TEXT: arrowdown
  
  2
   doctor who: adventures in time and space
  B  credits
  writing: Alasdair Stuart
  editing: Andrew Kenrick
  cover: Paul Bourne
  graphic design and Layout: Paul Bourne
  creative director: Dominic McDowall
  art director: Jon Hodgson
  speciaL thanks: Georgie Britton and  the BBC Team for all their
  help.
  Find out more about us and our games at www.cubicle7.co.uk
  © Cubicle 7 Entertainment Ltd. 2014
  BBC, DOCTOR WHO (word marks, logos and devices), TARDIS, DALEKS, CYBERMAN and K-9 (wordmarks 
  and devices) are trademarks of the British Broadcasting Corporation and are used under licence. BBC logo 
  © BBC 1996. Doctor Who logo © BBC 2009. TARDIS image © BBC 1963. Dalek image © BBC/Terry Nation 
  1963. Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. K-9 image © BBC/Bob Baker/Dave Martin 1977.
  B  contents
  Introduction 
  3
  What’s Going On 
  3
  Prologue 
  4
  Scene One: Welcome to Arrowdown 
  4
  Scene Two: Operation Timekeeper 
  9
  Scene Three: Coming Like a Ghost Town 
  12
  Scene Four: Merry Go Round 
  13
  Scene Five: The Plastic Court 
  14
  Scene Six: Monroe’s, Open For Business 
  15
  
  3
  arrowdown 
  B  introduction
  ‘Arrowdown’ is intended to be a fast moving scenario 
  to guide you through the way the game works, give each 
  type of character a chance to shine and at the same time 
  emphasise exactly how strange and dangerous the Doctor’s 
  world is. There are several elements of the scenario that 
  can go more than one way depending on what type of group 
  you’re playing with, and the various different takes on events 
  are explored as they come up.
  spoilers!
  We’ve warned you before, but we’ll say it again – if 
  you’re a player then stop reading now. The following 
  is for the Gamemaster only. There are some great 
  surprises in store for the players, and you wouldn’t 
  want that ruined would you? 
  So, if you’re planning on being a player in ‘Arrowdown’ 
  then stop reading now.
  B  what’s going on
  The effects of the Time War were missed by many lifeforms 
  in the universe, this can be said of the small coastal 
  Yorkshire village of Arrowdown. When a Dalek fled with vital 
  information using its Emergency Temporal Shift, it crashed 
  into the harbour in the middle of World War II. Thought to 
  be an unexploded bomb, it wasn’t until Torchwood arrived 
  on the scene that its extraterrestrial origins were unveiled. 
  By then it was limbless, rusted and near death. Torchwood 
  managed to open the casing, killing the mutant inside, but 
  the effects of the temporal displacement, and the Dalek’s 
  attempts to shift away left a small rift in time and space. 
  Torchwood assigned agents to monitor the rift over the 
  years, but over time it proved to be of little threat. By the 
  1980s, agents were required elsewhere, leaving just a young 
  couple to watch over this small rift. The agents assigned 
  the case Operation Timekeeper. They were to monitor and 
  control fluctuations in the rift while maintaining the illusion 
  of normalcy in the village. When tragedy hits the lives of 
  these agents, Teresa Monroe is forced to wage a very lonely 
  and endless battle against a relentless foe.
  arrowdown 
  arrowdown
  
  4
    doctor who: adventures in time and space
  italics?
  Text presented in italics - like this - can be 
  read aloud to the players to provide a sense 
  of where they are in the adventure. Read 
  through the text first though, and feel free to 
  adjust the descriptions to suit the story, which 
  characters are there and the circumstances.
  B  proLogue
  The following can be read out to the players 
  (assuming you’re playing with the Doctor and a couple 
  of companions – if Amy isn’t in the story, just replace 
  her name with one of the characters present). If you’re 
  playing with a different sort of group, feel free to come 
  up with a new introduction that gets the players into 
  the feel of the story.
  Since you first met him, you’ve seen the Doctor 
  react in countless ways. You’ve seen him act with 
  absolute compassion towards the helpless, seen 
  him talk his way out of impossible danger, seen 
  him face down terrifying enemies with nothing but 
  his voice and a rage so powerful it seemed to bend 
  light.
  You’ve never seen him speechless though…until now. 
  He turns back to Amy, eyebrows raised so high they 
  look like they’re standing to attention.
  “What did you just say?”
  “Only that I’ve never been to the seaside,” she says.
  “WHAT?! But it’s brilliant! Sticks of rock and fish and 
  chips and donkey rides! How could you never have 
  been to the seaside – you’ll be saying you never went 
  to the Isle of Man next?”
  Amy looks at him. His eyebrows climb higher.
  “You’ve never been to the Isle of Man? With the rally 
  and the…the…cats? With the tiny tails? And the 
  sheep?”
  He sets his jaw and nods. “Right! We’re going to the 
  seaside, then I’m going to take you to the Isle of Man.”
  “…Will it be cold?”
  “’Course not! Well, probably, but it’ll be character 
  building.”
  You watch as he pounds one control, spins another 
  and pulls what looks suspiciously like a spring out 
  of the console. The TARDIS rocks and turns and 
  suddenly lands, with a dull thud. The Doctor looks at
  his companions, beams, and strides down the ramp, 
  grabbing his coat as he goes.
  “Come on! Chips to eat! Ruins to stare at, we don’t 
  have all day!”
  other types of group
  The way things are written here are assuming 
  you’re playing with the Doctor and a companion 
  or two.
  Of course, the game could easily be played with 
  a different sort of group. They could be from 
  UNIT, investigating temporal disturbances 
  or they could be regular people, maybe just 
  a group of friends on a camping trip to the 
  seaside who picked the wrong place to be. 
  ‘Arrowdown’ can be adapted very easily to any 
  sort of character group.
  B  scene one: weLcome to arrowdown
  The TARDIS has landed at the top of a flight of wide, 
  stone stairs in the centre of the town of Arrowdown. 
  Behind it is a large field, currently occupied by a funfair 
  and an old ruined abbey. In front of it is Arrowdown, a 
  small fishing town. It’s wrapped around both sides of 
  a harbour and has the sort of uniquely busy, cramped 
  feel that seaside towns tend to have.
  The characters are free to wander around as they 
  see fit (the Doctor certainly will, although sticks of 
  rock will be very high on his agenda). Some of the 
  notable locations, and things they can find there, are 
  listed below:
  Beach
  The beach wraps around Arrowdown’s eastern half, 
  and is pretty impressive. A good four kilometres of 
  white sand and rocks, it’s empty but beautiful. If 
  you’re stuck for a description, read the following text 
  out to the players to set the scene:
  Being a quiet seaside town you’d expect a fantastic 
  beach, and Arrowdown certainly has one of those. It 
  stretches along the town’s eastern side, vanishing 
  into the haze in the distance – kilometres of white 
  
