TEXT: THE TWELFTH DOCTOR SOURCEBOOK 
  
  B  CREDITS
  PRODUCER: Zak Dale-Clutterbuck
  WRITING: Andrew Peregrine and Walt Ciechanowski
  EDITING: Sine Quinn
  COVER, GRAPHIC DESIGN 
  AND LAYOUT: Paul Borne and Rory McCormack
  CREATIVE DIRECTOR: Jon Hodgson
  PUBLISHER: Dominic McDowall
  PROOFREADING: Ian Finney, Peter Gilham and Brian Swift.
  SPECIAL THANKS: Ross McGlinchey and the BBC team for 
  all their help.
  ” My Twelfth went the long way around.”
  The Twelfth Doctor Sourcebook is published by 
  Cubicle 7 Entertainment Ltd (UK reg. no.6036414).
  Find out more about us and our games 
  at www.cubicle7games.com
  © Cubicle 7 Entertainment Ltd. 2019
  BBC, DOCTOR WHO, TARDIS, DALEKS, CYBERMAN and 
  K-9 (word marks and logos) are trade marks of the British 
  Broadcasting Corporation and are used under licence. 
  BBC logo © BBC 1996. Doctor Who logo and WHO insignia 
  © BBC 2018. Dalek image © BBC/Terry Nation 1963. 
  Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. 
  K-9 image © BBC/Bob Baker/Dave Martin 1977. Licensed 
  by BBC Studios.
  Printed by: Standartu Spaustuve 
  www.standart.lt, Vilnius, Lithuania.
  ,
  .
  
  3
  THE TWELFTH DOCTOR SOURCEBOOK
  B  CONTENTS
  INTRODUCTION  
  4
  How to Use this Book 
  4
  CHAPTER ONE: 
  THE TWELFTH DOCTOR AND COMPANIONS 
  5
  Who is the Doctor? 
  6
  The Twelfth Doctor’s Companions 
  8
  The Twelfth Doctor’s TARDIS 
  15
  CHAPTER TWO: 
  PLAYING IN THE TWELFTH DOCTOR’S ERA 
  16
  What’s Old is New Again 
  17
  Hard Decisions 
  18
  Places to See, People to Annoy 
  19
  Alternate Adventures and Campaigns 
  20
  Blurring the Line Between Fantasy and Reality 23
  Companions 
  24
  We Don’t Need a Time Lord! 
  25
  Downtime Between Adventures 
  26
  UNIT in the Twelfth Doctor’s Era 
  26
  Gallifrey Reborn 
  28
  New Gadgets and Traits 
  30
  CHAPTER THREE: 
  THE TWELFTH DOCTOR’S ADVENTURES 
  31
  Deep Breath 
  32
  Into the Dalek 
  35
  Robot of Sherwood 
  38
  Listen 
  43
  Time Heist 
  46
  The Caretaker 
  50
  Kill the Moon 
  53
  Mummy on the Orient Express 
  56
  Flatline 
  60
  In the Forest of the Night 
  63
  Dark Water/Death in Heaven 
  66
  Last Christmas 
  70
  The Magician’s Apprentice/The Witch’s Familiar 74
  Under the Lake/Before the Flood 
  79
  The Girl who Died 
  84
  The Woman Who Lived 
  87
  The Zygon Invasion/The Zygon Inversion 
  90
  Sleep No More 
  94
  Face the Raven 
  97
  Heaven Sent 
  100
  Hell Bent 
  103
  The Husbands of River Song 
  106
  The Return of Doctor Mysterio 
  109
  The Pilot 
  113
  Smile 
  116
  Thin Ice 
  120
  Knock Knock 
  123
  Oxygen 
  127
  Extremis 
  131
  The Pyramid at the End of the World/
  The Lie of the Land 
  134
  Empress of Mars 
  139
  The Eaters of Light 
  143
  World Enough and Time/The Doctor Falls 
  147
  Twice Upon a Time 
  153
  INDEX 
  159
  
  4
  THE TWELFTH DOCTOR SOURCEBOOK
  Just when he thought his lives were finally over, 
  the Doctor was granted a whole new series of 
  regenerations. So, in classic style, he began them 
  as an irascible and grumpy grandfather figure. But 
  this Twelfth incarnation was not just an old man at 
  the end of a long life. He was still an explorer and 
  an adventurer, albeit one that better understood the 
  consequences of his actions. With a new lease of life 
  came a new wonder for the universe, but this Doctor 
  was not just a tourist looking for new experiences. 
  Instead he sought answers to the mysteries of the 
  galaxies, the enigmas he never thought he would 
  have time to solve.
  Given a second chance at life, the Twelfth Doctor was 
  not one to waste his time. He had a job to do — the 
  universe wasn’t going to save itself! Having lived so 
  long he had an extensive list of regrets and wrongs 
  that he needed to put right, though this didn’t leave 
  a lot of time for social niceties. The Twelfth Doctor 
  was finished with all the silly chatter and banter. He 
  had a duty of care, and that left no time to soothe 
  anyone’s feelings when he was saving the universe.
  HOW TO USE THIS BOOK 
  The Twelfth Doctor Sourcebook is primarily a 
  Gamemaster’s resource for running adventures with 
  either the Twelfth Doctor and his companions, or in 
  the style of the Twelfth Doctor’s adventures. While 
  players will certainly benefit from the background 
  information in this book, particularly regarding the 
  Doctor and his companions (and other information the 
  Gamemaster deems worthy to share!), all the rules 
  needed to portray the Twelfth Doctor’s companions 
  are found in the Doctor Who Roleplaying Game Core 
  Rulebook. 
  This book is designed to be a guide to capturing the 
  feel of the Twelfth Doctor’s era and incorporating 
  it into your adventures. Chapter One describes the 
  Twelfth Doctor, his companions, and his TARDIS. 
  Chapter Two offers advice on how to craft adventures 
  and capture the style of the Twelfth Doctor’s era. 
  Chapter Three delves into each of the Twelfth 
  Doctor’s actual adventures. Each adventure includes 
  the following information (along with some fun extra 
  bits in the sidebars!): 
  • 
  Synopsis: Where did the TARDIS land this time? 
  Who did the Doctor meet and what terrible 
  challenges did he and his companions face? 
  This section summarises the key events of the 
  adventure, marking important information and 
  references to other adventures. 
  • 
  Running the Adventure: If your players are 
  unfamiliar with the adventure then you may 
  want to run it for them. This section gets into the 
  nuts and bolts of bringing the adventure to life 
  and the adaptations necessary when using other 
  Doctors and companions or even running it 
  Doctor-less. This section is also useful for when 
  you just want to adapt bits or ‘re-skin’ it in order 
  to enable players who do remember the original 
  to enjoy playing through a fresh new take. 
  • 
  Further Adventures: An adventure is more than 
  the sum of its parts; elements from across time 
  and space intersect in unique ways, and each of 
  those aspects could be recombined in infinite 
  variations to use again! We offer a few adventure 
  seeds that build off the elements in the current 
  adventure. While we hope these seeds are 
  playable on their own, they are also designed to 
  spark your imagination when constructing new 
  adventures. 
  Finally, each adventure also includes statistical and 
  background information on the various non-player 
  characters, monsters and gadgets that the Doctor 
  and his companions encountered over the course of 
  the adventure. 
  INTRODUCTION
  INTRODUCTION
  ‘I strongly advise you to 
                          keep out of my way. 
               You’ll find it’s a very small universe when 
                                                    I’m angry with you.’
  
  CHAPTER ONE
  THE TWELFTH DOCTOR AND COMPANIONS 
  
  ‘I’m the Doctor. I’ve lived for over two thousand 
  years, and not all of them were good. I’ve made 
  mistakes, and it’s about time I did something about 
  that.’
  B  WHO IS THE DOCTOR?
  Once, the Doctor was a madman in a blue box — 
  a hero, a legend, and a traveller in love with the 
  universe — but no more. The Twelfth Doctor 
  has seen too much. This incarnation is a 
  chance to make amends. It’s time to stop 
  playing around and get on with the 
  serious job of saving the universe, 
  because the only thing that is 
  certain is that it isn’t going to 
  save itself.
  With the possible exception 
  of his Sixth incarnation, the 
  Twelfth Doctor is initially the 
  most difficult to get along with. 
  He is impatient, rude, dismissive, 
  and occasionally manic. Even his 
  eyebrows are angry, really angry. 
  All this, coupled with his imposing 
  height and growling Scottish accent 
  makes him rather intimidating, and 
  sometimes a little annoying. He tends 
  to walk into rooms as if he owns them 
  and expects everyone to follow his 
  lead. While he may not look like a 
  young man anymore, he is less like 
  a grandfather and more like a mad 
  uncle. Most people initially don’t like him. 
  Even Clara took a while to get used to him.
  To make matters worse, the Twelfth Doctor 
  has very few social skills. Well, that’s not 
  entirely true; he just chooses not to bother 
  using them. While many of his previous 
  incarnations loved to chat to people and make 
  friends, the Twelfth Doctor couldn’t be more 
  different. He has no time for small talk, or 
  even basic politeness on most occasions. 
  He is not interested in making people feel 
  comfortable or offering sympathy. He has a 
  job to do, usually saving the lives of everyone in 
  the room. So he doesn’t mind people thinking 
  he is brusque and difficult. He is more 
  focused on saving them, even if he ruffles 
  a few feathers in the process. 
  Though he might not appear to care, the Doctor takes 
  the lives of those around him extremely seriously. 
  This applies tenfold to the lives of his companions. 
  He is the archetypal father (or uncle) of the universe: 
  stern and distant, but ready to turn mountains to dust 
  to protect those in his care. When he lost Clara he 
  fought his own confession dial for billions of years 
  to prove a point to the Time Lords, and nearly tore 
  the universe apart to keep her alive. Despite his cold 
  exterior, the Twelfth Doctor is a creature of incredible 
  passion. 
  The range and power of his feelings is so vast he 
  is not entirely in control of them. Both his anger 
  and benevolence are so extreme they might be 
  dangerous. With all his skill and experience, what 
  he might be capable of in a fit of emotion frightens 
  him. So he remains a tightly controlled volcano of 
  raw feelings, releasing the pressure now and again 
  in safe doses. His fear of losing control and hurting 
  someone leads him to often question whether he is 
  truly a good man, in case he loses his way. 
  But the Doctor is still a hero, perhaps even more so 
  than before. One of the reasons for his anger is that 
  he has seen too much death, pain, and destruction. 
  The gloves have come off. He won’t stand it anymore. 
  He will fight, whatever cost to himself, because he is 
  the final line in the sand that will never be crossed. 
  No more clever tricks, no more quips (okay, maybe 
  one or two but definitely no banter) no more trying 
  to look clever; just two thousand years of dedication 
  and resolve ready to face the worst the universe can 
  throw at him and ask for more.
  For all his seriousness, the Doctor is still an explorer 
  at heart. He longs to see the universe and show it to 
  his companions. Unfortunately, after two thousand 
  years of travelling he’s seen almost everything. 
  So what intrigues him are the mysteries of the 
  universe, rather than particular planets or nebula. 
  He has already seen every galaxy, now he wants to 
  understand how they all fit together. He wants to 
  peer into the small corners he missed the first time 
  around, and force reality to reveal its ancient secrets. 
  Left alone in the TARDIS too long, he starts to wonder 
  about questions he has never found an answer for. 
  But he isn’t good at investigating alone. He still 
  wants to show someone how amazing the universe 
  is. This leads him to visiting his companions (often at 
  extremely inconvenient times) and taking them off on 
  a voyage at a run, sometimes into the truth of reality 
  itself.
  6
  THE TWELFTH DOCTOR SOURCEBOOK
  
  STORY POINTS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To save the universe, whether it 
  likes it or not.
  PERSONALITY
  The Doctor is rude and difficult, but 
  usually annoyingly right. He doesn’t 
  have time for social niceties, not when 
  lives are at stake. While he is often 
  cantankerous and officious, he is also 
  prone to dramatic mood changes when 
  he gets angry or excited. He works 
  hard to do what needs to be 
  done, and despairs at the 
  failures of the adorable 
  but painfully stupid 
  humans that usually 
  surround him.
  BACKGROUND
  The Doctor is the 
  universe’s last line of 
  defence. When there 
  is no one left, he will 
  stand and protect what 
  is decent and good. He 
  doesn’t want to be a 
  hero — in fact, after so 
  many years, he’d really 
  like to give it all up 
  and have a rest — but 
  there is no one else to 
  take his place, and so 
  he continues to fight.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○ 
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
  MEDICINE
  SCIENCE
  SUBTERFUGE
  SURVIVAL
  TECHNOLOGY
  TRANSPORT
  10
  THE TWELFTH DOCTOR
  4
  3
  4
  6
  2
  3
  5
  3
  4
  5
  4
  4
  5
  9
  4
  5
  3
  8
  Sonic Screwdriver
  Sonic Sunglasses
  Spoon (for duelling)
  Psychic Paper
  Clara’s Social Prompt 
  Cards
  TARDIS
  Local field gravity 
  detector (Yo-yo)
  Argumentative
  Boffin
  Brave
  Experienced Time Lord x12
  Feel the Turn of the Universe
  Friends (Major: UNIT)
  Indomitable
  Keen Senses (Major)
  Quick Reflexes
  Psychic
  Run For Your Life!
  Talk to Everything
  Technically Adept
  Time Lord
  Time Traveller (All)
  Voice of Authority
  Vortex
  A
  4
  Time Lord
  Adversary (Major: Too Many To List)
  Code of Conduct (Major)
  Distinctive
  Eccentric (blunt and inconsiderate)
  Insatiable Curiosity
  Obsession (Duty of Care)
  
  8
  THE TWELFTH DOCTOR SOURCEBOOK
  B  THE TWELFTH DOCTOR’S COMPANIONS
  CLARA OSWALD
  No longer ‘The Impossible Girl’, Clara became 
  more of a partner than a companion to the Twelfth 
  Doctor. She was his moral barometer, keeping an 
  eye on him to tell him when he was going too far. 
  Unbeknownst to her, this relationship worked both 
  ways. The Doctor watched how far she spread her 
  web of deceit, especially regarding Danny Pink. 
  Much as Clara loved Danny, she couldn’t heed his 
  advice to stop travelling with the Doctor before she 
  went too far.
  Clara was disoriented by the Doctor’s regeneration, 
  but once used to the change she idolised him. She 
  didn’t just want to travel with him, she wanted to 
  be him — saving the universe and being incredibly 
  clever. While her quick wits and talent for deceit 
  often managed a passable counterfeit, her lack of 
  experience usually got her in trouble. Even so, her 
  understanding of the Doctor made her a valued 
  confidant and companion.
  Between adventures, Clara became a dedicated 
  teacher at Coal Hill School. Her job teaching 
  English was more than just something to pass the 
  time. She was committed to the care and education 
  of her students, and working with Danny on 
  extracurricular activities made the job even more 
  enjoyable — though she couldn’t help the odd hint 
  about her relationship with Jane Austen.
  Clara was a thrill seeker, compulsively drawn 
  to the excitement of adventure. This tendency 
  worsened after the loss of Danny, which damaged 
  Clara irreparably. She threw herself carelessly 
  into danger, trying to ignore the pain, ultimately 
  leading her to taking a risk that cost her life. 
  However, neither she nor the Doctor could accept 
  her death, and he broke almost all the laws of time 
  to bring her back. They recognised they were a 
  dangerous combination, and understood they had 
  to part.   
  DANNY PINK
  Danny was once a soldier, but after a dreadful 
  tragedy on patrol in Afghanistan he retired from 
  the military. He became a maths teacher at Coal 
  Hill School, where he met Clara and fell in love. 
  Unfortunately, the Doctor and Danny didn’t get 
  on. The Doctor initially treated him with disdain, 
  believing he wasn’t good enough for Clara. 
  All soldiers were beneath the Doctor’s notice, mere 
  pawns committing unnecessary violence. But Danny 
  was a soldier who protected people, built wells, and 
  sought to defend the weak. Danny believed the 
  Doctor was moulding Clara into a form of soldier; 
  he saw the cold heart of an uncompromising officer 
  in the Doctor, one who never allowed his orders to 
  be challenged. 
  Despite the Doctor’s intrusions and several false 
  starts, Danny and Clara’s relationship deepened 
  to love. Clara was left heartbroken after Danny 
  was killed in a road accident, but his story wasn’t 
  over. Missy’s plan resurrected him as a Cyberman, 
  giving him a chance to say goodbye to Clara and 
  prove to the Doctor that a soldier could fight for 
  peace.
  BILL POTTS
  Bill Potts was an inquisitive young woman working 
  as a ‘dinner lady’ at St Luke’s University who 
  began sneaking into the Doctor’s classes. She was 
  intrigued by the eccentric lecturer, especially his 
  tenure (he’d apparently been lecturing for over 
  seven decades) and his lecture topics, which never 
  matched what was advertised.
  THE TWELFTH DOCTOR AND COMPANIONS
  
  9
  THE TWELFTH DOCTOR SOURCEBOOK
  The Doctor offered to become her personal 
  tutor, granting her entrance to the university as a 
  student. She fell for a woman named Heather, who 
  disappeared after being transformed into an alien 
  vessel. The Doctor helped Bill search for Heather, 
  revealing he was an alien and kick-starting their 
  adventures together. 
  The Doctor helped Bill reconnect with her mother 
  by going back in time to photograph her,  showing 
  that despite the gruff exterior he could still be 
  thoughtful and caring. Bill proved resourceful, 
  her unique perspectives making her an ideal time-
  travelling companion. Having said that, she almost 
  destroyed the world, submitting Earth to the Monks 
  to save the Doctor. Fortunately, the Doctor knew he 
  could fix anything with Bill on his side.
  Bill almost met her end on a spaceship stuck near 
  a black hole, where a skittish crew member shot 
  her through the heart. Strange surgeons took her 
  to the other end of the ship to be healed, but due to 
  the relativistic effects of the black hole time moved 
  quicker there. She spent a decade with Razor (the 
  Master in disguise) as she was initially turned 
  into a cyborg and then into the first of the Proto-
  Cybermen.
  Bill fought her programming, standing with the 
  Doctor to defended the ship’s inhabitants. They both 
  fell in battle, but were saved by Heather. Heather 
  had full control of her powers as a sentient liquid 
  spaceship, and offered Bill a chance to travel with 
  her in the same transcendent form. Bill accepted, 
  and the couple went on to explore time and space 
  together.
  NARDOLE
  Nardole had a colourful and enigmatic history, 
  though 
  how 
  much 
  was 
  true 
  or 
  Nardole’s 
  embellishment is debatable . He claimed to have 
  been a black marketeer, a con artist, a Brown 
  Tabard in Tarovian martial arts, winning his left 
  hand in a gambling game, and previously having 
  blue skin.  
  The Doctor met Nardole working for River Song. 
  During that adventure he was decapitated and 
  integrated into the Hydroflax robot. After the 24-
  year night on Darillium, the Doctor built Nardole a 
  new body using both organic and cybernetic parts. 
  River instructed Nardole to stop the Doctor from 
  executing Missy, resulting in her imprisonment 
  in the Vault at St Luke’s University for 1000 
  years.
  
  10
  THE TWELFTH DOCTOR SOURCEBOOK
  True to his oath, Nardole tried to keep the Doctor 
  from leaving Missy to travel in the TARDIS. His 
  success rate that millennium is unknown, but by 
  the end of the Twelfth Doctor’s adventures Nardole 
  was regularly in attendance with the duty shirking 
  Time Lord! 
  Behind Nardole’s matronly appearance lay vast 
  reserves of skill and resolve. Nardole never 
  wavered in his dedication to the job or to the Doctor. 
  His unchallenging appearance hid an array of 
  technological gadgets and skills he had mastered, 
  granting him incredible control over computers and 
  machinery. 
  In lieu of Clara, Nardole took on the vacant position 
  of the Doctor’s conscience, despite his reluctance 
  to accompany him and Bill. In their final escapade, 
  Nardole helped protect the residents from the 
  advancing Cybermen, and was tasked with guarding 
  them when he and the Doctor parted ways.
  RIVER SONG
  River began her life as Melody Pond, Rory Williams 
  and Amy Pond’s daughter. She was conceived 
  abroad the TARDIS, a child of the Vortex born with 
  Time Lord DNA. This made her a target for the 
  Silence, who stole her for use as a weapon against 
  the Doctor. Though she managed to kill the Doctor 
  she used her remaining regenerative energy to 
  revive him.
  River usually encountered the Doctor ‘out of order’ 
  relative to her timeline. The Tenth Doctor first met 
  her when she was about to die, though he managed 
  to save her memories. The Twelfth Doctor met 
  River toward the end of her life. An accomplished 
  archaeologist and thief, the Doctor’s wife ‘borrowed’ 
  his TARDIS on occasion, her DNA giving her the 
  ability to steer it.
  The Twelfth Doctor was surprised to find her 
  married to the ruthless King Hydroflax. River didn’t 
  recognise the Doctor as she was unaware of his 
  new cycle of regenerations. The Doctor eventually 
  revealed himself, and together they defeated 
  Hydroflax, with the minor complication of crash-
  landing a ship on Darillium. River awakened from 
  the crash nervous, knowing they spent their last 
  night together on Darillium. The Doctor told her not 
  to worry; a night on Darillium lasts 24 years. The 
  two spent those years as husband and wife, before 
  the Tenth Doctor met her for the first time and she 
  said her final goodbye.
  ASHILDR
  Ashildr was a girl in a Viking village when she 
  first met the Doctor, but this encounter led to her 
  becoming one of the most ardent and dangerous 
  immortals in the universe. Fatally injured defending 
  her village from ‘The Mire’, the Doctor used their 
  advanced technology to heal her. The side effect 
  was immortality. She became a vastly skilled and 
  experienced woman after only a few hundred years, 
  never dying, never ageing.
  The problem with immortality was the human 
  capacity for memory. Ashildr forgot most of her 
  life, even her original name, rechristening herself 
  as ‘Me’. She came to rely on her library of journals 
  to remind herself of her past, tearing out pages she 
  wanted to forget.
  Outliving everyone she loved, Ashildr became cold. 
  Her hardened heart and vast experience made her 
  potentially dangerous. When she met the Doctor 
  again she was on the cusp of villainy, but turned 
  away from darkness at the last moment. She 
  recognised the dangers she faced as an immortal 
  were also felt by the Doctor. She became Earth’s 
  protector in case he failed to heed his own advice. 
  While they weren’t enemies, she was persistently 
  the Doctor’s adversary. With her experience, she 
  might have been the only person in the universe 
  capable of besting him.
  MISSY 
  The Doctor’s old enemy and best friend, ‘The 
  Master’ returned no less eccentric or murderous to 
  haunt him in a new incarnation as ‘The Mistress’. 
  However, she was bored of fighting the Doctor 
  and had decided she wanted her friend back. 
  Unfortunately, her way of going about it — offering 
  gifts like an army of Cybermen made from dead 
  humans — was not received with gratitude.
  The Doctor convinced Missy that goodness, rather 
  than galactic domination, was a worthwhile lifestyle. 
  If it took being good to be friends, she decided to 
  try (it was that or execution anyway). She agreed to 
  imprisonment, with the Doctor as her warden and 
  ethics tutor. 
  When meeting the Master, the Doctor’s lessons and 
  her own sense of eccentric irony led her to betray 
  her previous incarnation. Unfortunately, the Master 
  would rather destroy their future than live to join 
  the Doctor. He shot Missy in the back and left her to 
  die, an irony she found hilarious.
  THE TWELFTH DOCTOR AND COMPANIONS
  
