further Character encounters, or rolls of 8 or less on this table, instead require you to roll Bravery. A success is worth +1 DM; if you fail, gain Madman. As an Action, you may attempt a Domination 10 roll. If you succeed, one character of your choice is freed and rejoins you.
9-10: Things are beginning to add up. Make an Aware 11 roll, adding your DM. If you succeed, see Fv03a; otherwise, take a -1 DM penalty.

Fv03a. Brainwashing
You have discovered the nature of the Voice - you are being sacrificed to a malevolent intelligence occupying the Zulu Sphere, and it has been keeping you in a dream state to destroy your mind. Reveal the Goal (1-2: e204, 3-4: e175, 5-6: me38) and make an opposed Bravery roll against the intelligence (Bravery 10), adding any Domination, and with a +1 for each of your Companions, as they have come to rescue you (include any possessed Companions, as you were merely dreaming). If you succeed, see Fe006, reunite with your Companions, and see Fv03a in any future Enemy encounters, or Defeat the Voice if you can Oppose. Otherwise, you take a -1 DM penalty and slip back into the dream.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
In addition to posting Charlie Station, may I ask: Has anyone actually tried any of these? I've enjoyed them when I've given them a shot, but I'd be interested in other thoughts, too.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
colin oatway
United Kingdom
wokingham, Nr reading
berkshire
flag msg tools
Sometimes I pretend to be normal
badge
But it gets boring, so I go back to being me
Avatar
mbmbmbmbmb
these look interesting. are you thinking of combining them all into 1 file an uploading it as a source pack?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
cmocmo wrote:
these look interesting. are you thinking of combining them all into 1 file an uploading it as a source pack?


Not tremendously likely, but I suppose possible. I'm not actually familiar enough with the production of PDF files to get involved in that. Also, a lot of these would very possibly not fit the established format - the enemies, I think, would likely come to longer than a single page. Sort of cheating on my part.

Continuing onwards, though:

Fa407. Earth - 1839
(Victorian Era?)
You have landed the TARDIS in England, near Box Hill, where the Box Tunnel is under construction. But something seems a bit off about the work site....
Special: Any character with Engineering gains Pilot while at this adventure. Characters without Engineering lose Pilot while at this adventure.

Enemy: 1: Mv07, 2: V528, 3: V519, 4: V517, 5: Xv01, 6: V518
Character: 1: Fe007, 2: e119, 3: e244, 4: e050, 5: e018, 6: e020
Event 1: 1: e151, 2: e035, 3: e069, 4: e112, 5: e208, 6: e002
Event 2: 1: Fe008, 2: e229, 3: e223, 4: e145, 5: e208, 6: e002
Plot: 1: Me04, 2: e141, 3: e157, 4: e148, 5: e173, 6: e150
Location: 1: e217, 2: e259, 3: e218, 4: e297, 5: e297, 6: e064

Fe007. Isambard Kingdom Brunel
You have encountered Isambard Kingdom Brunel, the famous engineer, as he works on a tunnel for the railroad. Gain 1 Luck point. Brunel is Brains 8, Brawn 5, Bravery 6 (Aware, Bureaucrat, Charisma, Engineering 2, Tracking). You talk to him to try to learn something. Make a Charisma roll.
2-5: He brushes you off.
6-8: Brunel knows something useful. Roll for a Plot event.
9+: Brunel joins you as an Ally - roll for a Plot event.

Fe008. Train Chase
The Enemy has stolen a train and is thundering off to pursue their nefarious purposes. If any of your characters are captives, they are taken on the train; if not, one random Screamer is captured and taken aboard.
You, and any other characters, must pursue the train. Each turn, as an Action, attempt a Piloting 8 roll. If you succeed, choose one option below:

Rescue: You may immediately roll for a Rescue Action to rescue any character being held on the train.