  5
  arrowdown  
  sand, punctuated by rocks. There’s a small shack a 
  little way down the beach, and to the north there’s 
  the first wall of the town’s harbour, and the lifeboat 
  station.
  Player Opportunities
  The tide: If the characters stick around long enough 
  something else will become apparent. The tide isn’t 
  coming in or going out, it’s simply holding in place. 
  Characters with a high Awareness (4 or more) will 
  notice this. Looking further out, characters will 
  notice that the waves aren’t crashing.
  The donkeys: No seaside town would be complete 
  without a donkey ride. The donkeys in question (there 
  are four of them) are tied up by a small shack with a 
  sign on the door saying “BACK IN FIVE MINUTES”.
  When the characters first appear, the donkeys are 
  unusually friendly and seem distressed when they 
  leave. Characters with the Animal Friendship Trait 
  will notice that the donkeys are acting as if they’ve 
  not been around people for a long, long time, and 
  that they are very friendly – much more friendly 
  than animals usually are. No one is visible around 
  the shack, and anyone looking further will realise 
  something disturbing; there are no footprints of any 
  sort either.
  LifeBoat station
  On the edge of the harbour, the lifeboat station is a 
  large, warehouse like building open to the public. The 
  lifeboat is in place at the top of the slipway (a long 
  ramp into the sea) and the gift shop is open although 
  there isn’t a soul around – neither customer, nor 
  staff.
  At the edge of the sand, where the beach meets the 
  harbour wall, is a large lifeboat station. The side 
  facing the sea has its huge doors open to the concrete 
  slope that leads directly into the sea. The lifeboat sits 
  in its cradle, and the gift shop is open with postcards, 
  sweets, tourist information and a collection box for 
  the lifeboat charity. However, there is no one around, 
  not a single tourist or even a member of staff in the 
  station.
  Player Opportunities
  Elements of the lifeboat station and every location 
  in the town, change very subtly over time. While 
  the characters actually go into a 21st century 
  lifeboat station, they’ll soon find things like a 1950s 
  telephone or, just for a second, the lifeboat becoming 
  a small rowing boat. If they try and pay for anything 
  by leaving some money at one of the many deserted 
  shops, they will find the exact change in front of them 
  if they look away for a moment.
  harBour
  The harbour is small and seems filled with a heat 
  haze of sorts. There are clearly modern trawlers 
  lining the wall near the characters but it’s almost 
  impossible to see across to the other side, despite 
  the decent weather.
  
  6
    doctor who: adventures in time and space
  The north part of the coast of Arrowdown is dedicated 
  to a small harbour for the town’s fishing and boating. 
  Trawlers line the near side of the harbour, but the 
  far side is impossible to see through some sort of 
  heat haze or sea mist (or roak as the locals call it). 
  The harbour smells of fish and salty air. The sounds 
  of the boats knocking against the harbour walls is 
  punctuated by the cries of seagulls.
  Player Opportunities
  The character with the highest Awareness will see 
  the cacophony of ships in the harbour before the 
  finale of the adventure (see below), and also sees 
  several seagulls, apparently suspended in mid-air, 
  which will build the sense of weirdness in the town.
  fairground
  MONTEZUMA’S CIRCUS OF DELIGHTS sits on the 
  green just above the beach. It’s a small, clearly 
  resident funfair, with bumper cars, spinning teacups, 
  a Ferris Wheel, a Cyclone (the characters are 
  harnessed in place on a wall, set within a circular 
  room. This room then spins faster and faster and 
  faster and is slowly raised off the ground until it’s 
  held at ninety degrees to it. After a minute or so, the 
  ride then comes back down) and a ghost train.
  Montezuma’s Circus of Delights is the resident 
  funfair that sits on the green overlooking the beach. 
  The fair is obviously here all year around, and is 
  probably very popular in the height of summer. 
  There are bumper cars, those spinning tea cups 
  that you sit in, a Ferris Wheel, a Ghost Train and a 
  Cyclone. All of the rides are running, but there is 
  none of the usual noise and cacophony that you’d 
  expect for a funfair. The rides hurtle at full speed, 
  stopping to let people on and off – only there is no 
  one to be seen. 
  Nobody is on the rides, or operating them.
  Player Opportunities
  The fairground rides are hurtling around and around 
  but no one’s on them and they’re making no sound. 
  They stop at intervals as if letting people on or off 
  before starting up again, only no one is on the rides 
  and no one is operating them. If anyone gets on a 
  ride, it will automatically fire up, suddenly jumping 
  from silence to full volume and full speed. If this is 
  the bumper cars then it’s going to be shocking rather 
  than frightening. If it’s the Cyclone then they’re in for 
  a bumpy time, before finally pausing suddenly to let 
  the characters off. The Ghost Train is a particularly 
  rickety, unsettling example of the genre. The figures 
  inside are all very life like and physically very 
  intimidating, each one bulkier and somehow more 
  threatening than a normal ghost train.
  There’s a very unusual level of psychic radiation 
  around the Ghost Train and the Ferris Wheel. 
  Successfully using any sort of scanning device (make 
  an Awareness + Technology Roll, Difficulty 12) will 
  reveal that there are signals being transmitted in the 
  area, coming from the Ferris Wheel, and there is a 
  concentration also on the Ghost Train. If the Doctor 
  torture victim auton
  awareness
  3
  presence
  4
  coordination
  2
  resoLve
  2
  ingenuity
  3
  strength
  4
  skiLLs 
  Fighting 2, Marksman 2, Subterfuge (Disguise as 
  Ghost Train attraction) 1.
  traits
  Alien
  Armour (Minor): Its tough plastic exterior 
  protects it from a lot of damage, damage is 
  reduced by 5.
  Clumsy: Not exactly the most coordinated
  of creatures.
  Fear Factor (2): The poor torture victim is a
  grisly sight. +4 on rolls to actively scare.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and they go through. Halve the 
  damage the Auton takes from bullets.
  Natural Weapon (Blaster): The Auton’s right 
  hand opens to reveal a blaster that can do 
  Lethal damage (4/L/L).
  Networked (Minor): The Autons are all aware 
  of each other, but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal
  from the Nestene Consciousness is blocked or 
  severed, the Auton becomes useless plastic and 
  is immobilised.
  story points: 2
  