  STORY POINTS A  
  CLARA OSWALD
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To travel with the Doctor and see the universe, all 
  of it, forever.
  PERSONALITY
  Clara is an adventurer and a thrill seeker. She is 
  capable of deep affection, but can be dishonest, 
  believing what her loved ones don’t know won’t hurt 
  them. She is occasionally self-centred and easily 
  capable of lying to those she loves so she can do what 
  she wants. She usually gets away with everything, 
  being exceptionally clever and rather good at lying. 
  Unfortunately, her confidence often leads her to 
  overplay her hand.
  BACKGROUND
  Clara was unknowingly introduced to the Doctor 
  by Missy and fulfilled her destiny as ‘The 
  Impossible Girl’. After having some difficulty 
  coping with the Doctor’s regeneration, 
  she became more of a partner than a 
  companion. Their relationship became like a 
  very argumentative father and daughter. She fell in 
  love with fellow teacher Danny Pink, who died in a 
  tragic accident. After Danny’s death, Clara began to 
  take more and more risks. This led to her death at 
  the hands of a Quantum Shade. The Doctor broke 
  almost all the rules of time to bring her back. She 
  was last seen taking the long way back to Gallifrey 
  to face her fate, accompanied by Ashildr in a stolen 
  TARDIS.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  3
  4
  3
  4
  2
  Mobile Phone
  Attractive
  Brave
  Friends (Major: The Doctor, Jane Austen)
  Lucky
  Psychic Training
  Technically Adept
  Eccentric (Major: Control Freak)
  Impulsive (Minor)
  Insatiable Curiosity
  Obligation (Major: Coal Hill School)
  3
  4
  2
  2
  4
  2
  0
  3
  3
  1
  3
  3
  12
  STORY POINTS A  
  DANNY PINK
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To keep Clara safe, even from the Doctor.
  PERSONALITY
  Danny has had his fill of adventure as a British soldier in 
  Afghanistan. His experiences have left him calm and level 
  headed, and very careful about how his actions impact 
  others. Initially, he seems stern and humourless, but 
  he has a dry wit and strong devotion to those he 
  loves. Danny didn’t become a soldier to fight, rather 
  to protect people and help them improve their lives. 
  As a teacher he shows the same dedication to his 
  students. Those instincts made him disapprove of 
  Clara’s relationship with the Doctor, knowing he 
  would eventually place her in too much danger.
  BACKGROUND
  Danny left the army after accidentally shooting 
  a young boy while on patrol. The incident still 
  haunts him. As a result, he continually feels he 
  needs to make amends. He met Clara on his first 
  day as a Maths teacher at Coal Hill School. They 
  both made a mess of their first date, their mutual 
  attraction making them both nervous and tongue 
  tied. They got over the awkwardness, and eventually 
  fell deeply in love. Danny was killed in a road accident 
  but brought back by Missy’s plan to turn the dead of 
  Earth into Cybermen. He used his connection to the 
  network to sacrifice himself and destroy the army. His 
  act of valour proved to the Doctor that sometimes a 
  soldier can save lives.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  4
  4
  4
  4
  4
  4
  3
  2
  0
  2
  2
  3
  0
  3
  0
  1
  3
  1
  12
  (History +2, Literature +2)
  (Computers +2)
  None
  Attractive 
  Brave
  Sense of Direction
  Tough
  Voice of Authority
  Code of Conduct (Minor) 
  Dark Secret (Accidentally shot a child)
  Obligation (Major: Coal Hill School)
  Unadventurous
  (Mathematics +2)
  
  STORY POINTS
  BILL POTTS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To learn all she can from the Doctor.
  PERSONALITY
  Bill is curious and inquisitive, and eager to 
  see the wonders of the universe. She tends to 
  relate new situations to pop culture references. 
  She also has a big heart and wants to help 
  anyone in trouble. 
  BACKGROUND
  Bill was brought up in foster care after her 
  mother died when Bill was very young. She 
  took a job serving chips at University where 
  the Doctor first meets her. He was attracted 
  to Bill’s inquisitive nature. He acted as her 
  private tutor while showing her the universe.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  3
  4
  3
  4
  3
  Mobile Phone
  Brave
  Empathic
  Inexperienced
  Insatiable Curiosity
  Unlucky
  1
  3
  0
  0
  3
  0
  1
  2
  2
  2
  1
  0
  STORY POINTS
  NARDOLE
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To keep the Doctor company and remind him 
  of his duty to watch Missy.
  PERSONALITY
  Nardole is both firm and loyal, 
  constantly reminding the Doctor 
  of where he should be but 
  begrudgingly following his wishes 
  anyway. He feigns gullibility and 
  shares questionable stories about 
  his past to gain others’ trust.
  BACKGROUND
  Nardole was once a con artist. 
  Now he is looking for redemption. 
  He sees helping the Doctor as a 
  way to do this. His body is stitched 
  together from various parts (some 
  mechanical, but not obviously so).
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  8
  3
  4
  4
  4
  4
  3
  Knitting needles 
  and yarn
  Alien 
  Cyborg
  Eccentric
  Experienced
  Technically Adept
  Time Traveller
  Vortex
  Cowardly
  Unadventurous
  1
  2
  0
  1
  2
  1
  0
  1
  3
  2
  3
  3
  A   
  15
  A  
  8
  (Computers +2)
  
  STORY POINTS A
  RIVER SONG
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To see the universe and maintain her relationship with 
  the Doctor.
  PERSONALITY
  River is a schemer, a plotter, and an adventurer, but 
  also a dedicated scholar. She craves knowledge as 
  much as excitement but does her best to ensure 
  the two always go together. If there isn’t an 
  adventure to be found, River will make one 
  herself. She is an experienced charlatan and 
  enjoys pulling a complex scam to get hold of 
  archaeological wonders.
  BACKGROUND
  Rory Williams and Amy Pond’s daughter, River 
  was conceived in the TARDIS and born to the 
  Vortex. As a result, she has Time Lord DNA and 
  was once capable of regenerating. However, her 
  history has always been out of sync with those 
  she loves. She spends her time skipping between 
  her relationships with her parents and the Doctor 
  in the wrong order. In order to spend some time with 
  her parents, she spent many years as their school 
  friend ‘Mels’, until a conflict in Nazi Germany caused 
  her to regenerate into her current form. She gave her 
  remaining regenerations to the Doctor to save his life. 
  River spent a lot of her time in the Storm Cage jail for her 
  many crimes. However, this never really bothered her as 
  the Doctor took her adventuring to pass the time, and 
  few cells could hold her for very long anyway.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  8
  Blue Spoiler Diary
  Sonic Trowel 
  Sonic Screwdriver
  Attractive
  Boffin
  Brave
  Charming
  Friends (Major : The Doctor)
  Keen Senses (Sight)
  Run for your life!
  Technically Adept
  Time Traveller (Tech 5-8)
  Scion of Gallifrey (but may no 
  longer regenerate)
  Vortex
  2
  4
  1
  2
  4
  3
  1
  4
  4
  3
  5
  2
  7
  STORY POINTS A  
  ASHILDR (ME)
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To protect the Earth from the Doctor.
  PERSONALITY
  As a girl, Ashildr was a storyteller, but 
  immortality has worn away her soul. Seeing so 
  many people die has hardened her to the pain of 
  loss. She reminds herself to care about other 
  people using her diaries. Nevertheless, she 
  has chosen to protect humanity by finding 
  ways to keep the Earth safe. Her chosen 
  role as protector of Earth ensures she is 
  always looking to the needs of whatever 
  community she controls.
  BACKGROUND
  Ashildr was just an ordinary village girl 
  until the Doctor granted her immortality. 
  Initially she longed for the day he would 
  take her to see the universe. But eventually 
  she came to understand her place was on Earth. 
  Unlike many immortals, she chose to make 
  use of her time and train herself in skills and 
  abilities. After a few hundred years this has left 
  her an expert in an array of abilities, rivalling 
  the best of the best in many fields. Her life 
  experience rivals that of the Doctor and will 
  eventually make her the last immortal in the 
  universe.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  6
  4
  4
  2
  4
  5
  4
  3
  3
  4
  4
  4
  3
  9
  Chronolock Control Tattoo 
  Currency 
  Library of Diaries 
  Alien (Hybrid by Mire Chip)
  Face in the Crowd
  Fast Healing (Major)
  Immortal
  Run for your life
  Time Traveller (Her 
  experience with aliens 
  grants her an understanding 
  of technology up to level 6)
  4
  4
  5
  4
  5
  3
  Argumentative
  Distinctive
  Dark Secret (Major : Several 
  crimes and con jobs on a 
  universal scale)
  Insatiable Curiosity
  (Archaeology +2)
  3
  4
  5
  5
  4
  3
  Arrogant
  Dark Secret (The various 
  deals she has made to keep 
  Trap Street safe)
  Forgetful (Minor)
  Obligation (Minor: Trap 
  Street)
  Outsider
  Selfish
  Unadventurous
  
  STORY POINTS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Prove the Doctor is the same as 
  her. Try not to kill people and rule 
  the universe. Have some fun, 
  even if some people don’t have a 
  sense of humour.
  PERSONALITY
  I’m going to count to three and then I’m 
  going to kill you. What? Don’t believe 
  me. Pity. See, I just killed that man 
  over there and I don’t even know him, 
  just to prove a point. Now do you 
  believe me? Three. Yes, I have 
  started counting, I didn’t want 
  you to think I’d forgotten. One. 
  Did I miss something? Don’t be 
  nervous, it won’t hurt. You’ll just 
  be gone, poof, in an 
  instant. Now then, 
  say something nice. 
  Then I can get back to 
  trying to be good. 
  BACKGROUND
  The most recent regeneration of 
  the Master, Missy is as almost 
  as malicious and even more 
  manic as an old-school Time 
  Lady. The Master was the 
  Doctor’s oldest friend from 
  Gallifrey, though they have 
  clashed as arch-enemies 
  consistently throughout 
  adulthood.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○ 
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
  MEDICINE
  SCIENCE
  SUBTERFUGE
  SURVIVAL
  TECHNOLOGY
  TRANSPORT
  10
  MISSY
  6
  2
  2
  6
  3
  4
  5
  5
  4
  5
  4
  4
  4
  10
  6
  6
  3
  6
  Laser Screwdriver
  Umbrella
  Vortex Manipulator
  Spare Dematerialisation 
  Circuit
  Boffin
  Block Transfer Specialist
  Eccentric
  Feel the Turn of the Universe
  Hypnosis
  Impulsive
  Indomitable
  Percussive Maintenence
  Photographic Memory
  Quick Reflexes
  Reverse the Polarity of the 
  Neutron Flow
  Technically Adept
  Time Lady
  Time Lady Engineer
  Time Traveller (All)
  A
  3
  Time Lord – Experienced
  Voice of Authority
  Vortex Born
  Adversary (The Doctor) (The Daleks)
  Distinctive (dresses in Edwardian costume)
  Eccentric (Major, changes her mania like 
  people change clothes)
  Impulsive
  Obsession (Major, defeat/befriend the Doctor)
  Selfish (Minor)
  
  15
  THE TWELFTH DOCTOR SOURCEBOOK
  B  THE TWELFTH DOCTOR’S TARDIS
  The Twelfth Doctor’s TARDIS is his sanctum rather than his project. 
  It is the place he feels most at home. When he is in trouble and 
  needs to think, he imagines himself in the console room, 
  talking about how he thought of a clever plan to escape his 
  current predicament.
  The Twelfth Doctor would rather sit in the console 
  room with a good book than take off panels and 
  start rewiring bits of the TARDIS. While he adds 
  a few more books and shelves to the walk around 
  balcony in the console room, he otherwise keeps 
  the look of the place much the same. 
  The worst thing to happen to the TARDIS is when its 
  spatial dimensions are leached by the Boneless and 
  the Doctor is forced to place it in ‘Siege Mode’.  
  THE TWELFTH DOCTOR’S TARDIS
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  SKILLS 
  Knowledge 8, Medicine 3, Science 6 (Temporal Physics +2), 
  Survival 5, Technology 4, Transport 4
  TRAITS
  Argumentative, Bigger on the Inside, Clairvoyance, Face in the 
  Crowd, Fast Healing, Feel the Turn of the Universe, Forcefield 
  (Major), Impulsive, Lucky, Psychic, Resourceful Pockets, 
  Restriction (Tricky Controls, 6 Pilots, Can only be refuelled at 
  a Time Rift), Scan (x4), Sense of Direction, Telepathy, Tough, 
  Transmit, Vortex,  Trick** The TARDIS Doors can be opened 
  with a snap of the fingers and with the key from a distance. 
  ** indicates Traits that may be found in the Time Traveller’s 
  Companion. They may be ignored if you do not have that 
  supplement
  ARMOUR: 30
  SPEED: 12 (Materialised)
  STORY POINTS: 20
  HIT CAPACITY: Thousands
  SPECIAL: The Doctor’s damaged Chameleon Circuit ensures it 
  always appears in the form of a 1950s British Police Box. 
  
  CHAPTER TWO
  PLAYING IN THE TWELFTH DOCTOR’S ERA 
  
  17
  THE TWELFTH DOCTOR SOURCEBOOK
  ‘The game is afoot! We’re going to need a lot of 
  tea!’
  Like his previous incarnations, the Twelfth Doctor 
  takes life at a run, though in his case never in a 
  straight line. There are adventures to be had, 
  mysteries to be solved and something really, really 
  interesting just over there. The Twelfth Doctor will 
  want to show you all of them, at the same time, right 
  now. He won’t even wait for you to finish a cup of tea 
  first. 
  Adventures with the Twelfth Doctor come out of 
  the blue. He tends to get a bee in his bonnet about 
  something or see something interesting and chase 
  after it. If you are too busy you will miss it, because 
  he is going right now. Later on might be more 
  convenient, but it might not be there by then. The 
  universe is fleeting, and every moment is unique. 
  Ignore the trivialities of work, exhaustion and social 
  obligations and take his hand — he may not offer it 
  again.
  Many of the Twelfth Doctor’s adventures appear 
  random. In most cases he just turns up somewhere 
  interesting and gets involved. However, while this is 
  true, he is also looking for trouble. He may want to 
  show a companion an amazing new nebula, but he 
  might also need to stop someone from mining it for 
  hydrogen. The Twelfth Doctor knows there’s a lot to 
  see in all of time and space, and a lot of problems 
  to fix.
  B  WHAT’S OLD IS NEW AGAIN
  ‘They always get started. They happen everywhere 
  there’s people. Mondas, Telos, Earth, Planet 14, 
  Marinus.’
  The Doctor meets many old adversaries in his 12th 
  incarnation (okay, 14th, but officially 12th!). He faces 
  the Cybermen, Daleks, Ice Warriors, the Master 
  and Zygons. These threats are all familiar to the 
  Doctor’s first handful of incarnations.
  One of the interesting things about the Twelfth 
  Doctor’s interactions with old adversaries is the 
  new spin on them. The Doctor meets a Dalek that 
  hates other Daleks. He discovers that there is more 
  than one Cybermen race and that all of them follow a 
  parallel evolution. He meets an Ice Warrior Empress 
  for the first time. He helps the Zygons integrate into 
  Earth society rather than conquer it. He not only 
  meets the Master in her female incarnation, Missy, 
  but manages to turn her — however briefly — to the 
  side of good.
  
  18
  THE TWELFTH DOCTOR SOURCEBOOK
  The Doctor Who Roleplaying Game has over a dozen 
  sourcebooks filled with numerous adversaries the 
  Doctor has met over the past two millennia. While 
  it’s often fun just to revisit an old enemy, it’s an even 
  better idea to do something new with them. This 
  could be as simple as a redesign, a new caste of 
  enemy (such as an Ice Warrior Empress), or even 
  a complete personality shift. When, for example, 
  the Doctor met the Ice Warriors in The Curse of 
  Peladon (see the Third Doctor Sourcebook) he 
  found that they were contributing members of the 
  Galactic Federation!
  Let’s look at one example, the Dominators (see The 
  Dominators in the Second Doctor Sourcebook). 
  The Dominators are portrayed as a ruthlessly 
  arrogant race, but also one that is obsessed with 
  conservation. They consider the depletion of 
  resources for every move they make. This sounds 
  like a race driven by a lack of resources on their 
  home world and having too much pride to ask for 
  help. Or, perhaps the Dominators once did accept 
  the hand of support from an alien race, only to get 
  burned badly. 
  Having the player characters meet the Dominators 
  before their mission of galactic conquest could be 
  very interesting. Perhaps they arrive on a resource-
  depleted world where the Dominators are struggling 
  to survive. Another race arrives (pick one – you’re 
  spoiled for choice in the Doctor Who Roleplaying 
  Game!) to help. Is this race as altruistic as it seems? 
  If so, are the Dominators willing to accept the help 
  or use it to their advantage? Perhaps the Quarks 
  were a gift from the alien race? 
  Separating friend from foe is going to be tough for 
  the player characters, but it will certainly shed new 
  light on a formerly one-dimensional enemy!
  B  HARD DECISIONS
  ‘Sometimes the only choices you have are bad ones, 
  but you still have to choose.’
  Twelfth Doctor adventures are often about making 
  tough choices. Not everyone is going to survive, and 
  sometimes sacrifices must be made to get anyone 
  out alive. Sometimes these choices will be logistical, 
  such as how much air is available to keep everyone 
  breathing. At other times it might be that losing 
  someone offers vital clues that might save everyone 
  else (as with Mummy on the Orient Express).
  That doesn’t mean the player characters should be 
  flippant about such choices or simply accept them. 
  The Twelfth Doctor is a pragmatist. He does all 
  he can to save everyone, but if there is absolutely 
  nothing he can do for someone he’ll see what he 
  can learn from the situation. This doesn’t mean 
  he is unmoved by their loss — to the contrary, the 
  immense pain their death causes him is a huge 
  push to ensure it was not in vain.
  When presenting player characters with choices 
  PLAYING IN THE TWELFTH DOCTOR’S ERA
  
  19
  THE TWELFTH DOCTOR SOURCEBOOK
  like this it is important for the Gamemaster to offer 
  them hope. If there isn’t enough air for everyone on 
  the space station, the question is not ‘who do we 
  throw out of the airlock?’ Instead, the question is 
  ‘how long do we have if everyone keeps breathing?’ 
  One answer might be to sacrifice someone, but a 
  better one is to try saving them all with the limited 
  time you have left. The less the hope that the player 
  characters have that they can save everyone, the 
  more likely they are to cut their losses and let a few 
  Non-Player Characters (NPCs) go to the wall for the 
  greater good. It is only a real sacrifice if that person 
  or item could have been saved. 
  This means that when the Gamemaster is creating 
  NPCs that might die in the adventure, it is doubly 
  important to give them a proper character and 
  motivations. If the player characters are forced 
  to leave ‘Guard 12’ behind, they might not be too 
  bothered. But if Gary Garaflar the guard is risking 
  his life — the one who brought everyone sandwiches, 
  has a child back on Demos, and has a second head 
  that makes great puns — the player characters 
  might think twice before treating it so casually. 
  These characters don’t have to be especially 
  pleasant people though. Even selfish and bigoted 
  people need saving sometimes, and if the player 
  characters decide to leave those they don’t like 
  behind they are on very dangerous moral ground. 
  Unpleasant people often do survive these situations 
  as their selfishness ensures they have no intention 
  of sacrificing themselves, but they can still end up 
  in trouble, and a life saved is a life saved. 
  Threatening the lives of NPCs is not the only way 
  to create hard decisions, although most come down 
  to picking the easy way or the right way. The player 
  characters might have to risk their TARDIS, a way 
  to get home, or a favourite piece of technology as 
  much as a friend or stranger. If they do well, they 
  may lose nothing, but the more moral their decision 
  the harder it will be to succeed. However, the harder 
  the choice the more likely the player characters will 
  make the moral choice rather than the expedient 
  one. Moral choices with lives at stake are more 
  obvious to players, prompting them to make the 
  right decision. Better to risk saving everyone than 
  win and lose something precious. If they don’t 
  succeed, they should feel the loss of any sacrifice, 
  just as the Doctor does.
  One of the reasons the Doctor has to make these 
  hard decisions is that he is usually alone. If he 
  fails to deal with the threat, no one else will take 
  his place. Player characters in a Twelfth Doctor 
  campaign should be under no illusion that the cavalry 
  is not coming. They might have friends and allies, 
  but they will be either unwilling or unable to offer 
  any substantial help. In a Twelfth Doctor adventure 
  there should be a sense of isolation as well as the 
  burden of responsibility. The player characters might 
  not want to be heroes, but they are all the universe 
  has. If they don’t make a stand, everything falls.
  B  PLACES TO SEE, PEOPLE 
  TO ANNOY
  ‘You know, Doctor, I can’t tell if you’re 
  a genius or just incredibly arrogant.’ 
  ‘Well, on a good day, I’m both.’
  The Twelfth Doctor has saved (and 
  annoyed) people from all across 
  the universe, so adventures in his 
  era might be set almost anywhere. 
  However, there are a few particular 
  types of setting that work especially 
  well.
  Empty Places: The Twelfth Doctor 
  rather 
  likes 
  deserted 
  space 
  stations or planetary bases. For 
  all their peace and tranquillity, 
  their silence makes it clear that 
  something very bad happened, 
  very quickly. The more peaceful 
  they appear, the more dangerous 
  they may be, with deadly threats 
  lurking 
  behind 
  any 
  corner. 
  Starting in quiet, empty places 
  creates a lot of opportunity for 
  creepy revelations, as well as building 
  to climactic finales.
  Mystery Trails: The Doctor often puts the 
  TARDIS controls on random and sees where 
  they end up. In addition, the telepathic circuits 
  allow anyone to pilot the TARDIS towards 
  their subconscious desires. If your group 
  enjoys more collaborative storytelling, this 
  device can help you improvise adventures 
  based on a simple premise (such as how the 
  Doctor postulates there is such a thing as 
  perfect hiding in Listen). From there, each 
  player character might take it in turns to 
  describe where their character takes the 
  TARDIS using the telepathic circuits. 
  The trail might lead somewhere deadly 
  and exciting, but might just as easily 
  