Confront: Gain a +1 DM or reveal the Goal, then have an Enemy encounter. You may not Hide, and must use Piloting instead of Running to Evade, but you may automatically Evade after a single round of combat.

Sabotage: Attempt an Engineering 10 roll. On a success, the Enemy is defeated, but any captives on the train are killed.

A character on the train may attempt an Escape action each turn. If they succeed, they may choose the Confront or Sabotage options above, or they may choose to Escape. A character escaping in this way is safely out of the Adventure (they land somewhere beside the tracks, and nobody stops to pick them up).
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa408. Alternate Earth - 2007
(Post-Modern Era)
(Dimensional) Ah, the TARDIS has landed at the good old BBC studios, or perhaps some parallel version of them. Always an exciting place to see what's going on. Looks like they're shooting something interesting. Best go see what it is.

Enemies: 1: Mv08, 2: Fv002, 3: V511, 4: Cv25, 5: N021, 6: Cv31
Characters: 1. Fe009, 2: H031, 3: e244, 4: e050, 5: e049, 6: e041
Event 1: H020, 2: H026, 3: Me14, 4: e080, 5: e152, 6: e002
Event 2: H020, 2: e151, 3: e223, 4: e113, 5: e035, 6: e002
Plot: 1: H030, 2: Me10, 3: Me48, 4: e134, 5: e148, 6: e150
Location: 1: H028, 2: H028, 3: Me46, 4: e255, 5: e097, 6: e102

Fe009. The Doctor
You have encountered the Doctor and his Companion! Wait, no - they only play you on TV. Gain 1 Luck point and they join you as Allies. They are each Brains 6, Brawn 5, Bravery 6 (Actor, Charisma, Gloating, Running). You may attempt a Companion Charisma 12 roll for each of them, and gain 1 Luck point for each one joining you as a Companion. Once per episode, the Doctor (not you, this Doctor) is +4 Brains, and once per episode, the Companion is +4 Bravery, as they slide naturally into their roles.
If you get a part in a movie, these two may co-star with you, adding 1 Star (together, not each) to the finished movie (or, in this case, episode of Doctor Who).

Optional Rule
(I'm not entirely sure this adventure does what I want - it'd be kinda neat to imagine them filming an 'actual' adventure of Doctor Who, with real villains. If you want to pursue that angle, you might try this rule, but I've not tested it)
For this adventure, you may continue to complete movies even if the Enemy has been revealed. After you complete the first or second scene of any movie, you will automatically have an Encounter that turn, with a -1 on the Encounter Matrix. You may not attempt Scene 3 of a movie as an Action unless you can Oppose. Immediately after the scene, have an Enemy encounter, which must be one where you have the opportunity to Defeat the Enemy. You must attempt to Defeat the Enemy in this Encounter. If you do, gain 1 extra Star.
If you use this option and ever return to this adventure afterwards, you are told that the one complaint everyone has about the episode is that it doesn't seem very realistic. Gain 1 Luck point.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa409
Tamamere - 2617
(Expansion Era)
The TARDIS has materialized on the planet Tamamere, where roboticists flock to pursue their trade. There also exists much suspicion here because of the ongoing Cyber Wars, but some of humanity's greatest minds may yet emerge from this place. Unless something goes wrong.
Special: If you encounter an unnamed character here, roll 1d6. On a 4-6, they are an android, and gain Machine.

Enemy: 1: Cv17, 2: V527, 3: Cv14, 4: V509, 5: Cv21, 6: V508
Character: 1: Ce100, 2: Ce94, 3: e024, 4: Ce118, 5: Ce57, 6: Fe010
Event 1: 1: e074, 2: e017, 3: e096, 4: e034, 5: e069, 6: e002
Event 2: 1: e160, 2: e017, 3: e215, 4: e069, 5: Me19, 6: e002
Plot: 1: e142, 2: e161, 3: Ye14, 4: e260, 5: e166, 6: e150
Location: 1: e158, 2: e097, 3: e102, 4: e297, 5: e218, 6: e213