  7
  arrowdown  
  is present he will know that this is similar to the sort 
  of energy the Nestene Consciousness used to control 
  its Autons. And the moment that’s figured out, the 
  Wolfman, Dracula, Frankenstein’s monster and 
  every other inhabitant of the Ghost Train burst out 
  of the walls. The Autons are very alive, very angry 
  and the characters are in a lot of trouble. The main 
  models, repeated several times over in the Ghost 
  Train are detailed in the sidebars.
  werewoLf auton
  awareness
  3
  presence
  3
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs 
  Fighting 2, Marksman 2, Subterfuge (Disguise as 
  Ghost Train attraction) 1.
  traits
  Alien
  Armour (Minor): Its tough plastic exterior 
  protects it from a lot of damage, damage is 
  reduced by 5.
  Clumsy: Not exactly the most coordinated of 
  creatures.
  Fear Factor (1): It’s a walking werewolf! It’s 
  pretty scary, +2 on rolls to actively scare.
  Immunity (Bullets) : Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and they go through. Halve the 
  damage the Auton takes from bullets.
  Natural Weapon (Blaster) : The Auton’s right 
  hand opens to reveal a blaster that can do 
  Lethal damage (4/L/L).
  Natural Weapons (Claws and Teeth): The 
  werewolf Auton has claws and teeth, as you’d 
  expect. They add +2 to the Auton’s Strength 
  when calculating damage.
  Networked (Minor): The Autons are all aware 
  of each other, but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked
  or severed, the Auton becomes useless plastic 
  and is immobilised.
  story points: 1-4
  story points: 2
  vampire auton
  awareness
  4
  presence
  4
  coordination
  3
  resoLve
  2
  ingenuity
  3
  strength
  4
  skiLLs 
  Fighting 2, Marksman 2, Subterfuge (Disguise as 
  Ghost Train attraction) 1.
  traits
  Alien
  Armour (Minor): Its tough plastic exterior protects 
  it from a lot of damage, damage is reduced by 5.
  Clumsy: Not exactly the most coordinated
  of creatures.
  Fear Factor (1): It’s a vampire. It can be pretty 
  scary, +2 on rolls to actively scare.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and they go through. Halve the 
  damage the Auton takes from bullets.
  Natural Weapon (Blaster): The Auton’s
  right hand opens to reveal a blaster that can
  do Lethal damage (4/L/L).
  Natural Weapons (Teeth): The vampire Auton 
  has fangs as you’d expect. They add +2 to the 
  Auton’s Strength when calculating damage.
  Networked (Minor): The Autons are all aware 
  of each other, but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blockedor 
  severed, the Auton becomes useless plastic and 
  is immobilised.
  story points: 2
  