  20
  THE TWELFTH DOCTOR SOURCEBOOK
  take the group to places that offer greater insight 
  about the background and motives of even the most 
  secretive characters.
  Familiar but Strange: One very unsettling trick is 
  to take something extremely familiar and mundane, 
  like a house or a train, and make just one thing about 
  it a little strange or odd. It will look the same, and 
  behave the same for the most part, but there will 
  be something about the place that just isn’t right. 
  It may be quite subtle, taking the player characters 
  a while to work it out (such as a puddle being an 
  alien spacecraft) or rather obvious (it’s the Orient 
  Express, but in space!) but either way the effect 
  is the same. Once the player characters come to 
  understand what they are facing is not quite what 
  they think it is, they cannot know for certain if it will 
  ever behave the way they expect. Another option is a 
  familiar place seen from a different angle, such as 
  inside a Dalek or somewhere between other places 
  like Trap Street, offering a slightly surreal twist on 
  usual settings. While these places are on familiar 
  territory, the rules will be very different and often 
  quite alien.
  History by Accident: While the Doctor does visit 
  a few historical places, he doesn’t often do so 
  intentionally. He’s more likely to visit the Vikings 
  to wipe goo from his shoe than for any heroics, but 
  often gets embroiled in local problems — especially 
  those that are extra-terrestrial in nature. So the 
  Gamemaster can send the player characters to 
  various historical places, but usually for nothing to 
  do with the particular era. They might be looking 
  for a time traveller or an alien artefact, and it 
  just happens to land in 12th century France. The 
  historical setting then becomes the backdrop 
  for what is essentially a space adventure, mixing 
  two genres and keeping the player characters off 
  balance for weird and wonderful adventures.
  B  ALTERNATE ADVENTURES 
  AND CAMPAIGNS
  ‘A dinosaur is burning in the heart of London, 
  nothing left but smoke and flame. The question is: 
  have there been any similar murders?’
  The Twelfth Doctor spends a lot of time bouncing 
  around the universe in the TARDIS. But there are 
  ways your campaign might be a little different 
  whilst keeping the feel of his era.
  LEFT BEHIND
  The Doctor tends to run off excitedly when something 
  new comes along, like a cat chasing a ball of string. 
  This might be problematic for a companion who 
  gets left behind. Just after his regeneration he 
  disappears into the TARDIS and leaves Clara with 
  the Paternoster gang in Victorian London. What 
  if he didn’t come back, or came back years later? 
  What might the companions do, stuck in the past 
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  or the future? How will they find a way to make a 
  living? Will they get too settled and not want to go 
  home? Maybe the Doctor has left them there for a 
  reason and needs them to do certain things before 
  his return. But how will they know from the obscure 
  clues he left?
  LOST IN TIME
  Being a little scatter-brained wasn’t the only effect 
  of the Doctor’s sudden regeneration — the first thing 
  he asked Clara was how to fly the TARDIS. What if 
  this rather concerning lapse in memory hadn’t 
  just been a passing phase? Might the companions 
  manage to pilot the TARDIS somewhere, or will they 
  be lost in time until the Doctor recovers? There 
  might be many adventures to be had in the Vortex. 
  They might find islands of time and temporal 
  bandits haunting its far reaches. If they can land 
  the TARDIS, (possibly using the telepathic circuits) 
  where will it take them? Can they find somewhere to 
  get help for the Doctor, and how much trouble might 
  he get into in his befuddled state?
  More than most companions, Clara is often left on 
  her own to ‘be the Doctor’ or fend for herself. If the 
  Doctor is incapacitated (by injury, post regeneration 
  trauma, a shrinking TARDIS or just grumpiness) 
  the companions may have to play his part. Can 
  they convince the locals they are the Doctor and 
  use his reputation and their skills to save the day? 
  If the player characters get hold of a TARDIS of 
  their own (as Clara and Ashildr do) they might set 
  off on adventures without a Time Lord. But that 
  raises its own concerns; Will the Time Lords allow 
  someone to get away with stealing one of their time 
  machines? Are the player characters truly ready to 
  travel the Vortex without the training and skills of a 
  Time Lord, even if they can pilot a TARDIS?
  PROFESSOR AND STUDENT
  The Doctor’s adventures with Bill present a 
  new spin on the Doctor’s relationship with his 
  companions, specifically the recasting of the Doctor 
  as an eccentric university professor who takes a 
  student under his wing. He teaches her about the 
  universe and supplements his tutoring with jaunts 
  in the TARDIS.
  The idea of companions getting to live their normal 
  lives while occasionally travelling through time and 
  space isn’t new, although it is a recent change for 
  the Doctor. Amy and Rory were able to live normal 
  lives with the Doctor occasionally breaking the 
  monotony. Clara held both her babysitting job and 
  later a job as a Coal Hill teacher while occasionally 
  joining the Doctor on his travels — though balancing 
  her double life was far from easy.
  
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  With Bill, however, we have a set-up for a new type 
  of campaign. The lead character could be a Time 
  Lord, Time Agent or other type of time traveller 
  who’s decided to set roots in a school. The other 
  companions could be assistants, like Nardole, or 
  members of the school. Each adventure could start 
  with an academic question that is answered by a 
  jaunt through time and space to test a theory.
  This setup echoes the First Doctor’s original 
  companions, which included his granddaughter 
  (a student), Susan Foreman, and two teachers, 
  Barbara Wright (science teacher) and Ian Chesterton 
  (history teacher). Adventures could be sparked by 
  any of the companions. Perhaps the history teacher 
  wants to know what really happened during the final 
  hours of the Titanic, or the science teacher wants to 
  know if matter transmission is possible.
  This type of campaign works best if the lead 
  character is fallible. Maybe the Time Agent was 
  assigned to the one point in time she knew because 
  she wasn’t much of a history buff, or the Time Lord is 
  unadventurous and needs to be prodded to explore. 
  Even the Doctor had his own faulty opinions on 
  things, like Robin Hood and the Lost Legion, which 
  provide opportunity for great roleplaying when the 
  truth is revealed!
  TAKING A PAGE FROM THE FIRST DOCTOR
  For a very brief moment, when the Doctor 
  regenerated and asked Clara if she knew how to 
  pilot the TARDIS, it looked as if the Twelfth Doctor’s 
  adventures were going to mimic those of his 
  earliest incarnations. No longer could Clara and 
  Bill just pop in and out of the TARDIS and go on with 
  their mundane lives; they’d be stuck on the TARDIS 
  with dwindling hope of getting home. And when the 
  TARDIS did manage to land on Earth close enough 
  to when they left (perhaps long enough to pick up 
  Danny Pink and maybe Rigsy) the companions 
  would be hard-pressed not to leave the Doctor and 
  remain in their proper time and place.
  This is a fascinating set-up for a new campaign. 
  Giving the player characters an unreliable time 
  machine means they can’t use it during an 
  adventure, as moving it could take them anywhere 
  and leave the adventure unfinished (Fast Return 
  Switch and Hostile Action Displacement System 
  notwithstanding). The TARDIS becomes the method 
  of kickstarting the adventure and keeping the player 
  characters stranded until they achieve their goals.
  Any would-be companion would have to make a bold 
  and rash decision to step into a TARDIS and hope 
  that they can get home; such companions often feel 
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  that they really don’t have anything tying them down 
  to their home timeline (very few would have the 
  Unadventurous trait!). 
  It’s also possible that some companions would be 
  accidental stowaways, hopping into the TARDIS 
  before the other player characters realise that they 
  are there and only discover their presence after the 
  TARDIS has taken off for parts unknown.
  Tension is heightened as the TARDIS dances around 
  a home time. Does Clara leave the TARDIS when it 
  arrives on Earth in 2025, even though it’s several 
  years after she left? Does Bill decide to stay in 
  Great Britain in 1984, perhaps even striking up a 
  friendship with her unsuspecting mother, rather 
  than risk being trapped in the TARDIS for the rest 
  of her life?
  All in all, this makes for a very different type of 
  campaign than the adventures of the post-Time War 
  Doctors, all of whom have had complete command 
  of their TARDISes (well, almost. The Ninth Doctor 
  did mess up getting Rose back home in time!). 
  B  BLURRING THE LINE BETWEEN
  FANTASY AND REALITY
  ‘Trees. Whenever there’s a planet-threatening, 
  extra-terrestrial impact, trees.’
  The Twelfth Doctor’s adventures certainly muddy 
  the line between fantasy and reality. The obvious 
  examples are Robin Hood, the Roman Ninth Legion, 
  Santa Claus and the Norse ‘gods’ (the latter of which 
  turning out to be alien invaders). But the Doctor 
  also has adventures that seem more fantastic than 
  grounded in science, such as the moon being an 
  alien creature’s egg, the forests of Earth suddenly 
  multiplying to stop a solar flare, and the fact that 
  the dead are still aware after they’ve died.
  Some of these ‘fantastic’ elements are explained 
  away by science, but even so they retain their 
  extraordinary character. The human brain seems 
  to tuck these elements away into the subconscious, 
  as it seems likely that the 21st century wasn’t the 
  first time that the forests of Earth formed a solar 
  shield, or the moon cracked open to release an 
  incubating space-faring alien. Oddly, in both cases 
  the Doctor seems unaware of these elements — 
  which as a Time Lord he should know, especially 
  given that solar flare-protecting trees and moon 
  eggs probably aren’t exclusive to Earth — but he 
  seems just as unaware as the humans (the Doctor 
  does mention the Tunguska Blast of 1908 as the last 
  time the trees saved humanity, but he seems to be 
  playing catch up).
  Having said all that, a foetus in the moon and a 
  ‘real’ Robin Hood provide another sense of wonder 
  in your Doctor Who Roleplaying Game adventures. 
  With the Doctor having lived through over a dozen 
  incarnations, if one counts the War Doctor, the 
  second Tenth Doctor, and possibly more ‘forgotten 
  Doctors’ (see The Brain of Morbius in The Fourth 
  Doctor Sourcebook for the possibility of eight more 
  incarnations). With those incarnations having had 
  their own expansive adventures it can seem like 
  everything has been explored already.
  But nothing can be further from the truth. Even 
  the Doctor, who at this point is just over 2000 years 
  old, is still just a child to time — no matter how 
  much he travels the Vortex. Earth history alone 
  covers over 4 billion years. Even if the Doctor 
  spent his entire lives travelling throughout 
  Earth history, he’d only cover 0.0000005% 
  of it. That’s a lot of time that the Doctor 
  hasn’t seen!
  This 
  means 
  the 
  Gamemaster 
  shouldn’t be afraid to add a little of 
  the fantastic to your campaigns. 
  Every myth or piece of folklore could 
  have a kernel of truth to be explored, 
  and seemingly impossible scientific 
  events can happen. After all, it wasn’t that 
  long ago that humanity thought that one 
  couldn’t break the sound barrier, or that 
  walking on the moon was so fantastic 
  that it must have been faked!
  Imagine the player characters arriving 
  on a world where the people are forced 
  into underground bunkers — and all 
  the conflict that causes — because 
  they wiped out too many trees to stop 
  a solar flare. Or imagine the player 
  characters bumping into Odysseus 
  and their companions; could they be 
  taking so long to get home because 
  they accidentally sailed into another 
  dimension where the mythological 
  creatures they face are real? Or 
  imagine a world under siege and tidally 
  locked because they killed their moon, 
  and the parents of the egg have returned for 
  vengeance? The possibilities are endless!
  
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  B  COMPANIONS
  ‘Why do I keep you around?’
  ‘Because the alternative would be developing a 
  conscience of your own.’
  We’ve discussed the Doctor a lot, but what sort 
  of companions work well in a Twelfth Doctor 
  campaign? More than with any incarnation of the 
  Doctor, the Twelfth Doctor’s companions are his 
  connection to others. They remind him there are 
  real people with real feelings involved in what is 
  going on, that the situation is more than just a 
  puzzle or a mystery. So, they will spend a lot of 
  their time apologising for his behaviour and telling 
  people he really is very good at this sort of thing 
  — even if he is very rude. A few social skills and 
  a diplomatic attitude will be of great use to any 
  companion of the Twelfth Doctor.
  While the Doctor does like to have people around 
  who think he’s very clever, he doesn’t want a 
  fan club. Companions need to be independent 
  and resourceful as they might be left alone at a 
  moment’s notice. This is not the Doctor abandoning 
  them entirely; it is his way of showing respect. He 
  believes they will do what needs to be done without 
  him. No one gets training wheels once they step into 
  the TARDIS with the Twelfth Doctor. 
  However, joining the Doctor doesn’t mean settling 
  into the TARDIS for the long haul. The Twelfth 
  Doctor likes his space and isn’t keen on companions 
  taking rooms and leaving things lying around. He 
  prefers to randomly appear at awkward times 
  and suggest they drop everything and come on an 
  adventure. They won’t miss anything; he’ll have 
  them back in seconds, but he forgets the toll this 
  can take. His companions suffer from constant jet 
  lag, when one day might involve three adventures 
  in different time zones on different planets.
  Adventures can also spill into the companions’ 
  ordinary lives. It is hard to remember what you 
  were up to when you get returned seconds after 
  you left, but three days later in your own timeline. 
  This leads to mistakes, such as forgetting you aren’t 
  wearing the same clothes, or returning soaking wet 
  from a water planet to the middle of a dry summer 
  on Earth. This means the companions often appear 
  confused or distracted to the other people in their 
  life that don’t share their adventures. 
  The disconnect can prove difficult with colleagues, 
  and destructive with relationships and partners. 
  But the Doctor only offers a simple choice: come 
  with me and see something incredible or stay where 
  you are doing something mundane. It’s not very fair, 
  but that’s the deal.
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  The 
  Doctor 
  may 
  get 
  excited 
  about 
  taking 
  companions on adventures, but he isn’t otherwise 
  very expressive when it comes to his emotions. He 
  tends to lie, and sometimes prefers his companions 
  to do the same so they can get on with exploring 
  planets. When Clara breaks down after the loss 
  of Danny Pink, the Doctor is not blind to her pain. 
  He even prepares for it. But he also expects her 
  to deal with her feelings and not bother him with 
  them — they have important work to do, after all. 
  As a result, their relationship is characterised by 
  a layer of deceit. In contrast, Bill wears her heart 
  on her sleeve, much to the Doctor’s annoyance. 
  Where Clara and the Doctor share deceit to make 
  each other feel better, Bill and the Doctor share a 
  vocal excitement for the wonders of the universe. 
  But even then, the Doctor would rather not talk 
  about feelings — there’s adventure out there, and 
  the game is afoot!
  B  WE DON’T NEED A TIME LORD!
  ‘Mind you, seeing as I’m not actually ageing, there’s 
  a tiny little bit of wiggle room, isn’t there?’
  While the Doctor Who Roleplaying Game presumes 
  that most players will want to play the Doctor and 
  companions, it also includes options for Doctor-
  less (or Time Lord-less) campaigns, ranging from 
  humans defending a particular time on Earth 
  — either by themselves or as part of a larger 
  organisation such as UNIT — to Time Agents, or 
  other time travellers exploring the Vortex.
  Ashildr and Clara take the second TARDIS that 
  the Doctor stole and use it to travel the universe. 
  Like the Doctor’s TARDIS, this one has a broken 
  chameleon circuit and is stuck in the shape of a 
  classic Earth diner. 
  This provides the perfect set-up for a campaign in 
  which all the player characters are roughly on the 
  same level. How they acquired the TARDIS should be 
  determined; it could be a remnant of the Time War, a 
  gift from the Doctor, stolen or even abandoned from 
  Gallifrey after the planet is returned to the universe. 
  It might not even be a TARDIS at all, but a Vortex-
  travelling vehicle such as the Dalek time ship (see 
  The Chase in The First Doctor Sourcebook), an 
  improved version of a SIDRAT (see The War Games 
  in The Second Doctor Sourcebook), or even a 
  Third Zone time ship (see The Two Doctors in The 
  Sixth Doctor Sourcebook). It could also be from a 
  completely new civilisation, such as the time ship 
  that the Cybermen acquired on Telos (see Attack of 
  the Cybermen in The Sixth Doctor Sourcebook).
  Whether the campaign calls for a TARDIS or a 
  different time vessel, the players will want to give 
  it a bit of personality. While the Doctor’s TARDIS 
  is pretty conventional on the inside, Ashildr and 
  Clara’s TARDIS positions the control room a bit 
  further in, making anyone who walks into the 
  TARDIS believe that they are walking into a diner. 
  With a little thought, the player characters could 
  design a TARDIS interior that seems to be mundane 
  to anyone who walks in, such as a posh hotel, a 
  yacht, an omnibus, an airship, a pub, a professor’s 
  office or even a nightclub (for all the additional 
  information you’ll ever need to build your own 
  TARDIS or any other time machine, check out The 
  Time Traveller’s Companion). 
  At least one player character needs 
  to be able to pilot the TARDIS, but 
  after a few adventures it’s likely 
  that all the player characters will 
  have at least some understanding 
  of how to work the basic controls. 
  Of greater importance is morality; 
  while the Doctor has the Laws of 
  Time and a strong moral code, a 
  group of non-Time Lords may feel 
  that history is a bit more malleable. 
  There are three basic ways to handle 
  this:
  • 
  Hardwired Morality: Through a 
  combination of an understanding 
  between the Gamemaster and 
  the players, as well as taking 
  the appropriate traits, the time-
  travelling player characters act as 
  stewards of time and guardians of 
  the defenceless.
  • 
  Lower the Boom: There’s a reason 
  why the Time Lords came up 
  with the Laws of Time. If the player 
  characters treat changing time lightly, 
  then the Gamemaster can bring in 
  temporal paradoxes, Reapers, or even 
  ‘temporal enforcers’ to punish the 
  player characters for grave violations 
  or warn them of the dangers for lesser 
  offences.
  • 
  Anything Goes: Of course, none of these 
  rules have to apply to your game. If the player 
  characters are making a mash of history but 
  everyone’s enjoying it, then the Gamemaster 
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  can just roll with the punches and let the 
  chips fall where they may. Egregious changes 
  to the timeline might spin off into a divergent 
  timeline, while minor changes are simply 
  ‘misremembered’ in the history books.
  B  DOWNTIME BETWEEN ADVENTURES
  ‘Look, as long as you get me home safe and on time, 
  everything is great.’
  After the Time War, the Doctor gets used to allowing 
  his companions to maintain their home lives while 
  still partaking in adventures with him. One of the 
  biggest reasons for this is that the Doctor now has 
  almost complete control over his TARDIS, which 
  means that he can drop off and pick up companions 
  at more precise times. Another reason is that the 
  Doctor has discovered that, rather than have a 
  companion for one or two years and then let them 
  go, he can enjoy spending time with his companions 
  throughout their lives instead.
  This still causes some difficulties, as friends and 
  loved ones left behind may not fully understand what 
  is going on. A companion might treat their home life 
  as secondary, much in the same way someone with 
  a Video Gaming Disorder may see the mundane as 
  necessary for survival, but far less interesting than 
  the virtual worlds they spend most of their time in. 
  It’s very easy, for example, for a companion to put 
  off having a child with a loved one, or even going on 
  holiday with them because they are already enjoying 
  the best holidays possible!
  There are advantages, however, to having downtime 
  between campaigns. Normally, companions stuck 
  on board the TARDIS are largely static; how much 
  does one grow, besides becoming a bit more 
  familiar with history or advanced technology over 
  the course of a few adventures? Now imagine that 
  same companion can attend school or advance a 
  career between adventures. The companion has 
  new background information — and perhaps even 
  more skills or traits — each time they step aboard 
  the TARDIS. This can keep player characters fresh 
  for their players, which is important when not 
  playing the Time Lord!
  Another advantage is the ability for the Doctor to 
  ‘hot swap’ companions. Who’s to say that the Doctor 
  didn’t have other companions that he rotated Clara 
  with? In such a set-up, each player may have a 
  stable of player characters from which to choose 
  each time the Doctor (or a different time traveller) 
  decides to take companions on an adventure. Given 
  that the Doctor usually has some idea as to where 
  he’s going, the players can select the characters 
  that they think would be the most appropriate — or 
  most fun, or both! — to bring along.
  B  UNIT IN THE TWELFTH DOCTOR’S ERA
  ‘You don’t like soldiers much do you?’ 
  ‘You don’t need to be liked, you’ve got all the guns.’
  UNIT remains under the leadership of Kate 
  Lethbridge-Stewart as it was in the Eleventh 
  Doctor’s era. The Twelfth Doctor has very little to 
  do with them, possibly due to his more pronounced 
  dislike of soldiers. They have been keeping an eye 
  on him however, deploying very quickly when Missy 
  reveals her alliance with the Cybermen.
  The Doctor quite enjoys being President of Earth, 
  though he finds the saluting rather tiresome. He 
  becomes involved with UNIT when Zygon rebels 
  threaten the peace established between the 
  colonists and Earth (see The Day of the Doctor 
  in The Eleventh Doctor Sourcebook). The Doctor 
  initially contacts the Zygon leadership directly, 
  unaffiliated with UNIT. Even when he does join 
  forces with UNIT it is mainly to support Osgood (one 
  of the few civilian operatives in the organisation) 
  and to rescue Clara.
  After the Cyberman and Zygon invasions it is quite 
  possible UNIT has some major rebuilding to do. They 
  are conspicuously absent when NASA finds signs of 
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  THE TWELFTH DOCTOR SOURCEBOOK
  human life on Mars and when a Pyramid appears 
  on the border of three countries. It is possible they 
  decided to keep their distance from the Doctor, 
  though they were almost certainly watching him 
  every step of the way. They are definitely keeping an 
  eye on Clara, calling her the moment Missy freezes 
  all the airborne passenger planes on Earth.
  UNIT adventures in the Twelfth Doctor’s era will 
  therefore rarely be about helping the Doctor. In 
  many cases their agents will be silent observers, 
  keeping an eye out for suspicious activity so UNIT 
  can lay the right trap. Kate Lethbridge-Stewart isn’t 
  one to wait for an invasion and then send out her 
  troops; she likes to be ready for an attack so she 
  can ambush an invading force. Given how much 
  more advanced such creatures are, the element of 
  surprise or being a few steps ahead might be the 
  only way to prevail. This makes UNIT characters 
  more intelligence agents than soldiers, though even 
  in a passive role the gloves will come off when they 
  step out of the shadows.
  Earth’s relationship with the rest of the universe 
  (unknown to the general population) is very different 
  in the Twelfth Doctor’s era. Where it once sought to 
  simply defend itself, Earth has now begun to take 
  its first steps into galactic politics. Several alien 
  immigrants have arrived either to hide or make a new 
  life, to say nothing of a civilization of Zygon colonists 
  living alongside humanity as part of a ceasefire deal. 
  With no one else even remotely qualified, the job of 
  keeping track of alien migrants and policing their 
  activity has fallen to UNIT. This could make working 
  in UNIT feel more like border patrol than terrestrial 
  security! 
  UNIT investigators need to keep a close eye on alien 
  activity on Earth, more often than watching for 
  threats invading from the stars. Such agents will also 
  have to gain contacts among the alien communities 
  if they are to help them integrate and hear of any 
  potential trouble. 
  Though most aliens will want to make a quiet, 
  hidden life for themselves and their families, some 
  will have dangerous intentions. Determining who 
  can be trusted and who has a dangerous agenda 
  will only be clear to agents who get to know these 
  visitors on a personal level. There will be plenty of 
  adventures to be had for the people of UNIT, hidden 
  from the public, keeping the peace...
  