Fe010. Kasmon
You have encountered Kasmon, an incredible android built by the inventors here, but deactivated due to fears about his intelligence. You may deactivate him with a successful Engineering 8 roll, now or as an Action. If you do, he joins you as an Ally, and is Brains 10, Brawn 8, Bravery 8 (Charisma, Laser, Machine).
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Max Rith
United States
Unspecified
flag msg tools
Fa410
Alright, here's the last of the original ten. You can play these all together as a season - play 405 (I think) first, then pick randomly, with this being the last one. You may wish to consider special events and characters as automatic firsts in their adventures.

Fa410. Deep Space - 2892
(Imperial Era)
The TARDIS materializes aboard an enormous warship hurtling through the depths of space. People scramble urgently about. It is clearly on a mission, but for good or for ill?

Enemy: 1: Fv004, 2: Q010, 3: V541, 4: Dv02, 5: V532, 6: Mv14
Character: 1: e081, 2: e125, 3: e018, 4: e024, 5: e019, 6: e017
Event 1: 1: Ce28, 2: e059, 3: e074, 4: e120, 5: e160, 6: e002
Event 2: 1: e267, 2: e160, 3: e120, 4: e116, 5: e145, 6: e002
Plot: 1: e155, 2: Ce39, 3: e139, 4: e148, 5: e210, 6: e150
Location: 1: e257, 2: e257, 3: e097, 4: e097, 5: e094, 6: e094

Fv004. Emperor Kasmon
You have encountered Kasmon, the android from Tamamere, now with dreams of empire (DM -2. Goals: 1-2: e221, 3-4: e165, 5-6: Cv05a). Kasmon is Brains 10, Brawn 9, Bravery 10 (Laser, Machine) and is with 2d6 loyal soldiers, who are Brains 3, Brawn 6, Bravery 6 (Minion).
Choose from the options below:

Fight: Resolve combat as normal. After each round, roll a die. On a 5-6, 1d6 more soldiers come to Kasmon's aid. You may choose to Evade or Surrender after each round, with a -1 to Surrender rolls. If you win a fight, gain a +2 DM, or Defeat Kasmon if you can Oppose.

Evade: Kasmon is as relentless as any machine, so each character in your group must make a Running 8 roll to escape.

Hide: Choose this option before any others. Kasmon's soldiers know the ship well, so you must each make a Thief 8 roll to end the encounter.

Follow: after successfully hiding, you may attempt a Follow action on the next turn. 2-6: Discovered, pick another option, 7-8: Lose your quarry, event ends, 9-10: See e257, 11+: See e082

Surrender: Roll a die: 1: You are attacked, 2-4: See e060, 5-6: See e061.

Talk: Make an opposed Brains roll against Kasmon, with a -1 for each previous attempt. Reveal the Goal if you win; otherwise, take a -1 DM and pick another option.

Oppose: You may only choose this option if you can Oppose, either in an Enemy encounter, or as an Action from inside the TARDIS. Roll 1d6: if you roll less than the number of other adventures you have visited (see Forge Alliance below), with a bonus equal to your Domination, Kasmon's crew turns against him; you have Defeated him. Otherwise, choose another option, or see e008 if in the TARDIS.



Forge Alliance: As an Action, if you know the Goal, you may attempt a Move action to pilot the TARDIS to any earlier adventure (time-wise, not season-wise), or if at an earlier adventure, back here (or to another adventure). Gain a +1 DM for each other adventure you visit; allies gained at these adventures will not leave their adventures, though Companions and Friends will. If you have an Enemy Encounter at any of these adventures, see e032, with a -3 to Talk.

3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
greenman greenman
msg tools
Nice! Ill add these to my random destination table. Thanks!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
rose tyler
msg tools
mbmb
Love the doc meeting up with his actor selves one especially,makes me want to make up some adventures I've been thinking about myself and posting them here too
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.