  8
    doctor who: adventures in time and space
  monroe’s
  The cafe in the centre of the waterfront, Monroe’s, 
  is a large, slightly grand building. The walls are 
  covered with black and white photos of movie stars 
  and a big, sweeping Victorian staircase runs up the 
  side wall. There’s music playing, and the sound of 
  cooking coming from the back kitchen.
  In the centre of the waterfront, between closed 
  amusement arcades and a deserted fish and chip shop 
  is Monroe’s, a grand old building that looks like a hotel, 
  restaurant and bar. Inside, the walls are covered with 
  black and white photos of movie stars that continue up 
  the grand staircase. Music echoes from the bar and the 
  sounds and smells of cooking drift from the kitchen. 
  grim reaper auton
  awareness
  3
  presence
  3
  coordination
  3
  resoLve
  2
  ingenuity
  1
  strength
  4
  skiLLs 
  Fighting 2, Marksman 2, Subterfuge (Disguise as 
  Ghost Trait attraction) 1.
  traits
  Alien
  Armour (Minor): Its tough plastic exterior 
  protects it from a lot of damage, damage is 
  reduced by 5.
  Clumsy: Not exactly the most coordinated of 
  creatures.
  Fear Factor (1): It’s the grim reaper! +2 on rolls 
  to actively scare.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and they go through. Halve the 
  damage the Auton takes from bullets.
  Natural Weapon (Blaster): The Auton’s right 
  hand opens to reveal a blaster that can do 
  Lethal damage (4/L/L).
  Natural Weapons (Scythe): The Grim Reaper 
  Auton has a huge scythe, as you’d expect. 
  It adds +4 to the Auton’s Strength when 
  calculating damage.
  Networked (Minor): The Autons are all aware 
  of each other, but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked or 
  severed, the Auton becomes useless plastic and 
  is immobilised.
  story points: 2
  ghost auton
  awareness
  2
  presence
  4
  coordination
  2
  resoLve
  2
  ingenuity
  3
  strength
  3
  skiLLs 
  Fighting 2, Marksman 2, Subterfuge (Disguise as 
  Ghost Train attraction) 1.
  traits
  Alien
  Armour (Minor): Its tough plastic exterior 
  protects it from a lot of damage, damage is 
  reduced by 5.
  Clumsy: Not exactly the most coordinated of 
  creatures.
  Fear Factor (1): It’s a ghost! It can be pretty 
  scary, +2 on rolls to actively scare.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and they go through. Halve the 
  damage the Auton takes from bullets.
  Natural Weapon (Blaster): The Auton’s right 
  hand opens to reveal a blaster that can do 
  Lethal damage (4/L/L).
  Networked (Minor): The Autons are all aware 
  of each other, but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked or 
  severed, the Auton becomes useless plastic and 
  is immobilised.
  story points: 2
  
  9
  arrowdown  
  From the kitchen emerges a woman, the first sign of 
  life you’ve seen in Arrowdown since you arrived.
  Teresa is a woman in her late forties with a maternal 
  air to her and a warm, friendly welcome for the 
  characters. She’ll usher them, guide them to a seat 
  and take their order with cheerfully relentless good 
  humour. If asked about the unusual nature of the 
  town, Teresa smiles and explains that Arrowdown 
  has always had an oddly Mediterranean way of life 
  and most people take a siesta in the middle of day. 
  She assures the players that there’s nothing unusual 
  and the place will fill up soon enough, then goes off 
  to prepare their orders.
  Unusual Elements
  Teresa looks slightly flustered when she first comes 
  in, slightly nervous. A surreptitious check of a Sonic 
  Screwdriver or equivalent scanner will also reveal 
  that she, and Monroe’s, are showing miniscule trace 
  elements of chronon energy, a form of radiation that 
  is usually only gained through exposure to the Vortex 
  or travelling through time.
  If anyone looks carefully at the building, they will 
  notice that the windows are very heavily shuttered. 
  Unusually so, in fact. Anyone sneaking behind the till 
  whilst Teresa’s off making the food will find a very 
  large, very functional, 1980s assault rifle.
  At some point during their time in Monroe’s, an alarm 
  sounds seemingly in the distance. Teresa explains 
  that it’s the sound of an old ship’s klaxon that rings 
  out at regular intervals as part of the town’s heritage 
  and that it is nothing to worry about. After a minute, 
  the alarm is silent, and that’s when the trouble starts 
  (see ‘Lunchtime Rush’ below).
  Any characters with a Torchwood background can 
  make an Ingenuity + Knowledge roll (Difficulty 18). If 
  they succeed they recognise Teresa from somewhere. 
  A Good or Fantastic result and the character will 
  realise that she looks a lot like one of the Torchwood 
  agents from the late ‘80s who retired following some 
  sort of family tragedy.
  Refuge
  If the Autons are awake at this point, it is likely that 
  the characters have fled into the town and they will 
  meet Teresa under very different circumstances. 
  Sprinting through town, she steps out of the door of 
  Monroe’s, and fires her assault rifle into the Autons 
  behind them with disturbing accuracy and drags the 
  characters into the very fortified building.
  There, she explains the situation, all of which is 
  also information the players can find out through 
  investigation if they meet Teresa under less dramatic 
  circumstances:
  •	
  She’s Doctor Teresa Monroe.
  •	
  She used to work for Torchwood.
  •	
  The creatures on the hill are Autons.
  •	
  They’ve been laying siege to the town.
  If, at any point she discovers the Doctor is with them, 
  she’ll be overjoyed. Introducing herself, she explains 
  that she’s been looking for him for years (“I get that a 
  lot,” may well be the response).
  B  scene two: operation timekeeper
  Regardless of how they get there, it becomes clear 
  very quickly that something very odd is going on 
  in Monroe’s. The Doctor will realise that there’s 
  something strange about the building. A closer 
  look and a successful Awareness + Technology 
  roll (Difficulty 18) will reveal that the edges of the 
  rooms are lined with thick piping from floor to 
  ceiling. Closer inspection will lead the characters 
  to the building’s cellar where the pipes all lead to a 
  complex series of controls and computer screens. A 
  successful Awareness + Ingenuity roll (Difficulty 21) 
  with a bonus for anyone with the Vortex Trait (+2) will 
  indicate that the device is manipulating the energy of 
  teresa monroe
  awareness
  3
  presence
  3
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs 
  Athletics 2, Fighting 1, Marksman 3, 
  Knowledge 3, Technology 5, Transport 2
  traits
  Boffin
  Charming: Teresa is very friendly and people 
  usually warm to her quickly, she receives a +2 
  to rolls when trying to charm or to persuade.
  Dark Secret (Minor): Teresa used to work for 
  Torchwood and is harbouring a rift manipulator!
  weapon:  Assault Rifle 3/6/9
  story points: 2
  