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  B  GALLIFREY REBORN
  ‘I heard the Doctor had come home. One so loves 
  fireworks.’
  Gallifrey, the home planet of the Time Lords, has 
  returned. The horror and guilt the Doctor carried 
  for more than three incarnations can finally be 
  set aside. He didn’t destroy his species, or their 
  planet — he saved it from the Last Great Time War. 
  However, the Doctor is anything but pleased at 
  the way things have turned out, even after finally 
  hunting the planet down. 
  In the Twelfth Doctor’s era it is finally possible for 
  your campaign to find its way to Gallifrey, but it 
  won’t be an easy journey. Not only was it moved to 
  a parallel dimension by the Doctor, but the Time 
  Lords have taken additional steps to keep it hidden. 
  Where once they felt themselves unassailable, they 
  now fear another threat as ruthless as the Daleks 
  might finish the job their greatest enemy began. 
  The Doctor initially thought he had found Gallifrey 
  from the coordinates Missy gave him, but when 
  he arrived there, he found nothing. However, the 
  best lies are always hidden with a grain of truth. 
  Perhaps the coordinates are correct, but Gallifrey 
  is somehow still inaccessible — a minor detail 
  that Missy decided to leave out! It might be at 
  those coordinates, but in another dimension, or 
  protected by some form of advanced cloaking field. 
  Anyone who wants to find the planet still needs 
  the coordinates but will also need something else 
  to land. This might take a few deals with strange, 
  sinister aliens to get the technology they need. 
  The easiest  way to get to Gallifrey is for the Time 
  Lords to invite you. Through their astonishingly 
  advanced technology, they were able to anonymously 
  contact Ashildr to set up a plan to kidnap the Doctor. 
  They even provided her with the teleportation 
  technology that could send him inside his own 
  confession dial. Surely that same technology could 
  take someone straight to Gallifrey, if the Time Lords 
  wanted to meet them — or at least someone on 
  Gallifrey did; while the Time Lord High Council are 
  powerful, they are very insular, able to miss what 
  might be going on even under their noses.
  On arrival, the surface of Gallifrey looks untouched 
  by the Last Great Time War. The Capitol Citadel 
  has been repaired, and the great deserts stretch 
  on to the horizon, empty of Dalek war machines 
  and the bodies of the fallen. The Time Lords have 
  worked tirelessly to rebuild, replacing every brick 
  and doing their best to erase the memory of their 
  near destruction. However, there are plenty who 
  remember. Out in the desert are many Gallifreyans 
  who have chosen to live outside the luxury of the 
  Citadel, and they don’t forget quite so easily.
  The mindset of many Gallifreyans has changed little 
  since the conflict ended. The Lord President is the 
  regenerated Rasillon, who led them through the 
  Time War. While he was the founder of Time Lord 
  society, he was not the architect of its civilisation. 
  In the era of Rasillon, the Time Lords fought horrific 
  creatures to bring peace and order to the universe. 
  It was a brutal time, full of the moral compromises 
  that war brings. Only when threats like the Racnos 
  and the great vampires were defeated could the 
  work of creating true civilisation begin. Rasillon 
  became legend, and his legacy allowed the Time 
  Lords to maintain a guardianship of the universe 
  that was so secure they fell into decadence. 
  When the Last Great Time War began the Time 
  Lords knew none of them were capable of leading 
  Gallifrey into battle. None had ever truly fought in 
  a war, so they commanded severe individuals like 
  Rasillon and the Master to help wage the bloody 
  conflict. Gallifrey willingly returned to its darkest 
  ages, armed with even more advanced technology, 
  in a desperate attempt to survive. Only the Doctor 
  was able to see how his people were selling their 
  souls.
  When the Doctor returned to Gallifrey he decided it 
  was time for a change. He banished the remnants of 
  the Time War council. His service in the war spoke 
  for itself, but ordinary Gallifreyans who had fought 
  PLAYING IN THE TWELFTH DOCTOR’S ERA
  
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  on the ground understood that time had come for 
  new leadership. They stood with the Doctor and 
  exiled the old guard, so that they might rebuild.
  Unfortunately, the Doctor didn’t leave much in 
  place of what he took away. It is unclear whether 
  he trusted his people to make the right decisions or 
  was just so sick of having to sort out other people’s 
  problems he decided not to bother. Either way, 
  having got rid of the leadership of the planet, he left 
  nothing to replace it. So, while Gallifrey is a place 
  of peace once more, it is planet full of frightened 
  people who don’t really know what to do. There are 
  several ways it might develop from there, here are 
  just a few ideas:
  • 
  Military Coup: A group of generals and 
  guardsmen assume control. As the only 
  leaders left of the planet, they seem the natural 
  choice. However, their paranoia remains, and 
  under the auspice of protecting Gallifrey they 
  begin a military campaign to pacify nearby 
  star systems. Gallifrey creates an empire, 
  ruthlessly crushing anyone who stands in their 
  way, but also terrified a new enemy will rise to 
  challenge them.
  • 
  Isolationist: No more. The people of Gallifrey 
  have had enough and want nothing else to do 
  with the universe. It is too frightening and too 
  dangerous. They close off access to the planet 
  behind their greatest technology and turn 
  their back on the galaxy. Temporal marauders 
  gleefully do as they please, and many begin 
  to wonder if the lost planet of Gallifrey holds 
  secrets worth stealing...
  • 
  The Old Ways: A new council is elected into 
  office and Gallifrey tries to once more become 
  a custodian of the universe. They use their 
  technology to restore the Laws of Time and 
  send out agents to keep the peace and temporal 
  security. This means a lot more problems for 
  player characters who have got used to doing as 
  they please! But will this new Gallifrey remain 
  an impartial protector of the universe? Or fall 
  once more into decadence and conceit? Might 
  they become even more draconian in their 
  guardianship of time, restricting time travel to 
  only themselves?
  • 
  A New Federation: The Sisterhood of Karn 
  seem to have no trouble visiting Gallifrey. 
  As one of the elder groups of the universe 
  they can easily ensure they are guests of the 
  Time Lords. But the sisterhood are not the 
  only elder species out there. Beings like the 
  Eternals might also take an interest in a reborn 
  Gallifrey. With Gallifrey feeling leaderless 
  and frightened, they might turn to these other 
  species for help, and even allow some a seat 
  on their council. Together they might form an 
  extremely powerful federation of the most 
  powerful and ancient beings in the universe. A 
  group that might even challenge the White and 
  Black Guardians... 
  
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  B  NEW GADGETS AND TRAITS
  ‘I’ll tell you what’s in that box. It’s a time machine, it 
  also travels in space. And it usually contains a man 
  who just wants to get on with his work of preventing 
  the end of the world but keeps getting interrupted 
  by boring little humans.’
  The Twelfth Doctor isn’t one for gadgets, at least 
  not especially obvious ones. He preferred his 
  technology small and discrete. After all, people 
  might think he wasn’t so clever if it looked like a 
  gadget had done all the work! Some more of his 
  gadgets (the 2-dis and Molecular Nanoscaler) are 
  detailed on p119 of the Core Rulebook. Additional 
  gadgets especially relevant to a specific adventure 
  are detailed in Chapter Three.
  Prompt Cards (Minor Gadget)
  Not strictly a gadget, but just as useful, are the 
  prompt cards Clara made for the Doctor to help 
  with social situations. They provide a few helpful 
  platitudes that could stop anyone saying anything 
  too upsetting to people they had only just met. 
  Traits: Charm (Minor – Appearing trustworthy)
  Story Points: 1
  Sonic Sunglasses (Major Gadget)
  When the Doctor leaves his sonic screwdriver with 
  a young Davros, he decides to upgrade to wearable 
  technology. His sonic sunglasses have all the same 
  powers as the screwdriver, but with an enhanced 
  range (so he doesn’t need to put his face against 
  door locks!). The sunglasses also add a visual 
  display and camera function as a nice bonus.
  Traits: Open/Close, Restriction (Cannot open 
  Deadlock Seals, Tricky Controls), Scan, Transmit, 
  Weld.
  Story Points: 2
  Invisibility Watch (Major Gadget)
  To keep from getting killed by the Skovox Blitzer, 
  the Doctor built a watch that renders the wearer 
  invisible. It has a limited charge, but a Story Point 
  can keep the wearer invisible for a scene. It doesn’t 
  cloak sounds or any other traces the wearer might 
  be tracked by.
  Traits: Cloak (Major), Restriction (Only works for 
  wearer)
  Story Points: 2
  Clothes Spray (Minor Gadget)
  This gadget used by River Song instantly molecularly 
  recombines clothes, accessories, and even hair to 
  create a new look. The device usually holds a few 
  preferred patterns so that the user can create the 
  look they want instantly.
  Traits: Shapeshift (Restriction: Attire and grooming 
  only)
  Story Points: 1
  NEW GADGET TRAITS
  Charm  (Minor/Major Good)
  This device makes the user appear more friendly 
  and charming. The nature of this will depend on the 
  device, with a piece of clothing making the user look 
  more important, or a bracelet creating a field that 
  makes the user seem trustworthy. As a minor trait 
  it adds +3 to social tests of a particular type (such 
  as intimidating, commanding, convincing etc.) as a 
  major trait it grants +3 to all social tests. Each use 
  requires a Story Point.
  Cloak (Minor/Major Good)
  The device can be used to hide things. It might 
  simply cover them, or perhaps create a field that 
  makes them invisible. As a minor trait the device 
  can only make items less noticeable. However, as 
  a major trait it can render items totally invisible. A 
  Story Point activates the ability for a scene.
  PLAYING IN THE TWELFTH DOCTOR’S ERA
  
  CHAPTER THREE
  THE TWELFTH DOCTOR’S ADVENTURES 
  
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  ‘I burned an ancient beautiful creature for one inch 
  of optic nerve! What do you think you can accomplish 
  little man?’
  B  SYNOPSIS
  London, United Kingdom, the 1890s
  The Doctor’s Twelfth regeneration did not go 
  particularly well. The TARDIS landed in Victorian 
  London, spat from the mouth of an accidentally time-
  travelled T-Rex — hardly the most elegant entrance. 
  Luckily, the Paternoster Gang was available to help 
  and brought the time travellers (sans T-Rex) to their 
  home. Unfortunately, the Doctor was in no mood for 
  rest and recuperation, especially when the dinosaur 
  was suddenly vaporised with an energy beam! The 
  game was afoot!
  The Doctor went off in search of clues, in his 
  nightshirt, leaving everyone else behind. But 
  Clara and the Paternosters were not idle; Madame 
  Vastra remembered several cases of spontaneous 
  combustion in the last month that had continuously 
  vexed Scotland Yard. When the gang plotted them 
  on a map, they all occurred in a particular area. 
  Madame Vastra theorised that the victims had been 
  burnt in order to conceal something that was missing 
  from the bodies.  
  Clara decoded a puzzle in the newspaper that led 
  her to meet the Doctor in a restaurant. The Doctor 
  was confused, thinking she left the puzzle for him. 
  Looking around, the pair realised the other patrons 
  of the restaurant were clockwork automatons! The 
  robot captors revealed they had been harvesting 
  humans for centuries to preserve themselves. 
  Whenever a robotic part broke they replaced it with 
  an organic one while they searched for the ‘promised 
  land’. Clara and the Doctor were imprisoned for later 
  use nearby the robots’ buried spaceship.
  The duo attempted to escape, but Clara was left 
  behind with the robot leader, the Half-Face Man. He 
  interrogated her to find out where the Doctor was, but 
  she used her quick wits and experience as a teacher 
  to evade him. The Doctor returned, overloading the 
  ship’s power systems whilst the Paternoster gang 
  fought off the robots.
  The Doctor pursued the Half-Face Man as he fled in 
  an escape capsule adapted into a hot-air balloon. The 
  Doctor tried to negotiate, but the Half-Face Man’s 
  programming refused to allow him to be swayed 
  from his impossible plan. Exasperated and confused, 
  the robot tried to destroy the Doctor, but ended up 
  falling to his death. As he expired, the remaining 
  robots all ceased to function, and the heroes decided 
  to leave all the tidying up to Scotland Yard.
  DEEP BREATH
  DEEP BREATH
  
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  CONTINUITY
  • 
  Upon meeting the new incarnation of the Doctor, 
  Madame Vastra echoes the Brigadier’s words: 
  ‘Here we go again’ (see Planet of the Spiders in 
  The Third Doctor Sourcebook).
  • 
  Clara’s favourite ‘pin up’ was Marcus Aurelius, 
  Roman Emperor (and an amazing Bassist). 
  • 
  Strax’s assessment of Clara is that she is 27, 
  with an enviable spleen.
  • 
  It is interesting that Clara has trouble dealing with 
  the Doctor’s regeneration. As the ‘Impossible 
  Girl’ she is the only companion to have met all 
  his incarnations at some point.
  • 
  As the Doctor considers new clothing choices, 
  he wonders about getting a new long scarf, but 
  decides it would look stupid and he’s ‘evolved 
  from that’.
  • 
  The Doctor is convinced he has chosen this 
  particular new face for a reason. He will figure 
  it out a few adventures later (see The Girl Who 
  Died p84).
  • 
  The message in the newspaper that brings Clara 
  and the Doctor together is from Missy.
  • 
  Clara has a flashback to her rather disastrous 
  first day as a teacher, and her first encounter 
  with Courtney Woods, who we will meet later 
  (see Into the Dalek p35, The Caretaker p50 and 
  Kill the Moon p53).
  • 
  The Clockwork Robots are from the SS Marie 
  Antoinette, a sistership of the SS Madame De 
  Pompadour (see The Girl in the Fireplace in The 
  Tenth Doctor Sourcebook). It doesn’t look like 
  that line of spacecrafts has had a lot of luck.
  • 
  Returning to the present day the Doctor offers to 
  get Clara chips or coffee, remembering Rose’s 
  preferences (see The End of the World in The 
  Ninth Doctor Sourcebook). Clara opts for coffee, 
  but once more the companion pays as the Doctor 
  has no money.
  • 
  At Trenzalore, Clara discovered the TARDIS 
  phone was off the hook (see The Time of the 
  Doctor in The Eleventh Doctor Sourcebook) 
  just before she found the Doctor regenerating. 
  He was using it to phone her across time after 
  his regeneration to tell her not to be scared and 
  that his new incarnation would need her help to 
  discover himself.
  B  RUNNING THE ADVENTURE
  A lot of this adventure deals with the Doctor’s 
  regeneration and coming to understand who he is. 
  It can provide useful material for when your own 
  player character Time Lords regenerate without 
  a holiday to recuperate! It also shows how an old 
  enemy can be presented as something new with a 
  little adaptation. In many ways this adventure is the 
  same as The Girl in the Fireplace in that the main 
  theme is clockwork robots stealing pieces of human 
  beings to rebuild their technology. But changing the 
  time frame (Historical France to Victorian London) 
  and the target of the robots (repairing their ship 
  compared to repairing themselves) the adventure 
  can be very different.
  Whilst the dinosaur is useful for blindsiding 
  players with the unexpected, it is mainly there 
  as a clue. Without Missy’s newspaper setup 
  the players need another way to get to the 
  restaurant and discover the robots’ plan. 
  Vastra quickly discovers the combustion is 
  used to hide the fact that body parts have 
  been harvested — couple this with all the 
  combustions occurring in around the same 
  area and a restaurant that nobody ever leaves, 
  and you have more than enough to lead a 
  pack of canny player characters to the 
  Half-Faced Man. From there, they 
  could take out the power source, 
  negotiate, or go in guns-blazing 
  like the Paternoster gang. 
  There are a few additional twists 
  you can consider. Maybe the 
  robots are in better condition 
  and are fixing the ship, which 
  will smash a hole in — or 
  steal part of — the city when 
  it leaves. Perhaps the robots 
  have 
  evolved 
  far 
  enough 
  to be trying to fight their 
  programming; 
  they 
  don’t 
  want to kill people anymore, 
  they just want to make a new 
  life, but need help to change 
  their directives. It’s also 
  worth keeping in mind the 
  power of Missy’s notes from the 
  perspective of a Gamemaster; in 
  terms of setting up an overarching villain, 
  tricks like this are incredibly useful. 
  Mancini’s Family Restaurant
  The main base for the robots is a family 
  restaurant that is built above their buried 
  spacecraft. The restaurant is full of ‘drone’ 
  robots masquerading as diners that stop 
  any guests from leaving. A booth seat in one 
  corner can be lowered to the spacecraft levels 
  below where prisoners can be kept until 
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  ‘processed’. The ship itself is barely functional, with 
  its power systems being used mainly to recharge the 
  robots. The robots wait all over the ship in its rusted 
  corridors to prevent escapes. 
  Adapted Clockwork Robots
  More detail and statistics for the Clockwork Robots 
  can be found on p144-145 of the Core Rulebook. 
  While the Pompadour and Antoinette robots appear 
  quite different, these robots are much the same. 
  Most of their upgrades and replacements have 
  been about maintaining themselves rather than 
  improving. They remain utterly single minded about 
  their programming and intent on reaching ‘The 
  Promised Land’, although none of them really know 
  what that is anymore.
  In this adventure the robots come in two variants. 
  ‘Battle ready’ versions have a Fighting skill of 3 and 
  the ‘Natural Weapon — Blades’ trait. ‘Drone’ versions 
  (who mostly inhabit the restaurant upstairs) have 
  only a Fighting skill of 1 and no natural weapons.
  FURTHER ADVENTURES
  • 
  The Harvest — The SS Marie Antoinette was not 
  only a spaceship, but a timeship. What if its time 
  drive is still working? Maybe some of the robots 
  have been moving through time to collect more 
  ‘spare parts’. The player characters might have 
  to track them across time to find their base so 
  they can stop their harvest. Even if the main base 
  is destroyed, some of these harvest groups may 
  still be out there across time.
  • 
  Clockwork Cyberiad — With the robot’s 
  advanced abilities at merging organic material 
  and technology, the Cybermen decide to seek 
  them out to improve their own cybernetics 
  skills. A brief alliance sees the creation of 
  clockwork Cybermen, a new form of robot 
  that is machine on the inside but human on the 
  outside. But both the robots’ and the Cybermen’s 
  single-mindedness is already beginning to move 
  their respective agendas in different ways. Can 
  the player characters find a way to break the 
  alliance before the robots and cybermen harvest 
  and upgrade whole planets?
  PATERNOSTER INVESTIGATIONS
  You can find details on the Paternoster Gang 
  (Madame Vastra, Jenny and Strax) in the core 
  Rulebook. If you want to go on adventures in 
  Victorian London or create your own Victorian 
  adventurers, you can find a wealth of detail in 
  the supplement Paternoster Investigations 
  also available for the Doctor Who RPG from 
  Cubicle 7.
  DEEP BREATH
  
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  ‘Imagine the worst possible thing in the universe and 
  then don’t bother, because you’re looking at it right 
  now. This is evil, refined as engineering.’
  B  SYNOPSIS
  Hospital ship Aristotle, The future Human/Dalek war
  During a desperate space-fight with a Dalek attack 
  saucer, Journey Blue was surprised to find herself 
  rescued by the Doctor. She demanded to be returned 
  to her command ship the Aristotle, but only when 
  she asked nicely did the Doctor acquiesce. On 
  the Aristotle the Doctor did not receive a warm 
  welcome, tensions were high and the war with the 
  Daleks was not going well for humanity. However, 
  they had come across something very strange — 
  a Dalek they had taken prisoner that seemed hell 
  bent on exterminating all Daleks!
  Clara, meanwhile, had begun her new job teaching 
  at Coal Hill School. She met Danny Pink, an ex-
  soldier starting as a Maths teacher. Their first 
  meeting went awkwardly, but they decided to go 
  for a drink. As Clara prepared to leave the TARDIS 
  materialised, and the Doctor pulled her inside.
  The Aristotle was previously a hospital ship, 
  filled with advanced medical equipment like the 
  Nanoscaler. This device was able to shrink a group 
  of people so they could enter a body to perform 
  surgery. In this case it allowed Clara, the Doctor, 
  Journey and two more soldiers (Ross and Fleming) 
  to enter the Dalek and see what had turned it against 
  its own people. Had it become ‘good’, or was it all a 
  trick? 
  The team entered the Dalek — which the Doctor 
  nicknamed ‘Rusty’ — through the eyestalk, passing 
  the cortex vault in the cranial area. The cortex vault 
  was a supplementary mechanical brain installed in 
  all Daleks, stoking the fires of their hatred. 
  Ross the soldier fired two bolts to set up a rope 
  system in order to descend to the organic Dalek 
  below, but unfortunately that set off the Dalek’s 
  internal defence systems. Ross was killed, though 
  through his death the Doctor found a way to hide the 
  survivors until the security system was reset. 
  Having noticed one of the soldiers’ Geiger counters 
  was getting a reading, the Doctor realised the 
  problem might be a leak in the power core, 
  scrambling the cortex vault that kept all Daleks 
  genocidal. The Doctor and Clara asked Rusty what 
  changed its view. He replied it was beauty, his 
  memory of the beauty of the universe, the birth of a 
  star. The Doctor fixed the leak, resetting the Dalek’s 
  INTO THE DALEK
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  memory systems. Unfortunately, this restored its 
  original mission: extermination!
  The Doctor felt vindicated that there could never be 
  a ‘good Dalek’, but Clara reminded him that if this 
  one had been good it could be made so again. They 
  just needed to find a way to ‘unfix it’. The key was in 
  reactivating the memories its fixed cortex vault had 
  shut down. 
  The soldier Gretchen sacrificed herself so that 
  Clara and Journey could return to the cortex vault. 
  As Clara restored the memories that had helped 
  change the Dalek, the Doctor faced the mutant, 
  hoping to inspire it with the beauty of the universe 
  as it remembered.
  Time was running out. Rusty had summoned other 
  Daleks to the Aristotle, but the Doctor’s words were 
  having an effect. A mental link from the Doctor was 
  enough to finally inspire it, but not with peace and joy 
  at the beauty of the universe. Instead Rusty learned 
  the Doctor’s utter hatred for the Daleks! While 
  the Doctor wasn’t happy, the crew of the Aristotle 
  were ecstatic as ‘Rusty’ blasted its way through the 
  invading Daleks, forcing the fleet to retreat. 
  Returning from inside the Dalek, the Doctor 
  remarked that perhaps a good Dalek was too much 
  to hope for. The Dalek replied that the Doctor was a 
  good Dalek. As ‘Rusty’ set off to slaughter its own 
  people the Doctor could only say ‘until next time’.
  CONTINUITY
  • 
  The Aristotle commander wanted to kill the 
  Doctor in case he is a Dalek duplicate. The 
  humans have had to learn to deal with infiltrators 
  the hard way.
  • 
  Courtney Woods makes another appearance 
  near the school office, possibly waiting to see the 
  Headmaster again.
  • 
  This adventure details a lot of the internal 
  systems of a Dalek. They have an ‘antibody 
  system’ that responds to internal threats by 
  disintegrating them. The remains are converted 
  to protein and fed to the mutant. Daleks also 
  have a computerised backup memory core that 
  is automatically edited to ‘keep its thoughts 
  pure’. The power source for the casing uses 
  Trionic radiation. The lens in the eyestalk is not 
  solid and is actually a refractive energy field.  
  • 
  Journey Blue asks to join the Doctor and Clara. 
  While the Doctor thinks she has all the qualities 
  he looks for in a companion, he won’t allow a 
  soldier to travel with him.
  • 
  Rusty the Dalek will continue his crusade 
  against the Daleks, and the Doctor will seek him 
  out again for access to the Dalek database (see 
  Twice Upon a Time p153). 
  INTO THE DALEK
  
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  B  RUNNING THE ADVENTURE
  While this adventure takes place during a future 
  conflict the Daleks and humanity, it is really about 
  going inside a Dalek and exploring. Provided the 
  Nanoscaler is available, this could happen anywhere, 
  any time. 
  The player characters might enter a Dalek to find 
  out more about a new Dalek technology, or perhaps 
  to steal secrets from its memory core. How they 
  convince the Dalek to keep its antibodies at bay, or 
  how they avoid them if they don’t will be critical to 
  their success.
  On the other hand, you could make this adventure 
  about fighting the Daleks and saving the humans. 
  The player characters join the war rather than 
  investigate a pepper pot. They might need a way to 
  distract the Daleks to secretly move the Aristotle, or 
  take the fight to the Daleks and destroy their forces. 
  They might even try to lead the attack fleet away, but 
  where is it safe to bring a Dalek attack fleet?
  This adventure also highlights a lot of moral 
  questions. Rusty is assumed to be ‘good’ because 
  it wants to destroy the Daleks. But is the desire for 
  genocide truly good, even if the species is evil? 
  It is common in many player groups for someone to 
  want to play a ‘good Dalek’ and this adventure makes 
  that both easier and harder. On one hand it clearly 
  details how many systems a Dalek has to keep its 
  thoughts in line with Dalek ideology. However, it also 
  shows how it is possible to change and adapt that 
  morality, at least a little.
  If the Gamemaster is to allow a good Dalek, the 
  player will need to be very specific about the 
  character’s true thoughts and morality. Does 
  it want to destroy Daleks, or does it really seek 
  peace? How does it balance its new morals against 
  its programming, and is it all due to damage that may 
  be slowly killing it? How did it get to this state — what 
  did it see or experience that changed its mind? How 
  permanent is the change, and will it eventually turn 
  on those it has been travelling with?
  The Aristotle
  Once a hospital ship, the Aristotle has become the 
  main base for humanity’s fight against the Daleks. It 
  is held together by a thread. Part storehouse, part 
  barracks, part command centre and part sanctuary, 
  it is littered with supplies and damaged equipment 
  that no one has the time to tidy or repair. However, 
  as it is operational and hidden behind an asteroid 
  it has allowed humanity to make lightning strikes 
  against Dalek positions. If the Daleks discover its 
  location, it is over for humanity. Not only as they will 
  lose this vital supply base and command 
  centre, but it would also break the last 
  of humanity’s morale. 
  Rusty and Blue
  Journey Blue’s Statistics can be 
  found in the Core Rulebook, p244. 
  Statistically she is also a good match 
  for any of the other soldiers of the 
  Aristotle.
  Apart from his somewhat skewed personality, 
  ‘Rusty’ the Dalek is statistically the same 
  as any other Dalek, as detailed on p147-
  150, which also includes details about 
  the Dalek antibodies, if your player 
  characters should go into the Dalek 
  themselves…
  FURTHER ADVENTURES
  • 
  Dalek Killers — Rusty might 
  want to destroy all Daleks, but 
  he is going to need some help. 
  The player characters can 
  join him to destroy all Daleks! 
  Their experience and lack of 
  single mindedness will be of 
  great help as Rusty dives in. 
  They might also be able to 
  claim some Dalek technology 
  to 
  help 
  humanity 
  create 
  new weapons to defeat the 
  Daleks.
  • 
  Infestation — The Daleks 
  take control of the Aristotle, 
  and the Nanoscaler. Using 
  it to shrink an attack 
  force they sneak into 
  more human ships to 
  cause havoc. While their 
  energy weapons aren’t as 
  dangerous, if they all fire 
  together the results can 
  be just as deadly. But their 
  real purpose is to disrupt 
  communications 
  and 
  reveal the positions of 
  the human fleet.
  
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  ‘And remember, Doctor. I’m just as real as you are.’
  B  SYNOPSIS
  Sherwood Forest, Nottingham, United Kingdom, 
  autumn 1190
  Clara asked the Doctor to take her to see Robin Hood. 
  He begrudgingly obliged, though sure she would be 
  disappointed as he was a fictional character. They 
  arrived in Sherwood Forest, where a man claiming 
  to be Robin Hood attempted to rob them of the 
  TARDIS. The Doctor drew his trusty tablespoon and 
  defeated him in a duel. 
  An impressed Robin introduced them to the rest of 
  his Merry Men. The Doctor still refused to believe 
  they were real, knowing something was wrong — 
  there was no way Nottingham could be warm. 
  Meanwhile, the Sheriff of Nottingham was raiding 
  the villages for gold, capturing slave workers along 
  the way. He also arranged for an archery contest to 
  trap Robin, with the prize of a golden arrow. Hood 
  and the Doctor’s overblown game of bowman one-
  upmanship was interrupted by an assault from the 
  Sheriff’s knights. Robin tried to fight them off, but 
  when he severed an arm there was no blood. The 
  knights were robots, firing laser beams from their 
  metal faces!
  All three ended up in Nottingham Castle’s dungeon. 
  The Sheriff invited Clara to dinner, where she 
  tricked him into revealing that he found a crashed 
  spaceship. He and its robots had been working to 
  repair it, collecting gold for the spaceship’s circuits. 
  In return, he planned to use the spaceship to 
  conquer the world. 
  Meanwhile, the Doctor and Robin managed to 
  escape the dungeon and discovered the ship lying 
  dormant inside the castle. The Doctor accessed 
  the computer and learned that it was damaged 
  and leaking radiation, warming the local climate. 
  He formed a hypothesis: Robin Hood was another 
  robot, designed to give the remaining humans 
  hope against the Sheriff and maintain the status 
  quo. Robin balked at this, and when the Sheriff and 
  his robots entered, he escaped, leaping out of the 
  window with Clara.
  ROBOT OF SHERWOOD
  ROBOT OF SHERWOOD
  
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  The Doctor was sent to the slave pits, where he met 
  Robin’s love Marian. He freed himself and taught 
  the castle prisoners how to fight back against the 
  Robot Knights using reflective dishes to redirect 
  their lasers. Many of the robots were destroyed, 
  and the prisoners escaped as the Doctor headed 
  off to confront the Sheriff. He warned the Sheriff 
  that the ship didn’t have enough gold to make it into 
  orbit, threatening to destroy most of England in the 
  resulting crash. The Sheriff didn’t believe him and 
  started the countdown. He also confirmed to the 
  Doctor that Robin was indeed real, just as the rogue 
  and Clara arrived.
  The Sheriff challenged Robin to a duel on a 
  precarious ledge above a vat of molten gold. 
  Fighting on the rafters, Robin used the Doctor’s 
  duelling technique to push the Sheriff to a liquefied 
  death. The Doctor, Clara, and Robin ran to safety, 
  but there was still the problem of the ship making 
  it to orbit. 
  Fortunately, the Merry Men had nicked the golden 
  arrow — just enough gold to get the ship into space 
  where it would explode harmlessly! Robin couldn’t 
  make the shot alone with his injuries from the duel, 
  but with the help of Clara and the Doctor the arrow 
  flew true, saving England. The Doctor and Clara said 
  their goodbyes, and as the TARDIS dematerialised, 
  Marian was left in its place, reunited with Robin.
  CONTINUITY
  • 
  The Doctor was previously involved in a 
  mythological event, the Trojan War (The Myth 
  Makers in The First Doctor Sourcebook). 
  As with Robin Hood, the myth turned out to 
  be history. Similarly, not only did the Doctor 
  discover that the legends of King Arthur were 
  real in another universe, but that he (in a future 
  incarnation) was the legendary Merlin.
  • 
  It is quite possible that at least three other 
  incarnations of the Doctor are on Earth during 
  this adventure. The First Doctor is in Palestine 
  with King Richard (see The Crusade in The 
  First Doctor Sourcebook) in 1190 and the Third 
  Doctor foiled a plot by a Sontaran to elevate 
  a local warlord with advanced technology 
  (similar to what’s happening here, see The Time 
  Warrior in The Third Doctor Sourcebook) in 
  roughly the same period. In addition, the alien 
  ship’s records on Robin Hood include a picture 
  that looks suspiciously like the Second Doctor. 
  • 
  The spaceship was headed to ‘the Promised 
  Land.’ The Clockwork Robot that the Doctor 
  faced in the Victorian era was headed to the 
  same location (Deep Breath).
  • 
  The alien robots carry out their plan with an 
  augmented human agent similar to the way 
  the Cybermen used Tobias Vaughn to invade 
  Earth (see The Invasion in The Second Doctor 
  Sourcebook).
  
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  • 
  The Doctor uses his Venusian aikido and displays 
  his fencing prowess (using a spoon), claiming 
  to have been taught by Richard the Lionheart, 
  Cyrano de Bergerac and Errol Flynn. He also 
  proves to be a skilled archer, besting Robin 
  Hood — though only through jiggery-pokery.
  • 
  The Doctor believes that they may be in a theme 
  park in the future. During his first incarnation, 
  he failed to recognise that he was in a haunted 
  house attraction, believing the monsters within 
  to be real (see The Chase in The First Doctor 
  Soucebook).
  • 
  The Doctor has been in a spaceship disguised 
  as a castle before (see State of Decay in 
  The Fourth Doctor Sourcebook) and, in this 
  incarnation, will later visit a city in the future 
  that was built around a colony ship.
  • 
  The Doctor refers to a miniscope. He was 
  trapped in one during his third incarnation 
  (see Carnival of Monsters in The Third Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  While there are a few exceptions to the rule, the 
  Doctor generally discovers that legends, fairy 
  tales, and the occult in general tend to have logical 
  explanations. This adventure provides an exciting 
  subversion to that theme; while it turns out the 
  Sheriff of Nottingham is enhanced by alien robots, 
  Robin Hood and his Merry Men are real historical 
  figures.
  This same idea can be used to reskin this adventure 
  to involve another seemingly mythological figure 
  whose enemy turns out to be aliens. To keep things 
  simple, you’ll want to use the mythological figure 
  at a point in their story when they are dealing with 
  a particular threat. Here are just a few examples: 
  • 
  What if Grendel — the monster slain by Beowulf 
  — was a confused Silurian child that wandered 
  to the surface, and the player characters must 
  defend Scandinavia from its understandably 
  angry family? Myths about dragon slayers like 
  St George and Sigurd could also be the result 
  of unfortunate reactions to Silurians venturing 
  out to the surface world, or perhaps Krillitane 
  invaders. 
  • 
  What if the darkening sky that helped Hiawatha 
  bring peace was an alien spacecraft blotting 
  out the sun? 
  • 
  What if it wasn’t Medusa that Perseus needed 
  to fear, but the statues keeping her trapped in 
  her lair — the Weeping Angels? 
  • 
  Prometheus could have stolen fire from a more 
  advanced space-faring race that landed atop 
  Mount Olympus — maybe a pyrovile displaced 
  in time!
  Once you’ve picked a myth to use, the adventure 
  breaks down into three sections:
  First, establish the mythological figure as real for 
  the player characters. There are generally two 
  ways to go about this; either the PCs may actively 
  seek the mythological figure to ascertain whether 
  they existed, or the PCs arrive with no expectation of 
  meeting, for example, St George and the Dragon. In 
  the latter case, the PCs may walk out of the TARDIS 
  to find a dragon flying overhead with a knight in hot 
  pursuit.
  The player characters should spend a little time 
  getting to know the mythological figure, probably 
  whilst showing a healthy amount of scepticism. 
  During this period the main beats of the figure’s 
  mythology seems to follow the myth reasonably 
  accurately and the player characters might try to 
  discover the ‘truth’ behind their existence.
  Secondly, present the threat that the mythological 
  figure faces. This threat should feel part of the 
  legend, but the player characters should see 
  evidence that things are not what they seem. They 
  need to observe the villain and determine their true 
  nature and plan and might also discover that the 
  mythological figure is real.
  Finally, the player characters and the mythological 
  hero join forces to defeat the threat. Ideally, the 
  solution should involve aspects of the hero’s 
  mythology, such as stealing gold from the rich and 
  the use of a well-placed arrow to bring down the 
  villain!
  ROBOT OF SHERWOOD
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  BUT KING ARTHUR ISN’T REAL... IS HE?
  Robin Hood is arguably the most famous 
  mythological character in British history; 
  it’s ‘arguable’ only because Robin competes 
  with King Arthur for the title. So, when it 
  comes to reskinning this adventure with 
  another mythological figure, Arthur seems 
  the logical choice.
  Unfortunately, the Doctor already knows 
  what happened to King Arthur. He was king 
  in an alternate universe whose battle spilled 
  over to the normal one. The Doctor even dealt 
  with Morgaine centuries later. Given this 
  fact, it would seem that King Arthur must 
  regrettably be discounted when choosing 
  amongst legends. That means that the player 
  characters can’t possibly meet a historical 
  Arthur whose legends are true, right?
  Not necessarily. Time travel opens the 
  possibility to rewrite history. The Doctor 
  has also discovered that individuals may 
  have counterparts in alternate universes. 
  After all, the Doctor has visited at least two 
  separate versions of Atlantis, and a Daemon 
  took credit for sinking the city when the 
  Doctor witnessed it being destroyed by a 
  Chronovore. 
  It is quite possible that a historical Arthur 
  established the Knights of the Round 
  Table in Camelot at some point before the 
  establishment of Danelaw in England. This 
  Arthur (and Morgaine) could even resemble 
  their 
  counterparts 
  from 
  the 
  alternate 
  universe and, once again, the Doctor or 
  another time traveller could find themselves 
  in the role of Merlin!
  NEW GADGET – HOMING ARROW
  This arrow is enhanced with futuristic 
  technology that enables it to hit whatever its 
  shooter wants it to hit. It also does damage 
  as a normal arrow of its type.
  Traits: Innocuous, Skill (Marksman 5), One 
  Shot
  Story Points: 5
  SHERIFF OF NOTTINGHAM
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  2
  STRENGTH
  4
  The Sheriff of Nottingham is an unappreciated 
  vassal of King Richard, although Prince John 
  currently reigns in the king’s absence. He met the 
  Robot Knights when they crashed and allowed 
  them to augment him to become their leader. He 
  plans to get their spaceship working in the hopes 
  of using it to become king of the world.
  SKILLS
  Athletics 2, Convince 4, Fighting 3, Knowledge 1, 
  Marksman 2, Survival 1, Technology 2.
  TRAITS
  Cyborg
  Gadget: The Sheriff hangs a remote control 
  around his neck that gives orders to the robots. It 
  also acts as an on/off switch for the robots.
  Immortal (Minor): The Sheriff’s cybernetic 
  augmentations keep him from growing old.
  Noble (minor good): +2 bonus when hobnobbing 
  with the cream of society.
  Obsession (Major Bad): The Sheriff believes that 
  he is destined to rule the world and will stop at 
  nothing to achieve it.
  Tough (Minor Good): The Sheriff’s enhanced 
  body isn’t as strong as the Robot Knights, but it is 
  durable. Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  TECH LEVEL: 2  
  STORY POINTS: 6
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  FURTHER ADVENTURES
  • 
  Who was Robin Hood? — One of the images 
  in the ship’s computer regarding Robin Hood 
  looked suspiciously like the Second Doctor. 
  Given that the legend of Robin Hood comes 
  from different sources, it’s possible that either 
  the Second Doctor has a doppelganger (as the 
  first had with the Abbot of Amboise (see The 
  Massacre of St Bartholomew’s Eve in The First 
  Doctor Sourcebook) or something happened 
  to Robin Hood and the Second Doctor needed 
  to fill in. In either case, there is an opportunity 
  for the player characters to add to the legend of 
  Robin Hood!
  • 
  The Gisbourne Effect — One notable ally of 
  the Sheriff who’s missing is Guy of Gisbourne, 
  a hired killer who tries to kill Robin Hood. The 
  player characters arrive to find Robin Hood 
  facing a new nemesis. Is Guy an alien bounty 
  hunter? Or has Robin stumbled upon another 
  opportunistic noble using the chaos of the 
  Crusades to enrich himself?
  ROBOT KNIGHT
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  5
  SKILLS
  Fighting 3, Knowledge 3, Marksman 3, 
  Medicine 2, Technology 3, Transport 2.
  TRAITS
  Armour (Minor): The knightly armour of the 
  robots reduces damage by 5.
  By the Book: The robots diligently follow 
  commands from their controllers.
  Natural Weapon (Disintegrator): These robots 
  fire a purple disintegration ray from a slit in their 
  face (4/L/L).
  Restriction: The disintegration ray does not affect 
  a reflective metal surface; in fact, it is reflected 
  back at the robot and may destroy it.
  Robot
  TECH LEVEL: 7  
  STORY POINTS: 3
  MERRY MEN
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  5
  Robin Hood has a band of rogues who help him 
  fight against the Sheriff.
  SKILLS
  Athletics 2, Convince 2, Craft 1, Fighting 2, 
  Marksman 2, Medicine 1, Subterfuge 3, 
  Survival 3.
  TRAITS
  Adversary (Major Bad): The Merry Men are 
  under constant threat of the Sheriff and his Robot 
  Knights.
  Brave (Minor Good): In spite of such a major 
  threat the Merry Men remain to fight. They get a 
  +2 bonus to any Resolve roll when they need to 
  show courage.
  Friends (Minor Good): The Merry Men can often 
  rely on help from local farmers, villagers, and 
  servants, although such aid often only helps in 
  minor ways.
  Special: Each Merry Man is an individual and may 
  have a few more skill points or an extra trait that 
  defines them.
  TECH LEVEL: 2  
  STORY POINTS: 3
  ROBOT OF SHERWOOD
  The statistics for Robin Hood himself can be found in 
  the Core Rulebook
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  ‘Listen. There is nothing to hear. There is nothing 
  anywhere. Not a breath, not a slither, not a clink or 
  a tick, all the clocks have stopped. This is the silence 
  at the end of time.’
  B  SYNOPSIS
  London, Earth, 2014; Gloucester, Earth, 1990; 
  The end of the Universe; Gallifrey 
  Alone in the TARDIS for a little too long, the Doctor 
  had gotten to thinking; if nature could create the 
  perfect hunter or defence mechanism, could it 
  create a creature that was perfect at hiding? Clara 
  was having problems of her own on a disastrous 
  date with Danny Pink. Clara and Danny were both 
  nervous, repeatedly taking offense too easily 
  despite a real connection. Eventually Clara gave 
  up and walked out before they had even ordered a 
  starter.
  The Doctor was waiting for her when she got home 
  and was eager to share his new theory. He noticed 
  that almost everyone seemed to have had the 
  same dream, where they stepped out of bed and 
  something beneath grabbed their leg. Clara agreed 
  that she had had that dream. So, the Doctor wasted 
  no time connecting her to the TARDIS telepathic 
  circuits, steering the time machine to the source of 
  the dream.
  With the date still on her mind Clara inadvertently 
  took them to Danny Pink’s childhood. He was awake 
  and scared, but Clara and the Doctor managed 
  to teach him that fear can be a powerful weapon. 
  Their theory was tested when a strange shape rose, 
  hidden by the covers of Danny’s bed, but they turned 
  their backs on it and it vanished.
  After meeting young Danny, Clara was in a better 
  mood. The Doctor returned her to the date, just after 
  she previously left. While this second attempt at the 
  date started well, things turned sour again. This time 
  it was Danny who walked out, annoyed at Clara’s 
  dishonesty and distraction — understandable, as an 
  astronaut kept beckoning her to the kitchen.
  Clara followed the astronaut to the TARDIS where 
  he removed his helmet. He looked just like Danny 
  but was actually his great grandson: Colonel Orson 
  LISTEN
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  Pink, a pioneer time traveller. Orson rode one of 
  the first ‘time-shots’, aiming for the next week but 
  landing marooned at the end of time, on the last 
  planet left at the end of the universe. The Doctor 
  found Orson using Clara’s telepathic link (clearly 
  the date was playing on her mind) and was excited 
  to test the theory again.
  They all travelled to the end of the universe — 
  ostensibly so Orson could pack, but really so the 
  Doctor could spend the night there. He thought that 
  with no one left the hidden creatures he sought 
  might finally come out of hiding. As night fell the 
  ship started to creak and bang. But was it the hull 
  cooling, or the hidden creatures, the monsters 
  under the bed coming to see the last people in the 
  universe? Whatever happened, the Doctor was hurt 
  opening the airlock, and as the TARDIS cloister bell 
  sounded Clara used the telepathic circuits to get 
  them away.
  Clara found she had taken the TARDIS to a barn 
  where a child was crying in bed. She thought it 
  was Danny again, but overheard some Gallifreyans 
  talking — she had travelled back to the Doctor’s 
  childhood. As a noise woke the child, Clara hid 
  under the bed, and unthinkingly grabbed his leg as 
  he stood. She told the child that it was all a dream 
  and that he should just lie down and go back to sleep 
  again.
  When she returned to the TARDIS she told the 
  Doctor to just leave this place, refusing to explain. 
  She suggested that all this talk of monsters was 
  just the dreams of an old man feeling the fears of 
  a small child. Understanding that Clara has seen 
  something he shouldn’t, the Doctor returned them 
  all home, dropping Orson off on the way. Clara went 
  straight to Danny’s home to find he was also still 
  thinking about the date. She decided that she was 
  finished with fear for one day, and they kissed.
  CONTINUITY
  • 
  The Doctor has already encountered a creature 
  adapted to near perfect hiding, the invisible 
  Spiridons (see Planet of the Daleks in The Third 
  Doctor Sourcebook).
  • 
  Contrary to popular belief, Danny Pink’s military 
  service didn’t involve a lot of killing. Instead, he 
  helped build wells (23 actually) to bring water 
  to local villages that he kept safe.
  • 
  Danny was brought up at the West Country 
  Children’s Home in Gloucester. His real name is 
  Rupert, but he hated it.
  • 
  The Doctor puts young Danny to sleep with a 
  touch to the forehead; he has ‘dad skills’.
  • 
  This isn’t the first time the Doctor has gone to 
  the end of the universe. Earlier he found the 
  Master here (see Utopia in the Tenth Doctor 
  Sourcebook) and he will meet Ashildr a little 
  later watching the universe end (see Hell Bent 
  p103).
  • 
  The Doctor’s guardians seemed to think he 
  should join the army as one so sensitive would 
  never be a Time Lord.
  LISTEN
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  • 
  The Doctor will return to this barn as the War 
  Doctor to decide the fate of Gallifrey (see The 
  Day of the Doctor in The Eleventh Doctor 
  Sourcebook), and again later to take on the 
  Time Lords after they test him (see Hell Bent 
  p103).
  • 
  Clara’s words to the young Doctor ‘Fear makes 
  companions of us all’ are repeated by the First 
  Doctor in his first adventure (see An Unearthly 
  Child in The First Doctor Sourcebook).
  • 
  Danny Pink dies before having any children 
  (as far as we know), but Orson looks identical 
  to him, and has a toy soldier Clara gave to 
  Danny in his childhood. Is he the descendant of 
  another family member, or is something more 
  complicated going on with the Pink timeline? 
  B  RUNNING THE ADVENTURE
  This adventure is about the question of whether 
  there is something in the nothing. It offers two very 
  interesting possibilities as an adventure, which 
  might be used together or separately.
  The first adventure is an easy one for the 
  Gamemaster who likes to improvise. Have the 
  player characters come up with a question: Is there 
  such a thing as perfect hiding? Is there an end to the 
  universe? Does time stop when you’re not looking? 
  Can a TARDIS fall asleep? What do robots think of 
  when they are destroyed? The stranger and more 
  surreal the question, the better. 
  Once you have a question, the Gamemaster just 
  needs to say ‘ok, where are you going to look for 
  the answer?’ Let the players drive this adventure, 
  inventing times and places to investigate, with the 
  Gamemaster improvising clues and encounters that 
  confirm or confuse their theory. Have fun with this 
  one, and don’t think you need a definitive answer. It 
  is the journey, not the destination, which is the fun 
  part.
  The other adventure you might use (which can 
  also work well as a subplot) is an investigation 
  into the past of some of the player characters and 
  their favourite NPCs. Using the TARDIS telepathic 
  circuits a player character’s subconscious can drive 
  the adventure. Where will it take the group? What 
  does the player character in question really want 
  to know or understand about themselves? What 
  part of their past do they need to face or resolve? 
  The answers can be very revealing and offer myriad 
  role-play opportunities for the whole group.
  FURTHER ADVENTURES
  • 
  The Ultimate Predator — If something evolves 
  to hide, it is usually because there is something 
  out there evolved to hunt it. Such a creature 
  would be truly terrifying because there is 
  nowhere to hide from it. Wherever you go, 
  however far you run, it will find you. But if you 
  could catch one yourself and learn its secrets, 
  how powerful would you become? The Daleks 
  once sought the secrets of invisibility, what 
  might they do with the secrets of the perfect 
  hunter? Consider giving a different dangerous 
  threat (or even the player characters) the 
  power of invisibility and extrapolate an 
  adventure from what they would use it for.  
  • 
  Alien Minds — The normal TARDIS pilot is 
  missing, and in their place is a strange alien 
  creature they cannot communicate with; even 
  the translation field is not enough! The alien 
  seems friendly and tries to use the telepathic 
  circuits to help, but the communication 
  barrier and drastically different brain will 
  take the adventurers to wildly different 
  times and locales. Will the player 
  characters survive the incredible 
  otherworldly journey and find 
  their companion? 
  ‘WHAT IF THERE WAS NOTHING? WHAT IF THERE WAS NEVER ANYTHING? 
  NOTHING UNDER THE BED. NOTHING AT THE DOOR. WHAT IF, THE BIG BAD 
  TIME LORD DOESN’T WANT TO ADMIT HE’S JUST AFRAID OF THE DARK?’
  What if Clara is wrong? What if there was something out there hidden in the 
  shadows? The implication of this adventure is that the Doctor’s mind is playing tricks 
  on him, but there is no hard evidence either way. Might these hidden creatures reveal themselves to 
  one of the characters? Having listened in the dark for so long they may well know a lot of secrets. Do 
  they have a price for sharing them?
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  ‘If you can afford your own star system, this is where 
  you keep it.’
  B  SYNOPSIS
  Bank of Karabraxos, the future
  After answering the TARDIS phone, the Doctor and 
  Clara found themselves holding strange worms in a 
  different room with no memory of how or why they 
  were there, along with the similarly memory-wiped 
  Psi and Saibra. 
  A recording from the mysterious ‘Architect’ 
  instructed them to rob the Bank of Karabraxos, 
  while noting that they were already in said bank 
  and that the guards were about to break in and kill 
  them. They escaped, aided by the worms — they 
  erased the memories of anyone who touched them, 
  confusing security.
  Ms Delphox, head of bank security, pursued them 
  with the aid of an alien called ‘the Teller’. The Teller 
  used telepathy to detect guilt, then turned the brains 
  of criminals to soup with its psychic powers. 
  Saibra used her mutant ability to become biologically 
  identical to a legitimate banker, allowing them 
  through bank security. Psi then used his technological 
  augmentations to acquire the bank blueprints, 
  helping the Doctor find the correct location to set a 
  dimensional shift bomb. They blew through the floor 
  to where the Architect had left them a set of personal 
  ‘atomic shredders’ — a deadly instantaneous exit 
  strategy if they got into too much trouble. 
  Having seen what the Teller was capable of, both 
  Psi and Saibra used the ‘atomic shredders’ in dire 
  situations before the Teller could liquefy their 
  brains. That gave the Doctor and Clara enough 
  time to reach the main vault just as a solar storm 
  struck the bank, overloading the security systems 
  and opening the vault door. The Doctor realised the 
  Architect must be from the future to ensure this 
  coincidence. 
  The Doctor and Clara found the rewards for Psi and 
  Saibra’s assistance, but Ms Delphox captured them 
  before they could claim their own. She left them at 
  gunpoint, but the guards revealed themselves to be 
  Psi and Saibra. The ‘atomic shredders’ were really 
  TIME HEIST
  TIME HEIST
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  teleportation devices to a rescue ship in orbit. The 
  team forced their way into the private vault and 
  found that Ms Delphox was a clone of the bank’s 
  owner, Ms Karabraxos.
  Realising that the solar storm has doomed the 
  bank, Ms Karabraxos took what she could and left, 
  but not before the Doctor had a revelation; he gave 
  her the TARDIS phone number and revealed he was 
  a time traveller.
  Years later, poor and dying, Ms Karabraxos called 
  the Doctor to tell her of her one regret: holding the 
  Teller’s mate hostage to ensure his cooperation. 
  As the bank’s security could read criminal guilt, 
  the Doctor assembled a team and wiped their 
  memories, including his own; the Doctor was ‘the 
  Architect.’ 
  Ms Karabraxos supplied the combination to the 
  Architect, who left it for the Doctor. He freed the 
  Teller’s mate and they all escaped the bank before 
  the solar storm destroyed it.
  CONTINUITY
  • 
  The Doctor wanted to use a memory worm in his 
  last incarnation to wipe Clara’s mind, but Strax 
  ended up being affected instead. The memory 
  worm also bit Simeon, opening his mind to the 
  Great Intelligence (see The Snowmen in The 
  Eleventh Doctor Sourcebook).
  • 
  Clones are commodities during this period and 
  are disposed of like any other property. Non-
  violent criminals may also be killed or have their 
  brains destroyed without trial or conviction. 
  Bank criminals’ next of kin are not only denied 
  their inheritance (offenders’ accounts are 
  deleted), but they are also incarcerated to 
  dissuade future criminals.
  • 
  The Doctor references his scarf (worn in his 
  Fourth incarnation) and bowtie (worn by his 
  last incarnation) as embarrassing fashion 
  statements. He notably left out his Sixth 
  incarnation’s colourful ensemble!
  • 
  The 
  Doctor 
  has 
  previously 
  encountered 
  teleportation devices disguised as disintegrators 
  (see Bad Wolf in The Ninth Doctor Sourcebook).
  • 
  As in this adventure, the Doctor gave himself 
  help against Morgaine’s army in late 20th 
  century Earth (see Battlefield in The Seventh 
  Doctor Sourcebook). In that instance it was his 
  future self helping the younger; in this case it is 
  his past self helping the older (if only by a few 
  minutes).
  B  RUNNING THE ADVENTURE
  The basic premise behind this adventure is a bit 
  of wibbley-wobbley, timey-wimey stuff. The player 
  characters find themselves in an adventure that they 
  themselves agreed to, only to have no knowledge 
  of their own involvement. Thanks to this enigmatic 
  arrangement, the player characters are ideally 
  suited to succeed, due to convenient preparation by 
  their past selves. 
  Running an adventure like this requires trust 
  between the Gamemaster and the players, as it 
  would be tipping the hand if the Gamemaster ran 
  the scene where the player characters agree to 
  the adventure first. It doesn’t necessarily have 
  to be part of a bootstrap paradox, as the player 
  characters need only be mind-wiped for the 
  duration of the adventure; they may not have been 
  responsible for setting it up in the first place! 
  Having said that, it’s quite possible to run this 
  straight, giving the players an opportunity to 
  give their unsuspecting characters a better 
  chance at success through their preparations 
  and then playing it through to see if they were 
  well-prepared enough, or if their characters 
  need to improvise!
  Story points also allow a unique 
  opportunity for the players to act 
  as both their present and future 
  selves simultaneously. Whenever 
  their present characters run 
  into a problem, they can spend 
  an appropriate amount of story 
  points to change future set-up of 
  the heist, running both timelines in parallel. 
  This will require careful management, as if 
  the story points run dry the player characters 
  could end up in deep trouble indeed. 
  In addition to previous selves agreeing to 
  an adventure prior to a mind wipe, there 
  are other ways to handle this concept. 
  In the beginning of this adventure the 
  Doctor, Clara, Saibra, and Psi didn’t 
  know if the Architect had good, selfish, 
  or evil motives — their situation certainly 
  seemed desperate! It’s entirely possible 
  that the player characters could be 
  kidnapped, mind-wiped, and set on 
  an adventure for nefarious purposes, 
  leading to the player characters having to 
  deal with the Architect and foil their plans 
  along the way.
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  WHOSE CHARACTER IS IT ANYWAY? 
  A QUESTION OF AGENCY
  One potential problem with running an 
  adventure like this is the presumption that 
  the player characters will act in a certain way 
  to set up the adventure. If the Gamemaster 
  wants to keep the identity of the scheming 
  manipulator a secret from the players as 
  well as the characters before the big reveal, 
  then she is going to have to effectively ‘play’ 
  those characters off-screen. This could be 
  an issue for some players, especially if they 
  believe their characters wouldn’t have been 
  manipulators in the first place. There are 
  several ways to handle this. The first, which 
  is mentioned in Running the Adventure, is 
  to let the players in on the secret and have 
  them design the plan before their mind-
  wiped characters execute it. The second is 
  to have the master manipulator be someone 
  else who’s forced the player characters to 
  undertake the mission. Finally, as was the 
  case in this adventure, the reveal shows that it 
  was exactly the kind of mission that the player 
  characters would undertake and willingly 
  mind-wipe themselves to accomplish. In 
  any event, the Gamemaster and the players 
  should try to communicate as best they can 
  to make somewhat tricky adventures like this 
  play out spectacularly. Gamemasters may 
  also want to award the players a few story 
  points for going along with the premise. 
  NEW GADGET – SHIFT BOMB
  The Shift Bomb can be set to remove anything 
  it is planted on to another dimension. 
  Traits: Delete, One Shot
  Story Points: 2
  FURTHER ADVENTURES
  • 
  Burn the System! — The world of the Karabraxos 
  Bank is rather ruthless. Anyone banking there 
  can, with the slightest bit of suspicion, have their 
  brains crushed and their families incarcerated. 
  Anyone found in a forbidden area can be killed 
  without trial. It’s ruthless capitalism at its worst 
  and something that the Doctor should be railing 
  against. Perhaps the player characters help 
  topple this system to usher in a new type of 
  government?
  • 
  Companion Swap — Psi and Saibra are examples 
  of the Doctor choosing companions for their 
  particular specialities. If the players are up for 
  it, this could become a paradigm where regular 
  companions could sit out an adventure while 
  their players take on the roles of specialists that 
  the Doctor (or another Time Lord or Time Agent) 
  selects for their specific abilities? The stories of 
  how these characters met could also make for 
  fantastic role-playing opportunities!
  Statistics for both Psi and Saibra can be found in the 
  Core Rulebook.
  MEMORY WORM
  AWARENESS
  3
  PRESENCE
  -
  COORDINATION
  3
  RESOLVE
  -
  INGENUITY
  -
  STRENGTH
  2
  This huge mottled worm is covered with a 
  secretion that robs the recent memories of 
  those who touch it. The effect is concentrated in 
  the creature’s venom, a bite taking away months 
  or even decades of memories.
  SKILLS
  Fighting 2, Subterfuge 2.
  TRAITS
  Natural Weapon (Minor – Teeth): +2 to damage
  Size  –  Tiny (Major): -4 to be hit and -8 to be 
  seen, -2 to Speed.
  Special – Memory Loss: When touched, the 
  worm automatically deletes the last hour or so 
  of memory from the person who touched it. On 
  a bite, the loss is 1-6 weeks for a success, years 
  for a good success, and decades for a fantastic 
  success.
  STORY POINTS: 1
  TIME HEIST
  