  10
    doctor who: adventures in time and space
  some sort. A Fantastic result will reveal that this is 
  rift energy.
  Monroe’s is built over a temporal rift, and Teresa 
  Monroe has been manipulating the rift energy. At 
  some point, the players will confront her and varying 
  amounts of the following information will be revealed, 
  depending upon whether you want to portray Teresa 
  as a tragic heroine or a driven, desperate woman 
  fighting a losing battle.
  teresa’s Background
  In 1944 something impacted into the harbour in 
  Arrowdown, splashing down and burying itself into 
  the harbour floor. The Navy investigated expecting to 
  find an unexploded bomb. The harbour was sealed 
  and drained, but what they found was something 
  similar to a burnt and charred pepper-pot. Torchwood 
  stepped in and found the device to be alien. It was 
  barely alive, but struggling to temporally shift itself 
  to safety. Torchwood killed the Dalek mutant, and 
  for fear of activating the casing again they buried it 
  under concrete and flooded the harbour again.
  Torchwood assigned agents to the village of 
  Arrowdown to monitor the temporal irregularities 
  that seemed to plague the town until the end of the 
  1980s, then the rift activity tapered off. Torchwood 
  eased their monitoring of the rift, far smaller than 
  the legendary one in Cardiff, setting up a small 
  monitoring station and assigning a young couple 
  to remain on site while Torchwood spent valuable 
  resources elsewhere. Alan and Teresa Monroe were 
  young scientists recently recruited into Torchwood, 
  and together they were the sole two agents of 
  Operation Timekeeper.
  Something stirred, and the rift manipulator sparked 
  into life. They started experimenting and doing 
  research and were convinced that the dormant 
  remnants were active again. Torchwood were busy 
  elsewhere, ignoring the Monroes’ calls. There was 
  only one thing they could do: go to London and prove 
  their theories. They were on their way to London 
  when a drunk driver hit their car. Alan Monroe was 
  killed instantly. Teresa Monroe spent six months in 
  hospital. Following that, she asked to be reassigned 
  to Operation Timekeeper. Torchwood asked why as 
  nothing ever happened there, she claimed that she 
  wanted the quiet life but in reality it was something 
  far more unusual. 
  Teresa Monroe has been expanding the cellar, 
  continuing her research into the temporal fluctuations 
  that had recommenced. She’s wired most of the 
  building into the rift’s energy, and has managed to 
  manipulate the rift’s powers for her own use.
  
  11
  arrowdown  
  Teresa Monroe has had fifteen years to try and figure 
  it out and she’s come a surprisingly long way. By 1991 
  she’d figured out how to set localised time loops so 
  the food never aged. In 1998, an attic that wasn’t there 
  before appeared, within which there lay a pool of 
  impossibly black liquid that swirled over and over. In 
  2003 she found a picture of Alan next to her bedside. He 
  was smiling and older than he’d was when he’d died.
  In 2005 the Autons came and time ceased to have 
  any meaning in Arrowdown. A shard of the Nestene 
  Consciousness had detected the rift energy and been 
  drawn to the town. The funfair set up on the hill, and 
  the deaths began almost immediately. Teresa did the 
  only thing she could; she fought. She tore her town 
  out of time and every day the attacks begin again and 
  every night, they revert. Arrowdown has lived one day 
  hundreds of times, and with no other forces Teresa 
  is unable to do anything but fight a holding action. 
  She’s trapped herself in hell and for all her efforts, 
  her husband is no closer.
  Lunchtime rush
  The moment the rift monitoring alarms stop, Monroe’s 
  is bustling with people. A dozen ordinary people 
  walk through the door in under a minute and anyone 
  looking outside will see that the harbour is now full 
  and there are people all over the street. Anyone 
  looking at Teresa (and succeeding with an Awareness 
  + Presence roll, Difficulty 12) will spot that she seems 
  desperate to find someone in the crowd and seems 
  disappointed when they don’t arrive.
  Finally, anyone looking closer will realise that the 
  ships in the harbour are an impossible collection of 
  relics, ranging from trawlers to a schooner and a 
  World War 2 Torpedo boat. Something is definitely 
  wrong in Arrowdown and it is at this point, this exact 
  moment, that the characters realise something else.
  One of their wallets is missing. And the door to 
  Monroe’s has just slammed shut.
   
  no wallet?
  It doesn’t have to be a wallet; it can be anything 
  – if the Doctor is part of the group, it could be 
  that his Sonic Screwdriver has been stolen, or 
  the psychic paper. Jim (see sidebar) may have 
  taken the psychic paper thinking it is a wallet 
  and when he gets to a safe distance he checks 
  it, only to have it say “I think you should bring 
  this back”.
  chase!
  Anyone quick enough to get out of the door will see a 
  young man dressed in slightly tatty clothes sprinting 
  down the street. As they chase after him, he leaps 
  expertly onto the deck of the nearest ship and leads 
  the characters across the impossible collection of 
  ships until they finally land on the schooner they saw
  before. Feel free to throw in all manner of encounters 
  here, from nearly falling overboard to being attacked 
  by smugglers, or falling into a ship’s hold, but keep 
  the chase pacey and action-packed.
  Jim’s Speed is 4, so he’s quite quick, but the decks 
  can be hazardous. If the characters look like they’re 
  going to lose him, have him slip and fall overboard or 
  reach a dead end. 
  When the characters catch up to him (or pull him 
  out of the water) the young man turns and throws 
  the wallet (or whatever he’s stolen) back at them. He 
  yells that all he wanted to know was who they are, to 
  see that they were new to Arrowdown. If new people 
  have arrived in the town then maybe something has 
  changed, maybe at long last the storm had broken. 
  He drops to his knees, sobbing hysterically and if the
  characters try and comfort him, he tells them 
  that he’s the deckhand on the Elzebeth, a whaler 
  operating out of Arrowdown and he was born in 1856.
  After the chase, and the characters have caught 
  up with Jim, the characters will notice the klaxon 
  sounding the rift alarm again, which gets louder and 
  louder and louder until it is deafening. The deck of the 
  ship beneath them starts to fade and again, and the 
  characters will have to race to get back to the dock 
  before the ships and their crews disappear (including 
  Jim). Have the characters make Coordination + 
  Athletics rolls (Difficulty 9-15) at varying times to 
  avoid vanishing bits of deck, swinging booms or 
  tangles of rigging ropes.
  jim Baker
  awareness
  2
  presence
  2
  coordination
  4
  resoLve
  4
  ingenuity
  2
  strength
  4
  skiLLs 
  Athletics 3, Craft (Sailing) 3, Fighting 2.
  story points: 2
  