  49
  THE TWELFTH DOCTOR SOURCEBOOK
  THE TELLER
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Survival 2.
  TRAITS
  Alien
  Alien Appearance (Major): The Teller 
  is 9-foot tall humanoid with eyes on 
  stalks, long claws and a stubby tail.
  Alien Senses: The Teller can use its 
  psychic abilities to detect guilt in the 
  minds of those around it. It can 
  also follow the thought trails of 
  those it has previously examined 
  telepathically.
  Enslaved: The Bank of 
  Karabraxos own and control 
  the Teller.
  Fear Factor (1): The Teller is 
  used as a threat by the Bank. 
  +2 on rolls to actively scare or 
  intimidate.
  Psychic
  Slow: The Teller is ponderous and 
  sure in its movements. Its Speed 
  is 2.
  Special (Mind Wipe): After it has 
  locked on to someone’s thoughts, 
  the Teller can devour their mind. No 
  additional roll is needed — the victim 
  is immobilised, and their Awareness, 
  Ingenuity, Presence and Resolve 
  attributes simply start losing 1 point 
  each turn until they are all at 0.
  Telepathy: The Teller can directly 
  contact and sift through someone 
  else’s mind, looking for evidence 
  of criminal intent (or anything 
  else it wishes). It needs to win an 
  opposed Ingenuity + Resolve roll 
  to lock on to someone’s thoughts.
      
  TECH LEVEL: UNKNOWN 
  STORY POINTS: 6
  MS DELPHOX
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  2
  SKILLS
  Athletics 2, Convince 4, Knowledge 3.
  TRAITS
  By the Book (Minor Bad): Ms Delphox must be 
  convinced to act against procedure.
  Enslaved: Ms Delphox is a clone, which makes 
  her disposable property without any individual 
  rights.
  Obligation (Major): Ms Delphox is always ‘on call’ 
  for the bank of Karabraxos.
  Ruthless: Ms Delphox carries out her duties with 
  cold efficiency and gets a +2 bonus to resist any 
  appeals empathy or compassion.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls
  TECH LEVEL: 7  
  STORY POINTS: 6
  
  50
  THE TWELFTH DOCTOR SOURCEBOOK
  ‘I’ve known men like him, I’ve served under them. 
  They push you, make you stronger, until you’re 
  doing things you never thought you could. I saw you 
  tonight. You did exactly what he told you. You weren’t 
  even scared, and you should have been.’
  B  SYNOPSIS
  Coal Hill School, United Kingdom, 2014
  Clara was having a tough time balancing a 
  relationship with Danny Pink and adventuring with 
  the Doctor. She had permanent jet-lag and was tired 
  of thinking up new excuses to explain her strange 
  behaviour. So, she was relieved when the Doctor 
  gave her a day off; he was going into deep cover and 
  couldn’t take her with him. 
  Clara remained suspicious, and her suspicions 
  were confirmed when ‘deep cover’ turned out 
  to be posing as the caretaker at Coal Hill School, 
  where she and Danny taught. She was livid at being 
  blindsided, and though she kept out of the Doctor’s 
  plans she worried the students might be in danger.
  The Doctor settled into life at the school, planting 
  small devices — Chronodyne Generators — at 
  specific locations when unobserved. Clara tried 
  to prevent her worlds colliding by keeping Danny 
  and the Doctor separate, but it proved impossible. 
  While their first meeting certainly exposed the 
  new caretaker’s eccentricities, it wasn’t dreadful, 
  though the Doctor refused to believe Danny taught 
  Maths, insisting an ex-soldier must be a PE teacher. 
  The Doctor eventually relented and let a distressed 
  Clara in on his plans. He told her he was looking for 
  a Skovox Blitzer, a deadly alien war robot stranded 
  on Earth. The Doctor’s plan was to lure the Blitzer 
  to the school (when empty) where the precisely 
  arranged Chronodyne Generators would suck the 
  Blitzer into a time rift, trapping it billions of years in 
  the future. He told Clara to take the day off, as the 
  plan was fool proof. 
  Unusually, Clara decided she did deserve a normal 
  evening out, but was surprised to find Danny had 
  plans. Those plans turned out to be investigating the 
  strange new caretaker and removing the suspicious 
  devices he had planted around the school.
  The Doctor put his plan into operation that night, 
  using an invisibility watch to safely lure the Blitzer 
  to the school. Unfortunately, the plan failed at 
  the critical moment due to Danny moving the 
  Chronodyne generators. After a desperate second 
  staring down the deadly Blitzer, Danny interrupted, 
  THE CARETAKER
  THE CARETAKER
  
  51
  THE TWELFTH DOCTOR SOURCEBOOK
  and the Doctor opened an improvised rift and cast 
  the robot into the Vortex. But given the failure of the 
  field it would return in days, not millennia.
  Danny and the Doctor clashed; the Time Lord 
  was furious this soldier spoiled his plan, whilst 
  the teacher couldn’t stand risking the safety of 
  the school. Clara tried to diffuse the situation by 
  showing Danny the TARDIS, but the revelation of her 
  lies only made things worse.
  The next day, Clara hatched a plan to show Danny 
  what she and the Doctor were really like. She gave 
  Danny the invisibility watch so he could spy on 
  them. The Doctor figured out the ruse, leading to 
  another argument. Danny squared up to the Doctor 
  and told him that while he may have been a soldier, 
  the Doctor was an officer, ordering other people to 
  take all the risks. The Doctor was deeply insulted, 
  leaving things worse than ever.
  The Blitzer was expelled from the vortex earlier than 
  expected, during parents evening. The Doctor leapt 
  into the action, commanding Danny not to interfere 
  and instructing Clara on how to help. Clara kept the 
  Blitzer occupied while the Doctor finished his next 
  gadget. She led it around the school and away from 
  the parents and children, eventually bringing it back 
  to the Doctor who completed his device just in time 
  as the Blitzer blasted its way into the Caretaker’s 
  workshop.
  The Doctor’s device was designed to mimic the 
  Blitzer’s superiors, but it was not enough to 
  deactivate the machine without a code. They needed 
  a new distraction to create one, but the Blitzer had 
  Clara and the Doctor in its sights. Thankfully, Danny 
  appeared, turning off the invisibility watch he was 
  using to follow Clara in case she needed him. With 
  a spectacular leap he distracted the Blitzer long 
  enough for the Doctor to issue the right code and 
  shut it down permanently.
  With the planet saved, the only other thing in danger 
  of destruction was Clara’s relationships with Danny 
  and the Doctor. Danny’s actions begrudgingly 
  impressed the Doctor, and Danny had come to 
  understand that the Doctor wanted to be sure he 
  was worthy of Clara. The two men reached a détente 
  due to their shared love and respect for Clara. 
  CONTINUITY
  • 
  The TARDIS seems to like Clara, responding to 
  a click of her fingers as it does to the Doctor.  
  • 
  The Doctor once lived among otters after he 
  and River had a row. They were much harder to 
  blend in with than humans.
  • 
  Clara reminds the Doctor that Danny has the 
  same surname as Colonel Orson Pink (see 
  Listen p43), but the Doctor doesn’t really 
  remember and thinks they look nothing alike.
  • 
  The Blitzer has homed in on Coal Hill School 
  because of the amount of Artron emissions in 
  the area over the years (mostly due to visits 
  from aliens and the Doctor). 
  • 
  Courtney Woods gets on oddly well with the 
  Doctor, so well that he takes her with him to 
  get rid of the remains of the Skovox Blitzer. She 
  finds the trip so overwhelming she vomits.
  • 
  While Clara and Danny try and keep their 
  relationship from the kids they teach, they fail 
  
  52
  THE TWELFTH DOCTOR SOURCEBOOK
  utterly. Courtney Woods keeps commenting 
  that ‘Ozzie loves the squaddie’.
  • 
  One of Clara’s colleagues in the English 
  department 
  (Adrian) 
  bears 
  a 
  striking 
  resemblance to the Eleventh Doctor (even 
  wearing a bow tie). This leads the Doctor to 
  initially — and rather arrogantly — assume he 
  must be Clara’s boyfriend rather than Danny.
  • 
  The Doctor has some experience creating 
  technology to hide from a foe, though the 
  invisibility watch is slightly more advanced than 
  the Perception Filters he made when Harold 
  Saxon rose to power (see The Sound Of Drums/
  Last Of The Time Lords in The Tenth Doctor 
  Sourcebook). 
  B  RUNNING THE ADVENTURE
  There are two main elements to this adventure, 
  a danger to the Earth and a danger to Clara’s 
  carefully constructed lifestyle. The danger to the 
  Earth is the simplest to deal with! Essentially, a 
  piece of dangerous futuristic military technology is 
  in the area and it needs to be removed. The threat 
  should be to an area, object or person the players 
  care about.
  It is also important to note that lives are also at 
  stake here. Danny and Clara are worried about the 
  children in the school, not that its destruction will 
  cause them to lose their jobs. The Gamemaster 
  should put something the player characters truly 
  value at risk, such as family or friends. They should 
  then keep the pressure on so the player characters 
  have no time to explain the situation to them. In the 
  time it takes to get anyone to believe an alien robot 
  is on the loose it will already have killed, so to save 
  the day the player characters need to act quickly 
  and clandestinely.
  For Clara, this adventure is the inevitable collision of 
  her worlds. Having kept the Doctor and Danny safely 
  separate, they are thrown together explosively. 
  If your adventures focus on the character’s lives 
  outside time travel, threatening to pull those worlds 
  together can bring all manner of role-playing 
  opportunities if the player character fights to keep 
  them separate.
  Additionally, this adventure is a good example of 
  how to bring a new character (Danny Pink) into an 
  established campaign. While he is introduced in 
  previous adventures, in this one he takes an active 
  part and joins as (albeit occasionally) a potential 
  player character.
  Coal Hill School
  This school appears very ordinary, but it has been 
  the site of several alien encounters. The Doctor’s 
  granddaughter Susan studied here briefly, and 
  the Daleks even invaded it. But otherwise it is 
  quite ordinary, and in remarkably good condition 
  considering. As well as several adequately equipped 
  classrooms it has a reasonably sized staff room and 
  a large caretaker’s workshop. There is also a garden 
  in a small courtyard that the students maintain and 
  an outside chessboard in the playground.
  NEW GADGET – CHRONODYNE GENERATOR
  A collection of Chronodyne Generators 
  can be used to open a rift in the Vortex that 
  can suck through any object or individual. 
  If the Chronodyne Generators are not set 
  up successfully they may affect the wrong 
  target or send them to the wrong time. 
  Traits: Remote, Restriction (at least ten 
  Chronodyne Generators must be set up 
  correctly to activate their effects accurately), 
  Teleport 
  Story Points: 2
  Full details on the Skovox Blitzer can be found on 
  p158 of the Core Rulebook.
  FURTHER ADVENTURES
  • 
  Boarding Action — While the Skovox Blitzer 
  might be turned off, there is a lot of strange 
  energy in space that might wake it up. A passing 
  spacecraft might pick it up for salvage with 
  disastrous results when the crew decide to 
  power it up. They might just want it for scrap, 
  but they might intend to uncover the secrets of 
  its advanced weapons technology.
  • 
  Samaritan Snare — While the Skovox don’t 
  have time travel technology themselves, they 
  do understand that it exists and the energy 
  it generates. Fearful of losing the war, an 
  Artificer and a team of Blitzers seek out a 
  TARDIS so they can travel back in time and 
  assault key enemy positions at their weakest 
  moment. Broadcasting a distress call into 
  the Vortex, they hope to lure a well-meaning 
  traveller whose time machine they can steal. 
  Unfortunately, their enemies have had the 
  same idea. Can the player characters play both 
  sides against each other, or will they be drawn 
  into one side of the conflict?
  THE CARETAKER
  
  53
  THE TWELFTH DOCTOR SOURCEBOOK
  ‘Whatever future humanity might have depends on 
  the choice that is made, right here, right now.’
  B  SYNOPSIS
  The Moon, 2049
  Clara was annoyed at the Doctor for showing 
  Courtney Woods how small she was compared to 
  the universe. The girl may have been a pain, but 
  she didn’t need to be told she wasn’t special. After 
  a little convincing, the Doctor insisted on making 
  amends with a grand gesture: Courtney would be 
  the first woman to walk on the Moon!
  They arrived on a space shuttle about to land on the 
  Moon, and discovered it was shockingly carrying 
  a large collection of nuclear weapons. The crew 
  (Captain Lundvik, Duke and Henry) were here to 
  investigate why the Moon’s gravity had changed. 
  Ten years ago, a mineral survey team sent their 
  final messages — mostly screams. Since then, all 
  the oceans on Earth were permanently at high tide, 
  with waves as tall as cities. It had taken a decade 
  to put a team together, as the space programs had 
  been shut down many years ago. The shuttle they 
  arrived in was a museum piece, its crew all brought 
  out of retirement.
  The Doctor, Courtney and Clara all joined the 
  investigation. At the survey station they found 
  evidence that there were no unusual minerals to 
  be found in the Moon, and that its geography had 
  changed substantially. It seemed to be falling 
  apart. This shift in its mass was the cause of the 
  devastating problems on Earth, the loss of the 
  satellite network and the huge increase in natural 
  disasters. 
  There were also other dangers on the Moon. Henry 
  and Duke were killed by the huge Spider Germs that 
  infested the Lunar underground and appeared to 
  have been responsible for the deaths of the Mexican 
  team. After diving into the heart of the Moon, the 
  Doctor made a startling discovery: The Moon was 
  an egg. A creature had been growing for millions of 
  years deep inside its shell, and it was time for it to 
  hatch. 
  The Doctor was ecstatic with the discovery of such 
  a rare creature, but Captain Lundvik shattered his 
  mood with a single question: how could they kill it? 
  She wasn’t happy with destroying such a unique 
  being, but weighed against the safety of the Earth 
  she didn’t feel there was a choice. If the loss of the 
  Moon didn’t finish the planet, the falling eggshell 
  would, and the huge creature inside was terrifyingly 
  unpredictable. Leaving it alive was a gamble they 
  couldn’t afford.
  Clara asked the Doctor what they should do, but to 
  her surprise and horror he said it wasn’t 
  his problem. This event in time wasn’t 
  predestined, it was a moment of true 
  choice. Humanity had to make their 
  own decision about how they would 
  behave on the galactic stage. He and 
  the TARDIS vanished, leaving Clara, 
  Courtney, and Lundvik to decide: 
  should they let the creature live or 
  destroy it?
  Clara felt the decision was too 
  important for them to make alone, 
  so she sent a signal to the people 
  of Earth. She asked them to leave 
  their lights on if they wanted the 
  creature to be saved and turn 
  them off if they thought it should be 
  destroyed. They watched as the Earth 
  gradually turned dark as humanity 
  almost unanimously voted to destroy the 
  creature.
  Clara still could not bring herself to burn a 
  life, even if there was a risk to the Earth. She 
  and Courtney pressed the detonation abort 
  button at the last second, leaving Lundvik 
  to sigh that they had condemned everyone 
  on the planet below. The Doctor returned 
  in exuberant spirits and took them all back 
  to Earth to watch the hatching. The Moon 
  shattered and released a beautiful dragon-
  like creature that took wing to the stars. 
  The shell pieces dissolved harmlessly in 
  the atmosphere and the creature left a new 
  moon-egg to replace the old one.
  The Doctor saw the future, that this was the 
  moment humanity looked to the stars again. 
  They would spread out into the universe to 
  every corner, all because this incredible 
  creature made them look to space and 
  wonder. But Clara was still furious. She 
  KILL THE MOON
  
  54
  THE TWELFTH DOCTOR SOURCEBOOK
  told the Doctor that he was wrong to leave her 
  and her species alone. She found what the Doctor 
  thought of as respect to be patronising and could 
  not forgive him. She told the Doctor that they were 
  finished, that she could no longer trust him, and 
  their time together was over.
  CONTINUITY
  • 
  The Doctor has been pretty careless with his 
  psychic paper; Courtney Woods stole it to use 
  as a fake ID to get alcohol.
  • 
  The Doctor is a highly skilled yo-yo enthusiast 
  (which he will prove later to a group of Vikings 
  in The Girl who Died (see p84)). This is not new, 
  as most of his incarnations have been seen 
  carrying one when they turn out their pockets. 
  He uses it in this adventure as a gravity strength 
  tester, which he has also done before (see The 
  Ark in Space in The Fourth Doctor Sourcebook).
  • 
  Captain Lundvik tells Clara that the President 
  of America in 2049 is a woman.
  • 
  The Doctor and Clara once went for dinner in 
  Berlin in 1937, but they didn’t attempt to kill 
  Hitler after pudding. The Doctor did punch the 
  leader of the Third Reich last time he met him, 
  however (see Let’s Kill Hitler in The Eleventh 
  Doctor Sourcebook).
  • 
  Clara reminds the Doctor that the last time he 
  lost the TARDIS it materialised on the other 
  side of the planet (see Cold War in The Eleventh 
  Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  So, the Moon is an egg. But in this adventure it is 
  a while before that is discovered, as the Spider 
  Germs (see the Core Rulebook p161) appear to be 
  the real villains of the piece. You could make this 
  adventure about destroying them. They have been 
  consuming the Moon, which is making it fall apart. 
  But to destroy them the player characters will have 
  to find their way to the centre of the Moon where 
  they can destroy the queen.
  The dragon also offers a few possibilities that the 
  Gamemaster can play with. Maybe it is good and 
  peaceful, but its hatching will destroy the Earth — 
  or perhaps the first thing a newly hatched dragon 
  does is feed on the planet it has been circling. The 
  player characters will have to find a way to find 
  out what they are dealing with so they can decide, 
  however difficult the choice may be.
  The lack of space exploration on Earth is also worth 
  looking at. A group of Torchwood agents (or ordinary 
  KILL THE MOON
  
  55
  THE TWELFTH DOCTOR SOURCEBOOK
  people) might be tasked with readying the shuttle 
  for flight and figuring out how to pilot it. In this 
  way the player characters might take the place of 
  Lundvik and her crew without the help of the Doctor.
  The adventure itself consists of an initial landing 
  on the Moon (or somewhere else) to investigate 
  how its gravity has increased, causing disasters 
  on the planet. The player characters have a single 
  lead (the former mining station) and find the clues 
  of the Moon’s material consistency and the Spider 
  Germs there. From here, they can investigate below 
  the surface, and discover that the moon is an egg. 
  Here the core conceit appears: there is a potentially 
  world-threatening creature and the means of 
  destroying it are available. The question of whether 
  to destroy it should be in the player characters 
  hands, even indirectly as it is here since it requires 
  convincing Lundvik. 
  Playing with the scale of the threat — in terms of 
  both the gravitational affects, the Spider Germs 
  and the Moon egg itself — can radically change 
  this adventure. The conditions of the destruction, in 
  terms of whether the nukes are available and who 
  has them, could also be interesting points to change 
  and could dramatically extend this adventure. 
  FURTHER ADVENTURES
  • 
  Nuclear Exchange — While the Doctor brought 
  Lundvik, Clara, and Courtney home, he didn’t 
  bring back the large pile of nuclear weapons. 
  As the moon hatched they were thrown into 
  space, but thankfully didn’t drop onto the Earth. 
  However, they didn’t just vanish either. Instead, 
  one of the warheads strikes an inhabited world, 
  killing thousands. The inhabitants trace the 
  trajectory and find the origin of the attack, 
  as well as discovering that there are more 
  warheads on the way. Can the player characters 
  shop them declaring war on the Earth whilst 
  preventing the rest of the warheads from 
  destroying other cities?
  • 
  Moon over Sontar — While it might be just 
  boredom, Strax the Sontaran Butler of the 
  Paternoster Gang has been known to declare 
  war on the Moon. Maybe he knows it’s an 
  egg and the creatures inside are dreadfully 
  dangerous. Having heard of the birth of a 
  new dragon, the Sontarans arrive to destroy 
  it, saying it will consume whole planets. Are 
  they telling the truth, or do they simply enjoy 
  hunting it for sport? Can the player characters 
  stop them destroying the new Moon before that 
  hatches too?
  CAPTAIN LUNDVIK
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  The Captain is one of the last remaining trained 
  astronauts on Earth. She was taught by her 
  companions and they were fired together on the 
  same day. She has learned to live with her dreams 
  of seeing space crushed, though she remains 
  somewhat bitter. Like so much of humanity she is 
  waiting for that spark of adventure to be reignited 
  and her dreams of exploring space to be realised 
  once more.
  SKILLS
  Athletics 3, Convince 2, Craft 2, Knowledge 2, 
  Science 3, Survival 3, Technology 3, Transport 3.
  TRAITS
  Brave (Minor Good): Being ready to come to the 
  moon and probably never return, Captain Lundvik 
  gets +2 bonus to any Resolve roll when she needs 
  to show courage.
  Obligation (Major Bad) – Save the Earth: Captain 
  Lundvik has a mission to perform and the safety 
  of Earth comes before any other consideration, 
  no matter how hard the decision.
  Voice of Authority (Minor Good Trait): As the 
  commander of the mission Captain Lundvik gets 
  a +2 bonus to Presence and Convince rolls.
  EQUIPMENT: Space suit, linked nuclear detonator.
  TECH LEVEL: 5 
  STORY POINTS: 5
  
  56
  THE TWELFTH DOCTOR SOURCEBOOK
  ‘There’s a body and there’s a mummy. I mean, can 
  you just not get on a train? Did a wizard put a curse 
  on you about mini-breaks?’
  B  SYNOPSIS
  The Orient Express, in space!
  Clara had decided she could no longer travel with 
  the Doctor if he was going to lie to her. She couldn’t 
  trust him any more. But that didn’t mean she couldn’t 
  go for just one last trip in the TARDIS. Wanting to do 
  something special, the Doctor took her to the Orient 
  Express, in space! 
  The train was a painstakingly detailed recreation of 
  the original with a few futuristic luxuries — perfect 
  for their bittersweet goodbye. Unfortunately, trouble 
  preceded them; an elderly passenger had died, 
  screaming a mummy was attacking her in her final 
  moments, though none of the other passengers saw 
  anything at all. 
  Initially, both the Doctor and Clara tried not to 
  investigate, but neither could resist. Clara met 
  Maisie Pitt, the granddaughter of victim, and 
  discovered a strange sarcophagus. The Doctor 
  realised the facts all fitted a mythological creature 
  called ‘The Foretold’. This creature appeared only 
  to its victims and always killed them after exactly 
  66 seconds. You couldn’t run, couldn’t hide and no 
  weapon had any effect. Professor Moorhouse — an 
  expert on the Foretold who also happened to be on 
  the train — told the Doctor that there was another 
  part of the myth that suggested there was a word 
  that would stop the creature, but no one knew what 
  it might be.
  The mummy continued to claim more victims: the 
  train’s cook and one of the conductors. Eventually 
  the Doctor put more of the facts together and 
  realised everyone on the train was coincidentally 
  an expert in a field relating to the Foretold. As soon 
  as he announced this an elaborate masquerade 
  fell away. Several of the passengers turned out to 
  be holograms, and the dining car transformed to 
  reveal a hidden laboratory. The train’s computer 
  turned out not to be a computer at all, but ‘Gus’, the 
  architect of the scheme. 
  Gus told the assembly he had gathered them all to 
  figure out how the Foretold worked so that he could 
  capture it, reverse engineer it, and sell the findings 
  as new weapons technology. He also revealed the 
  Foretold only took the lives of those in the vicinity of 
  an ancient scroll he had, conveniently, left on board. 
  MUMMY ON THE ORIENT EXPRESS
  MUMMY ON THE ORIENT EXPRESS
  
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  The Doctor declined to help, but when Gus started 
  remotely killing less important passengers and 
  staff universal compliance was enforced.
  The Foretold kept returning to claim more victims: 
  Professor Moorhouse and then the chief conductor. 
  Each described their experience as well as they 
  could, failing to save them but giving the Doctor 
  valuable information. When the mummy came for 
  Maisie, the Doctor used a scan of her brain to fool 
  the creature and take her place. It allowed him 
  to get a look at the creature but only gave him 66 
  seconds to save himself.
  As the creature closed in, the Doctor saw a uniform 
  under its bandages, and realised the ancient scroll it 
  protected was actually an old flag. The creature was 
  an augmented soldier, with a personal teleporter 
  and phase camouflage, keeping it alive and fighting. 
  The Doctor surrendered, telling the mummy the 
  war was now over. It saluted him and crumbled to 
  dust, the augmentations finally letting the Foretold 
  die. The Doctor used the mummy’s teleportation 
  technology to escape the train, rescuing the 
  passengers and thwarting Gus. 
  CONTINUITY
  • 
  The future really does like to look to the past 
  when it comes to top of the range passenger 
  travel; the Doctor boarded a recreation of the 
  Titanic in Voyage of the Damned (see The Tenth 
  Doctor Sourcebook).
  • 
  This is not the first time Gus has invited the 
  Doctor to the Orient Express. He tried it before 
  with his previous incarnation, telling him 
  an Egyptian Goddess was loose on the train 
  (see The Big Bang in The Eleventh Doctor 
  Sourcebook).
  • 
  Mrs Pitt has lived to past one hundred before 
  the mummy makes her its first victim. Her 
  wheelchair keeps her alive as it is a portable 
  life extender.
  • 
  The Doctor now offers Jelly Babies from a solid 
  silver cigarette case.
  • 
  Professor Moorhouse tells the Doctor a phrase 
  he has heard relating to the Foretold: ‘The 
  number of evil twice over, they that bear the 
  Foretold’s stare, have 66 seconds to live’. The 
  myth has been around for 500 years.
  • 
  The Doctor can’t resist asking the Foretold 
  ‘are you my mummy?’ (see The Empty Child/
  The Doctor Dances in The Ninth Doctor 
  Sourcebook).
  • 
  After 
  the 
  Foretold 
  is 
  defeated, 
  Gus 
  unsurprisingly tries to kill everyone on the 
  train by sucking out the air and then blowing 
  up the train. Clara passes out and wakes 
  up on a beach. The Doctor tells her he used 
  the Foretold’s teleport to save her and the 
  passengers. But did he? Even the Doctor has 
  his limits, and perhaps he could only save Clara 
  
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  and Perkins. Would he have lied to Clara to save 
  her feelings?
  • 
  The Doctor offers Perkins a job as ‘his engineer’, 
  but Perkins declines. However, so did Donna 
  Noble after her first adventure. Maybe he will 
  change his mind.
  B  RUNNING THE ADVENTURE
  While the Orient Express in space is a great location, 
  it isn’t essential to the plot. Many elements of this 
  adventure can be adapted to suit your player group. 
  The setting just needs to be remote, isolated, or 
  inescapable. A train in space keeps everyone in one 
  place, but a ship at sea, a remote lighthouse, a deep 
  cave or a military base in lockdown all provide the 
  same sort of setting — though the champagne won’t 
  be as good. What makes the train a great setting 
  is that it appears safe at the start, so whatever 
  location you use should not betray 
  the forthcoming horrors.
  The main elements of the monster are its apparently 
  unstoppable nature and its visibility to the victim 
  alone. These aspects mean you need to be careful 
  how it interacts with the player characters. 
  If it kills everyone who encounters it, they will need 
  to be the last to go unless they figure something 
  out. This means the Gamemaster will have to kill 
  a few NPCs to get the tension going and let them 
  gather clues. Unfortunately, once the player 
  characters figure this out they might become rather 
  blasé, knowing they will be spared because the 
  Gamemaster won’t (and shouldn’t) kill them out 
  of hand. However, this means the Gamemaster is 
  going to have to be cold. They will need to make sure 
  they like each NPC that gets killed. 
  Take some time to let them form attachments to 
  the crew and passengers, and then kill the ones 
  that become their favourites. If your players are 
  comfortable with storytelling of a more morbid 
  nature (something every Gamemaster should 
  carefully consider and discuss with their players) 
  you can do this unpleasantly, where they scream or 
  beg to be saved. In this way, the player characters 
  might even work to try and become the next victims 
  to save the NPCs. This may sound harsh, and is, 
  but if the ones that die are simply ‘passenger #4’ 
  and ‘passenger #26’ your players may not care, and 
  when people are dying around them, they should. 
  What is difficult in this adventure is the nature of the 
  monster. If the player characters find themselves 
  in its firing line, they will die. If they die heroically, 
  knowing what is in store but stepping in to take 
  someone’s place, it can be great story. But it won’t 
  be enjoyable if the Gamemaster starts killing player 
  characters based on the roll of a dice. If they tend 
  to throw themselves into danger, you might change 
  the nature of the monster so it appears to kill, but 
  in some way only teleports or knocks out its victims 
  (see Bad Wolf/The Parting of the Ways in The Ninth 
  Doctor Sourcebook).
  Whatever the monster, the key to this adventure 
  is clues. The Gamemaster will have to work out a 
  series of clues and where they can be found, and 
  then see if the player characters can find them 
  all and figure them out before the monster gets 
  them. With something this dangerous they need 
  to have a good chance, but don’t make it so easy it 
  is not rewarding. The players probably don’t want 
  to watch their characters fail and die horribly, so 
  ensure success is possible!
  The Orient Express
  This reproduction of the original Orient Express 
  runs on hyperspace rails and offers a stylish 
  mixture of 1920s charm and advanced technology. 
  Passengers are given their own small, serviceable 
  room in one of a series of carriages. Each includes 
  a bed and bathroom, but little space for anything 
  else. Dinner is served in the dining car with four-
  seater tables and provides a five-star menu with 
  waiter service. 
  Passengers can ask a conductor for help or take 
  issues to the head conductor’s office in one of the 
  last cars. The engine itself is restricted (as are areas 
  like the storage carriages which are restricted by 
  staff key cards) but only a single driver is required 
  to keep it all going. A chief engineer manages the 
  schedules and keeps an eye on the rest of the train’s 
  technology.   
  FURTHER ADVENTURES
  • 
  Eternal War — The player characters come 
  across an ancient factory where soldiers 
  were turned into ‘Foretold’. One of them (or a 
  friend) is converted and teleported across time 
  and space to fight for the long dead faction. 
  Something precious to them becomes their 
  ‘scroll’, and the rest of the group need to find it 
  before anyone gets killed. Meanwhile, can they 
  work out a way to undo the process? Time is 
  ticking as the conversion becomes permanent 
  as soon as the new Foretold kills!
  MUMMY ON THE ORIENT EXPRESS
  
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  • 
  Enforced Holiday — The player characters all 
  wake up on the Orient Express. Some discover 
  they are passengers, but others are servants. 
  No one seems to think it strange they are there, 
  in fact many remember them getting on. Why 
  have they been brought here, and why are some 
  travelling in luxury and others expected to serve 
  them? Do they play their parts or try to break 
  free, and if so, what are the consequences? 
  Have they been cast in an interactive drama, or 
  some sort of social experiment?
  THE FORETOLD
  This creature doesn’t need statistics. It can’t 
  be hurt, can’t be avoided and will kill you in 
  66 seconds. These are facts, no matter what 
  rolls anyone tries to make. It comes for those 
  in possession of what looks like an ancient 
  scroll but is actually the flag of its long dead 
  faction in a forgotten war. While it appears 
  to be a rotting mummy it is an augmented 
  soldier, forced beyond death to continue 
  to fight. The only way to save yourself is to 
  surrender to it.
  This sort of creature is very difficult to use as 
  it is so deadly (see ‘Running the Adventure’). 
  But the mythology behind it provides vital 
  clues to how it can be defeated (which might 
  be something other than a surrender) so it 
  is important that the Gamemaster details it 
  clearly. These might be revealed by a study of 
  its lore, descriptions from its targets before 
  their time is up, or perhaps a piece of tech to 
  let others see what the victims see.
  PERKINS
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  2
  Perkins is the chief engineer on the Orient 
  Express, but also something of an amateur sleuth. 
  He loves a mystery, whether it is a faulty machine 
  or a strange murder. However, this is also due to a 
  sense of self-preservation. He likes to figure out 
  what is coming for him so he can avoid it! 
  He does like an adventure, but not every 
  weekend, thank you very much. 
  SKILLS
  Convince 2, Craft 4, 
  Knowledge 2, 
  Science 2, 
  Subterfuge 2, 
  Technology 4, 
  Transport 2.
  TRAITS
  Face in the Crowd 
  (Minor Good): No one 
  looks at the servants or 
  the engineers, so Perkins 
  gets +2 to any Subterfuge Skill 
  roll to sneak about. 
  Insatiable Curiosity (Minor Bad): 
  Perkins likes to know what’s going 
  on so he can avoid getting killed by 
  it.
  Technically Adept (Minor Good): 
  Adept with machines, Perkins gets 
  +2 to any Technology roll to fix a 
  broken or faulty device.
  Time Traveller (Minor Good): 
  While not actually a time 
  traveller, Perkins is very good at 
  understanding technology above 
  his usual tech level and so has a 
  limited ability with tech up to Tech 
  level 8.
  TECH LEVEL: 6 (8)  STORY POINTS: 6
  