  12
    doctor who: adventures in time and space
  Once all of the ships have faded, the klaxon sound 
  fades, leaving another sound in the air. It is the music 
  from the fairground, getting closer and closer until 
  every inhabitant of the ghost train, every decorative 
  figure at the fairground comes into view heading 
  towards the sea wall.
  The Autons are awake.
  B  scene three: coming Like a ghost town
  The Autons sweep into the town and war breaks out. 
  The Autons will kill anyone who gets in their way, but 
  the most observant characters will be able to see 
  that they are focusing on one place – Monroe’s – and 
  letting the townsfolk escape. At Monroe’s, Teresa 
  is frantically barricading the front of the building 
  while trying to get the rift manipulator to fire up 
  once again. If the characters are outside, they have 
  several options on how to get in.
  Distraction
  Someone distracts the Autons and leads them away, 
  giving the other characters a chance to get into the 
  building. A Coordination + Subterfuge roll (against 
  the Coordination + Awareness of the Autons) and a 
  Coordination + Athletics roll (Difficulty 15) will be 
  needed to sneak past the Autons and to climb into 
  the building. 
  Feel free to throw some unusual obstacles in both 
  the characters and Autons’ way such as horsedrawn 
  carriages, old inhabitants phasing back in and, more 
  conventionally, the architecture of a seaside town 
  including amusement arcades, chip stands and 
  lobster pots.
  Fight their way in
  It is possible for a combat orientated team to fight 
  their way through relatively easily. If you’re feeling 
  really militaristic, a sniper on the other side of the 
  bay could destroy half the Autons with Coordination + 
  Marksman rolls before the other Autons could react 
  (Difficulty 18 to hit them).
  I’m the Doctor, now who are you?
  Never underestimate the power of a good stare 
  down. A Presence + Convince roll (Difficulty 18) will 
  get the characters through the door as the Autons 
  react to the Doctor’s reputation. If the Doctor isn’t 
  present, or if they fail the roll, they will be captured 
  and dragged off to the Fair (See Scene Four-Merry 
  Go Round below). The Autons will visibly step back if 
  the Doctor identifies himself by name.
  arrowdown Burns
  There are also plenty of opportunities for the 
  characters to rescue other people in the town. If you 
  want to throw any of the following encounters in, feel 
  free.
  •	
  A drunk sailor, dressed in 1950s Naval uniform, 
  stumbles in front of an Auton and tries to engage 
  it in a fist-fight.
  •	
  A group of prisoners, bound for the Australian 
  penal colony, attack their guards and try and 
  escape. Or alternatively, try desperately to flee 
  as the Autons stride towards them.
  •	
  A small child, separated from her family bangs 
  on the door of Monroe’s, trying to get in as the 
  Autons form up around her.
  As an extra twist you could always have the characters 
  get there just too late and watch horrified as the 
  individual in question is gunned down, only for…
  Everything to reset. The anarchy of the last ten 
  minutes is resolved as suddenly as it began. The town 
  returns to normal, the dead rise, damage heals and 
  anyone looking at the hilltop where they first landed 
  will see a group of Autons appear on the outskirts 
  of the funfair. A figure steps out of the Ghost Train, 
  gestures for the Autons to come inside and they obey 
  him.
  inside monroe’s
  If the players are inside Monroe’s then things are very 
  different. As well as frantically trying to cover the 
  windows or taking up defensive positions from the 
  attacking Autons, there is also the added challenge 
  of getting more power to the rift manipulator. Teresa 
  says that something is different this time, she can’t 
  get enough power to reset the time loop and she 
  needs the power that is keeping the other rooms 
  active to be diverted.
  To this end, Teresa needs as much power as possible 
  and the characters will be sent on a frantic chase 
  through the multiple rooms that the rift energy has 
  mysteriously generated in an attempt to shut them 
  down. When the rift created a new room, Teresa kept 
  the room locked into the present by edging the room 
  with piping and wires that feed directly into the rift. 
  The characters will have to stop this drain on the rift’s 
  energy by literally ripping the pipes and tubes off of 
  the walls and severing the link to the rift manipulator 
  (Strength + Resolve roll, Difficulty 18). 
  
  13
  arrowdown  
  This will reroute the power to the main console, 
  however Teresa will not allow the players to 
  disconnect the wires in the main bedroom where 
  the odd photo of Alan appeared. Some of the most 
  unusual rooms include:
  The Kitchen: Easily twice the size it should be and 
  filled with the latest culinary equipment. There’s the 
  sound of a large group of people behind the back 
  wall, like a cocktail party heard from a distance.
  The Library: An astonishing, hundred metre long 
  room with thick red carpet and floor to ceiling 
  bookcases. Some of the books open on the table 
  include The Time Machine by HG Wells and The Time 
  Traveller’s Wife by Audrey Niffenegger.
  The Attic: A single, bare lightbulb sits above a pool 
  of impossibly black liquid. If the characters, and in 
  particular the person playing the Doctor, peer into 
  it long enough they will hear a voice calling their 
  names. This could be whatever you want it to be, 
  possibly something on the other side of the pool, 
  calling to the Doctor (maybe even Daughter of Mine 
  from the Family of Blood).
  The Pool: There’s an Olympic level swimming pool 
  next to the kitchen, which is unusual given that 
  there’s barely space for a broom cupboard there.
  Teresa’s Room: A simple, Spartan bedroom with a 
  bed made up for two. A photo of her husband sits on 
  the dresser table. The bed hasn’t been slept in.
  If all the electrical points are turned off in time, the 
  field activates and the Autons and the town are reset. 
  Which of course, doesn’t solve the problem, just 
  delays it…
  B  scene four: merry go round
  Sooner or later, it’ll become clear that there are two 
  ways to get out of the situation. The first is to try and 
  reason with the Autons and the second is to destroy 
  them.
  If they try and sneak into the funfair it becomes clear 
  that the Autons are concentrated around the Ghost 
  Train. Closer examination of the Ghost Train reveals 
  that the building appears to extrude into the ground 
  and all of the Autons are concentrated around there.
  It is hard to sneak in. The characters will have to 
  make Coordination and Subterfuge rolls, against the 
  Awareness and Ingenuity of the Autons, but there are 
  many of them (the Autons’ Awareness and Ingenuity 
  is increased using the Cooperation rules, so they 
  get a bonus of +8 to their rolls). If they don’t want to 
  sneak in, they could just stride up to the entrance and 
  demand to be taken to their leader! Just a Presence 
  and Convince roll, against the Autons’ Ingenuity and 
  Resolve. This is their easiest option as the Autons will 
  probably do just that, and lead the character straight 
  to the fragment of the Nestene Consciousness in the 
  funfair.
  Whether they try to sneak in, attack the Auton camp 
  or demand to be taken in, the characters are soon 
  greeted by the mysterious figure they saw earlier. 
  He’s dressed like a ringmaster and steps out of the 
  Ghost Train with a flourish. Straight away, it should 
  become clear this is not a normal Auton. He walks 
  normally and, as he takes his top hat off, something 
  becomes very clear. He’s human. Or partially human. 
  Half his face is plastic but as he comes closer, he 
  smiles and tips his hat. Anyone who saw Teresa’s 
  bedroom will recognise him. He’s Alan Monroe, her 
  husband.
  aLan monroe
  awareness
  5
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  4
  skiLLs 
  Athletics 3, Fighting 3, Marksman 3,
  Knowledge 3, Science 3, Technology 3.
  traits
  Alien (partial): Alan has a fragment of the 
  Nestene within him, controlling him, so he’s 
  part Alien.
  Boffin: Alan is a whizz with computers 
  and technology, allowing him to create 
  pseudoscience gadgets.
  Slave: Alan is mostly controlled by the Nestene, 
  as a puppet for the alien within him.
  Unattractive: The Nestene has rebuilt his face 
  with plastic leaving him horribly scarred.
  story points: 8
  
  14
    doctor who: adventures in time and space
  the truth
  Alan and Teresa weren’t hit by a drunk driver, they 
  were hit by a shard of the Nestene Consciousness 
  making planetfall. Teresa, was blown clear by 
  the impact. Alan wasn’t so lucky. The Nestene 
  Consciousness absorbed him and has been using his 
  knowledge of the town, his wife and her knowledge 
  to try and gain control of the rift.
  Alan has no idea who he used to be. Only that the 
  Nestene Consciousness saved his life and he owes it 
  everything. Now, he’s being used as the spokesperson 
  for the Nestene Consciousness. As he leads them 
  down through what seem to be an old set of smuggler’s 
  caves beneath the Ghost Train, the characters can try 
  to talk to Alan and get through to the person beneath 
  the Nestene control. It will require a Presence + 
  Convince roll, Difficulty 18 to chip through some of the 
  conditioning. Alan Monroe is still in there and if the 
  players can make him aware of who he is, then they 
  can gain an ally in what’s to come.
  B  scene five: the pLastic court
  Finally, they reach the bottom of the tunnels. There, 
  Autons are busy maintaining a large secured rock 
  pool into which has been poured the remains of the 
  Nestene Consciousness. Barely cognisant, it writhes 
  and pours itself around and seems comforted as 
  Alan puts a hand in to pet it. Those looking closely 
  will see that the plastic half of his face slackens a 
  little as he does this.
  Alan explains the situation to them; the Nestene 
  Consciousness barely survived the Time War 
  and, given the last encounter with the Doctor, this 
  fragment has no intention of attempting to enslave 
  this paltry little world. All the Nestene asks for is a 
  means of getting off this world.The rift offers that. Of 
  course, if the characters have arrived in a TARDIS, 
  the Nestene would settle for that... Of course, that’s 
  not quite everything. When pressed, the Nestene 
  Consciousness will concede that it wants to save 
  its protein planets from the Time War and will even 
  concede to wanting to retrieve the elements of itself 
  locked in the past. It wants a new world, and it’s not 
  remotely concerned whether that world has living 
  inhabitants or not.
  Anyone making an Awareness + Ingenuity (or if any 
  character has Knowledge that is Geology based, 
  use that) roll (Difficulty 15) during this time will 
  notice something disturbing. The tunnels they’ve 
  come down change at this level, becoming more 
  regular, more polished. The time rift around the 
  fallen Dalek and Monroe’s only extends a hundred 
  feet down into the crust and the Autons are digging 
  beneath it. They’re planning to drop the Dalek, and 
  Arrowdown right into their laps. This is the big 
  finish, the moment where the characters must work 
  out what to do and how. There are several solutions 
  available here:
  Breaking the Seal: The molten plastic form of the 
  Nestene Consciousness is protected from the ocean 
  by a thin wall of rock. A Coordination + Marksman roll 
  (Difficulty 12 to hit it) will break it, causing the plastic 
  and water to mix, the plastic to solidify and the Autons 
  to collapse in agony. Plenty of time then to race 
  down the tunnels or back to the surface. Remember, 
  this could be done entirely on good roleplaying or a 
  Presence + Convince roll (Difficulty 18) but if Alan 
  Monroe can be reminded who he is, then he’ll destroy 
  the pool himself and flee with them.
  Rats in the Maze: A good distraction (like bringing 
  down some of the ceiling or a Coordination + 
  Fighting roll to disable an Auton) will give the 
  players the chance to flee into the tunnels beneath 
  the bay. There, they will have to evade the Nestene 
  Consciousness and the Autons, as well as finding a 
  way back to the surface. Of course, the most effective 
  of these is blowing a hole in the ceiling and letting 
  the bay flood in (which will involve some holding of 
  breaths and swimming to the surface), though there 
  are other interesting ways out...
  The Wild, Wild Sea: If the characters escape out 
  into the bay or break through the tunnels and swim 
  up they find themselves faced with a difficult swim 
  (Coordination + Athletics rolls, Difficulty 15). However, 
  what they find out there is a fleet the likes of which 
  they’ve never seen. Every ship from the harbour is 
  arrayed and those with weapons begin opening fire 
  on the caves even as a motorboat speeds in to pick 
  the characters up.
  If they don’t have Alan with them at this point, then 
  the characters will need to stop the bombardment 
  (it’s actually more dramatic than effective, just a 
  single old Naval ship with cannons and a gunboat 
  from World War II) using either Presence + Convince 
  rolls (Difficulty 18) or very good roleplaying.
  If they have Alan with them, the players will meet 
  Teresa who has finally left Monroe’s to help in the 
  rescue. Alan’s human side has gained full control of 
  himself and she’s amazed to find herself face to face 
  with the husband she thought she’d lost. As the ships 
  turn for home, and the time bubble over Arrowdown 
  
  15
  arrowdown  
  finally dissipates, the older ships in the fleet begin to 
  fade back to their own time.
  There are a couple of ways you can play this ending. 
  If you want there to be a very dramatic finale you 
  could have the boat the characters are on attacked 
  by a rapidly solidifying but still homicidal Nestene 
  Consciousness. This could lead to Alan heroically 
  sacrificing himself, the boat being destroyed or the 
  Nestene Consciousness being held off long enough 
  to solidify and sink. Alternatively, you could have Alan 
  go into shock as the Nestene Consciousness dies and 
  have to be stabilised until they can get him back to 
  Monroe’s. Due to being drenched in temporal energy, 
  the rift tries to heal him. Ultimately, Alan is saved but 
  at a price. He can’t leave Monroe’s for more than two 
  hours otherwise the healing will break down.
  B  scene six: monroe’s, open for Business
  By the time the characters get back, Arrowdown 
  looks very different. The Ghost Train has collapsed 
  into the sea, the old ships have disappeared and the 
  streets are filled with confused tourists and citizens, 
  all wearing clothes three years out of date.
  With Torchwood or UNIT contacted to ease the 
  townsfolk into the real world, the Doctor and 
  companions can finally enjoy their fish and chips. 
  Sitting in the library at Monroe’s, with Teresa and Alan, 
  they find out that the couple have some surprising 
  news. UNIT have asked them to join, and Operation 
  Timekeeper has been shelved in favour of Operation 
  Nightingale, an ongoing attempt to find and care for 
  the victims of alien intervention. Although Monroe’s 
  is still being kept on as a side concern, keeping an 
  eye on that Dalek technology until it can be safely 
  retrieved and destroyed. The rift energy has been 
  massively depleted and is slowly fading. An Ingenuity 
  + Knowledge roll for the Doctor will reveal that there 
  is enough residual energy to keep Alan alive, but that 
  is all. Still, the chips are magnificent.
  Finally, as they leave, the storm that has been held in 
  place for years breaks over Arrowdown. Holding their 
  newspaper-clad chips tightly against the rain, the 
  Doctor and his companions flee back to the TARDIS 
  and set off for pastures new. After all, it turns out 
  Amy’s never been to the Isle of Man…
  nestene consciousness
  awareness
  3
  presence
  4
  coordination
  2
  resoLve
  5
  ingenuity
  6
  strength
  5
  skiLLs 
  Convince 3, Fighting 2, Knowledge 6, Science 2.
  traits
  Alien
  Alien Appearance
  Fear Factor (1): It’s a mass of boiling plastic 
  that talks! +2 on rolls to actively scare.
  Hypnosis (Major): It can mesmerise and control 
  agents.
  Immunity (All Ballistic Weapons): Guns, bullets 
  and explosives do nothing to it. It’s a pool of 
  living plastic, though it can form tentacles and 
  limbs that can be harmed or severed.
  Natural Weapons (tentacles): The Nestene 
  can produce tentacles that can crush and bash 
  their target (Minor Trait, Strength +2 damage 
  (7(3/7/10).
  Psychic: It communicates and controls with a 
  powerful telepathic signal amplified through 
  conventional technology. Without the boost, 
  it can still control the weak-willed within its 
  presence to create agents to do its bidding.
  Slow: Movement is really slow, with an effective 
  Speed of 0.5
  story points: 8-10
  (All of its Attributes drop by one for every
  Round that it is in the salt water).
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/5 Scenarios/Arrowdown.pdf