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  ‘Fine, I’ll tell you who I am. I’m the one chance you’ve 
  got of staying alive. That’s who I am.’
  B  SYNOPSIS
  Bristol, United Kingdom, 2014
  Clara had been lying to Danny and the Doctor so she 
  could carry on adventuring in the TARDIS. But her 
  lies were starting to get out of control, especially 
  when the Doctor landed them in Bristol rather than 
  London and pulled her careful plans out of joint. 
  However, they had bigger problems — something 
  in the area was leaching power from the TARDIS, 
  stealing its spatial dimensions and shrinking the 
  outside. The Doctor ended up trapped inside the 
  TARDIS as it became so small Clara could put it in 
  her handbag. She set off to ‘be the Doctor’ and solve 
  the mystery in his stead.
  Whilst exploring an estate to look for 
  clues Clara met Rigsy, a young man on 
  community service for painting graffiti. 
  She also met his unpleasant superior 
  Fenton, 
  who 
  was 
  supervising 
  the 
  process of repainting the neighbourhood, 
  including a rather ghostly subway mural 
  that 
  anonymously 
  commemorated 
  several people who disappeared recently. 
  Wondering if the missing people had 
  anything to do with the shrinking TARDIS, 
  Clara got Rigsy to show her where the 
  people had vanished from. Rigsy proved to 
  be helpful, getting Clara into apartments 
  and possessing ‘local knowledge’ (the 
  victims’ homes were all locked from the 
  inside) so Clara introduced him to the 
  Doctor as they investigated.
  At one of the flats, Clara and Rigsy teamed 
  up with investigating officer PC Forrest. 
  But when Forrest disappeared from a 
  locked room like the other victims, the 
  Doctor realised they were dealing with 
  two-dimensional entities: the ‘Boneless’. 
  The entities tried to consume Clara and 
  Rigsy, but they escaped by throwing 
  themselves out of a window. Danny 
  happened to phone at this awkward time, 
  making the Doctor realise Clara had been 
  lying to them both. 
  The Boneless beings from a two-dimensional 
  plane of existence were clearly responsible for 
  the disappearances. They were killing by turning 
  their victims two-dimensional, stealing their forms 
  to enter our world. They were also responsible 
  for the TARDIS shrinking; they were leaching its 
  tremendous dimensional energy to push further out 
  of their domain.
  Before Clara and the Doctor could formulate a new 
  plan, the two-dimensional creatures attacked from 
  their hiding place in the subway mural, forcing Clara 
  and the community service crew to take shelter in a 
  train maintenance building. The Doctor figured out 
  a way to communicate with the creatures, but they 
  only replied by announcing who they would strike 
  down next. Clara and the work crew were forced to 
  run deeper into the disused tunnels to escape. They 
  quickly found themselves trapped, as the handles on 
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  the watertight doors had been flattened, rendering 
  them inoperable — the Boneless had been there 
  before. The Doctor passed Clara his new invention, 
  the 2-Dis, supposedly capable of restoring and 
  removing dimensions on a small scale. But the 
  creatures had caught up, stealing more energy 
  from the TARDIS to take three-dimensional forms. 
  Clara used the 2-Dis to flatten a door handle behind 
  them, but the Boneless were unperturbed as they 
  had learned to restore dimensions on their own. 
  Fenton proved to be even more difficult, roughly 
  accosting Clara and causing the TARDIS to be 
  dropped on a train line. With little power left and 
  an oncoming train, the Doctor was forced to put 
  the time machine into ‘siege mode’ to protect it. 
  However, there was no more power left to turn the 
  siege mode off, leaving Clara with only Rigsy and an 
  unrepentant Fenton.
  Clara formed a plan. She had Rigsy paint a door 
  on an old poster and placed the TARDIS behind it. 
  When the two-dimensional creatures found the 
  poster, they attempted to ‘unflatten it’ blasting it 
  with dimensional energy. But the painting couldn’t 
  be ‘unflattened’ as it was never three dimensional, 
  so instead they dimensionally rejuvenated the 
  TARDIS. The Doctor returned with a super-powered 
  TARDIS and sent the Boneless back to their home 
  dimension.
  CONTINUITY
  • 
  There are plenty of times the outside and 
  inside of a TARDIS have gone out of sync. 
  The Doctor shrunk the inside of the Meddling 
  Monk’s TARDIS to trap him in medieval England 
  (see The Time Meddler in The First Doctor 
  Sourcebook). It was also shrunk with the 
  Doctor inside when he tried to amend some 
  minor disparities using badly calculated Block 
  Transfer Computations (see Logopolis in The 
  Fourth Doctor Sourcebook). Several other 
  adventures had the Doctor, his companions, 
  and even the Master shrunk to tiny proportions.
  • 
  Psychic paper doesn’t work on everyone. 
  Fenton the council works leader has so little 
  imagination he sees only a blank piece of paper.
  • 
  The Doctor talks about two other species that 
  communicate in odd ways, one made of sentient 
  gas who throws fireballs as a friendly wave, 
  another that has 64 stomachs that talk to each 
  other through disembowelling.
  • 
  The TARDIS has a siege mode, locking it down 
  so nothing can get in or out. It takes a lot of 
  power to turn on and off. When in this mode the 
  TARDIS becomes an armoured cube covered 
  in circular designs, like the Pandorica (see 
  The Pandorica Opens in The Eleventh Doctor 
  Sourcebook).
  • 
  Clara suggests the Doctor stick his hand out 
  of the tiny TARDIS door and drag it along like a 
  
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  hermit crab in a shell. She must have introduced 
  him to ‘The Adams Family’ and ‘Thing’ which 
  she references to give him the idea. 
  • 
  Rigsy tries to sacrifice himself to drive a train at 
  the boneless, but Clara ties a hairband around 
  the dead man’s switch instead and admonishes 
  him for trying to be a hero when a bit of thought 
  was all that was required. It seems she has 
  learned not just how the Doctor takes charge, 
  but how he is always trying to save lives by 
  putting logic ahead of heroics.
  • 
  Clara has preset several ‘send message and 
  reject call’ responses on her phone to brush off 
  Danny. Her lies may be getting out of control.
  B  RUNNING THE ADVENTURE
  This adventure will involve a lot of running — for 
  the player characters, that is. As the Boneless 
  can kill with just a touch, they are best kept at a 
  distance. It is their ability to come out of nowhere, 
  folding from two-dimensional space, that is the 
  most frightening. The Gamemaster should use this 
  to increase the tension. Their appearance should 
  be heavily flagged, so the player characters know 
  there is something dangerous on the way, even if 
  there is little they can do to stop them. 
  When the boneless do kill (usually an NPC), it 
  should be sudden and swift after the slower arrival. 
  By emphasising their deadliness, the Gamemaster 
  should have the player characters frightened of 
  their shadows in no time. Also keep in mind that in 
  their initial two-dimensional state the Boneless are 
  somewhat limited, as when Clara and Rigsy escape 
  onto the swinging chair (unattached to the floor 
  or walls) they were unreachable. Using situations 
  like this can highlight the clear, deadly threat the 
  Boneless are to the player characters without 
  risking them dying instantly. 
  For the Doctor and Clara, this adventure was 
  somewhat straightforward; the Boneless were out 
  to kill them, and they had to deal with the situation. 
  However, it is still unclear why the Boneless were 
  taking lives. Was it a way of feeding, or an invasion? 
  Maybe they even think they are healing these poor 
  people stretched into three dimensions. 
  What if the Doctor’s first idea is right? The Boneless 
  don’t know or understand what they are doing and 
  are just trying to communicate. In this case the 
  adventure becomes one of trying to find out what 
  they want and getting them to understand what 
  effect they are having. The results of such attempts 
  will be confusing as communication is difficult, 
  potentially leading the player characters to become 
  divided on what the right course of action is.
  If the Gamemaster takes this tack, a means of 
  destroying or sending the Boneless home should 
  become available quite early. The adventure is 
  then no longer about how to defeat the Boneless, 
  but whether they should be defeated. If the player 
  characters destroy them, have they stopped an 
  invasion or turned a potential friend into an enemy? 
  They had better be sure before they press any 
  buttons.
  While the TARDIS shrinking is a useful clue about 
  what is going on, it isn’t essential to the adventure, 
  though it certainly makes for a useful plot device 
  for a player character who can’t attend the game 
  session. It might also be used to trap one of the more 
  dominant characters in a group, allowing the others 
  time to take centre stage. If the player characters 
  don’t have a TARDIS, they might be shifted into two 
  dimensions but survive, becoming trapped in a wall or 
  in a picture. However, the adventure might take place 
  entirely in the TARDIS, with the player characters 
  becoming trapped inside as it loses power, trying to 
  find a way to get out or restore power again before 
  the life support systems fail.
  FURTHER ADVENTURES
  • 
  Model Enemy — People are vanishing, with 
  witnesses saying they were last seen in the 
  company of a very famous celebrity model. 
  However, the model has a clear alibi, possibly 
  being in another country. It turns out the image 
  of the model is leaving posters and billboards 
  to seduce people into its two-dimensional 
  world. But is the model to blame, or are they an 
  unwitting victim of a greater force?
  • 
  Shadow Play — The player characters find 
  themselves lacking their dimensional energy 
  and reduced to shadows. They can slip through 
  any crack, existing in only two dimensions, but 
  cannot communicate with the three-dimensional 
  world. Everything to them is a footprint or a tyre 
  track. What has done this to them, and what 
  might they discover between the cracks when 
  there is no longer an up or down?
  Rigsy and the Boneless
  More detail on Rigsy can be found in the Core 
  Rulebook on p 243.
  The Boneless are also detailed in the Core 
  Rulebook from p 152-153.
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  ‘The forest… It’s in all the stories that kept you awake 
  at night. The forest is mankind’s nightmare.’
  B  SYNOPSIS
  Central London, United Kingdom, 2014
  Danny and Clara had taken the ‘Year 8 gifted and 
  talented’ class on a sleepover at the London 
  Zoological Museum. But the difficulties of herding a 
  group of excited school children took second place 
  to the discovery that London had become overgrown 
  with forest overnight. 
  The forest was thick and dense, with trees rising 
  several floors high where there was nothing the 
  night before. It wasn’t only London — the entire 
  world had become overgrown. With roads and 
  houses covered in greenery, everything was at a 
  standstill.
  Danny’s first thought was how to get the students 
  home and safe, but Clara could only think of calling 
  the Doctor. As it turned out, the TARDIS was nearby 
  in Trafalgar Square. The Doctor was displeased by 
  the trees and unimpressed that one of Danny and 
  Clara’s charges — a quiet girl called Maebh — had 
  wandered into the TARDIS. Deeply embarrassed 
  they had lost one of their students, Danny and Clara 
  led the class to the TARDIS to collect Maebh.
  The Doctor was glad to be rid of Maebh when 
  the teachers arrived, as she had made some 
  uncomfortably astute observations. But he was still 
  no closer to figuring out what was going on. One of 
  the kids had noticed the new trees didn’t have any 
  rings to denote their age, and that an old tree in 
  the museum had a curious red ring from centuries 
  ago. However this forest had grown, it had certainly 
  happened entirely overnight, in the same way they 
  may have done centuries before.
  Clara and the Doctor were distracted with 
  the mystery of the trees, but Danny was more 
  perturbed by the discovery that Clara has left 
  marked homework in the TARDIS after she said she 
  had stopped travelling with the Doctor. 
  In the confusion nobody noticed when Maebh 
  slipped away again. Amongst the most vulnerable 
  of the students, she had become very withdrawn 
  after the recent disappearance of her elder sister. 
  She had even been hearing voices. The Doctor was 
  unsure if this was a medical issue or something 
  beyond human understanding. He theorised that 
  perhaps her yearning to find her sister had made 
  her more sensitive to the supernatural. She had 
  been listening so hard she had somehow tuned into 
  the force behind the trees. Among the drawings in 
  her homework was a picture of the sun bathing 
  the Earth in fire! Was this a warning? Or a plan 
  to destroy humanity?
  Everyone set out to search for Maebh, 
  who was in danger as several 
  animals had escaped from London 
  Zoo. The forest was now full of 
  wolves and tigers. After a few close 
  calls, Maebh was found in the heart of 
  the forest. She thought all this was her 
  fault as she had told the ‘voices’ she heard 
  a forest would be nice. But the Doctor had 
  realised the forest was not the problem — it 
  was the solution. The strange force behind it 
  had been living secretly on Earth for millennia 
  and grew the forest to protect the planet from 
  solar flares. 
  Unfortunately, the government had been 
  trying to clear the forest, unaware of the 
  imminent solar flare. As the trees proved 
  remarkably fireproof, they had moved from 
  burning to using chemicals. They had to 
  stop or life on Earth would be burned to a 
  crisp without the protective shield of trees. 
  The TARDIS connected Maebh to every 
  telephone in the world so she could send 
  the message that the trees were helping 
  and that they needed to be left alone.
  Thankfully, the message got through, 
  and the forest was spared. As the solar 
  flare swept over the planet, the trees 
  created a bubble of oxygen to protect the 
  atmosphere and the wave of fire passed 
  by harmlessly. Once the Earth was safe, 
  the forest disappeared, the mysterious 
  force reclaiming the greenery in a shower of 
  golden lights. 
  Though the Earth was saved, Clara was still 
  in trouble with Danny as her lies had been 
  revealed. He told her quite calmly she 
  needed to figure out what she wanted, and 
  IN THE FOREST OF THE NIGHT
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  that for all the wonders of the universe, there are 
  adventures and mysteries to be found in simple 
  places if she was willing to look for them with him.
  CONTINUITY
  • 
  The Doctor’s Sonic Screwdriver still proves 
  useless when it comes to scanning wood.
  • 
  The kids are not impressed that the TARDIS 
  is bigger on the inside. They have just seen a 
  forest appear overnight though, which is hard 
  to beat.
  • 
  The group of students are the Year 8 ‘gifted 
  and talented’ class. Some have emotional or 
  learning issues, being ‘fearful, furious, tongue 
  tied’. But Clara remembered what the Doctor 
  said about fear and considers these things 
  super powers — if you know how to use them 
  (see Listen p43).
  B  RUNNING THE ADVENTURE
  This adventure is very different from the Doctor’s 
  standard. Essentially, it is about discovering he 
  doesn’t need to save the world — he just needs 
  to stand back and do nothing. That might initially 
  sound quite a boring adventure, but it can offer a lot 
  of possibilities. 
  Firstly, it is very hard for player characters to do 
  nothing. Many will start trying to destroy the forest 
  before they know much about it. The more reckless 
  actions they take, the more they may have to undo. 
  This adventure is about presenting the player 
  characters with a mystery then seeing if they dive in 
  or investigate fully before making a plan. 
  The threat of a solar flare creates a vague 
  countdown, making them more likely to act without 
  thinking. This countdown can prove very useful for 
  the Gamemaster; by mentioning increases in heat, 
  strange readings on a TARIDS console or visibly 
  growing sunspots a sense of urgency can be created 
  whilst remaining flexible. When they discover the 
  truth, they may have to fight to undo their previous 
  actions, or they will be the ones responsible for 
  destroying the Earth!
  Another interesting aspect of this adventure is the 
  children. The group of students Clara and Danny 
  are responsible for are quite a handful, but not 
  truly badly behaved. They are curious and prone 
  to a lack of impulse control but aren’t trying to 
  do any harm. They might be a responsibility the 
  player characters have to take care of, either to 
  up the ante or for comic effect. But they can also 
  be used (as Clara discovers) to remind the player 
  characters that their responsibilities don’t vanish 
  just because there is a mystery to solve. The kids 
  are resilient, developing and changing through the 
  adventure; proof of the small wonders Danny talks 
  about. Ruby, who has proved a handful for Clara and 
  Danny in the past, discovers a love of plants that 
  reveals a hidden intellect. Maebh turns out to not be 
  struggling with her mental health but connected to 
  something incredible. Even angry Bradley learns to 
  say ‘please’. The children here are complicated and 
  interesting characters, and the Gamemaster should 
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  give them all real personalities and problems they 
  can overcome. For this reason, you might easily run 
  this adventure without any adults; the kids can be 
  the player characters, waking up in a museum to 
  find an overgrown Earth and no one to look after 
  them. 
  The Overnight Forest
  The purpose of the forest is to present a mystery 
  or threat which proves to be not only benign but 
  essential to dealing with the real danger. The 
  Gamemaster might use any setting — a mysterious 
  cloud of gas, a sprawling labyrinthine spacecraft, or 
  even a dense city where there was forest yesterday 
  — but the forest is wonderful for emphasising 
  mystery and primal fear. 
  The focus of the mystery is not just where it comes 
  from, but what it hides. Anything might lurk within. 
  Explorers might come across overgrown landmarks 
  to underline the brooding menace or bizarre 
  serenity of the place. The forest has overgrown 
  everything and cannot be stopped, consuming even 
  old buildings. It changes too, new paths opening and 
  old trails overgrowing in moments. Then you add 
  the monsters. In this case animals from London 
  Zoo, but something worse could be lurking deep 
  between the trees. If the Gamemaster uses this 
  setting correctly the player characters will be torn 
  between the clear dangers of the place and the 
  fascinating mystery it represents.
  FURTHER ADVENTURES
  • 
  Sun Killer – It is no coincidence a solar flare 
  occurred in this adventure and at the Bank 
  of 
  Karabraxos. 
  Someone 
  has 
  developed 
  technology to cause and direct a solar flare 
  and is using Artron emissions from the player 
  characters’ time machine to power it. Who 
  controls this technology? What is their goal? 
  Can the player characters solve the mystery and 
  stop the perpetrator before they inadvertently 
  cause a disaster?
  • 
  Green Vengeance – The trees return, but this 
  time there is no solar flare. Climate change has 
  hurt the Earth and the trees have had enough. 
  They plan to suck the oxygen out of the air and 
  destroy all animal life on the planet, so the 
  plant world can recover. They have decided to 
  give humanity time to communicate and make 
  a deal, but can anyone remember how to talk to 
  the trees? Meanwhile, anything anyone does to 
  destroy the trees will only impact badly on any 
  negotiation.
  MAEBH ARDEN
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  3
  STRENGTH
  1
  Maebh is a troubled young girl. When her sister 
  disappeared, she was deeply upset, and took 
  to looking for her everywhere. This persistent 
  seeking developed her latent psychic potential, 
  allowing her to communicate with the spirits 
  of the trees. Though she was diagnosed with 
  hallucinations, the Doctor saw she had a gift. 
  SKILLS
  Athletics 2, Convince 1, Knowledge 1, Science 1, 
  Subterfuge 3, Technology 1.
  TRAITS
  Charming (Minor Good): Maebh is adorable and 
  positively charming, and so gains a +2 bonus to 
  attempts to use charm.
  Psychic (Special Good): While she doesn’t know 
  how to use it consciously, Maebh is tuned in to 
  physic signals even the Doctor can’t detect. She 
  gains +4 against mental attacks.
  Eccentric (Minor Bad): As Maebh is on several 
  anti-anxiety medications and hears voices, she is 
  prone to behaving oddly and running off.
  Impulsive (Minor Bad): Often following the 
  voices, Maebh rarely thinks things through before 
  acting, like most children.
  STUFF: School Bag containing all manner of pens, 
  pencils and notepads, as well as her asthma 
  inhaler and various anti-anxiety medications. 
  TECH LEVEL: 5 
  STORY POINTS: 6
  
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  ‘Well, I couldn’t very well keep calling myself ‘the 
  Master’ now, could I?’
  B  SYNOPSIS
  London, United Kingdom, 2014
  Clara began to confess everything to Danny on 
  the phone — not just her lies and adventures, but 
  starting with her unconditional, devoted love. Danny 
  never responded. He was hit by a car during the call 
  and died in the tragic accident.  
  Distraught, Clara devised a scheme to force the 
  Doctor to change the past. She stole every set of 
  TARDIS keys and threatened to throw them into 
  an active volcano unless he complied. The Doctor 
  refused, but after destroying the last key he revealed 
  he was testing Clara with a dream state. The TARDIS 
  keys were fine, and the Doctor promised to try to 
  save Danny. 
  The Doctor and Clara used the TARDIS telepathic 
  circuits to try to find Danny. They arrived at a 
  mausoleum where skeletal corpses were kept in 
  water tombs, fully visible and sat on chairs. They 
  met a robot (secretly Missy, indulging in a manic 
  pretence) and Dr Chang, who informed them that 
  people remained conscious after death. The ‘Dark 
  Water’ the corpses were immersed in hid a support 
  system called the ‘Nethersphere’. Dr Chang claimed 
  this technology allowed people to talk to the dead. 
  The Doctor found the idea preposterous, but Chang 
  enabled Clara to speak to Danny through the 
  Nethersphere. While Clara tested the device, Missy 
  activated the tanks in the mausoleum. She killed 
  Chang, and as the Dark Water drained from the tanks 
  the corpses were revealed to be Cybermen.
  As the Doctor realised that the technology used to 
  create the Nethersphere was of Gallifreyan origin, 
  Missy revealed herself to be a Time Lord (‘Time Lady, 
  please, I’m… old-fashioned’). The Doctor ran outside 
  for help, straight into modern day central London — 
  the mausoleum was housed in St Paul’s Cathedral. 
  Clara got frustrated with Danny’s avoidance of her 
  questions and his insistence that she move on. She 
  promised to find him and ran out of the room, only 
  to be confronted by the emerging Cybermen. As 
  the Cybermen marched into London Missy told the 
  Doctor that she was, in fact, the latest incarnation of 
  the Master.
  DARK WATER/DEATH IN HEAVEN
  DARK WATER/DEATH IN HEAVEN
  
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  Clara was trapped by the Cybermen but bought 
  herself time by pretending to be the Doctor. A UNIT 
  squad surrounded the Cybermen on the streets of 
  London, who escaped by flying away. Missy said that 
  the Cybermen were flying over every major city, 
  dispersing Cyberpollen that resurrected the dead 
  as Cybermen. Kate Stewart had both the Doctor and 
  Missy incapacitated and taken to a UNIT aircraft.
  The Doctor woke to a strange surprise; Kate 
  Stewart pronounced him President of Earth 
  using UN emergency protocols. Whilst the Doctor 
  unsuccessfully interrogated Missy, Clara faced 
  down the Cybermen. One saw through her deception, 
  stunning her — against Cyber control directives. It 
  was Danny, resurrected as a Cyberman but still in 
  control! Clara woke up in a graveyard as Cybermen 
  climbed from their graves. Danny revealed he had 
  been upgraded, and asked Clara to turn on his 
  emotional inhibitor. 
  Missy escaped, killing an Osgood and blasting 
  the Doctor and Kate Stewart out of the plane. The 
  Doctor survived by skydiving into the falling TARDIS 
  and met Clara in the graveyard. Danny wanted 
  his emotional inhibitor turned on to end the pain 
  of being a Cyberman, but the Doctor feared that 
  he’d complete the conversion and kill Clara. Danny 
  convinced him by revealing that tuning on the 
  inhibitor would give him access to the Cyberhive.
  Missy appeared and told the Doctor that the 
  Cyberarmy was a birthday present for him, handing 
  over the cyber control bracelet. She wanted the 
  Doctor to have an army to conquer the universe. 
  He declined, but Missy revealed she had enveloped 
  the planet in a cloud that would transform the rest 
  of humanity into Cybermen unless the Doctor took 
  command.
  The Doctor recognised that Danny was still in 
  control, unaffected by Cyber domination. The 
  Doctor gave him the control bracelet and he led the 
  Cybermen into the sky, self-destructing harmlessly 
  and destroying the Cyber-Cloud. 
  Missy tried to regain her friendship with the Doctor 
  by offering the coordinates to Gallifrey. Clara wanted 
  the Doctor to kill Missy, but another Cyberman 
  shot her — Brigadier Alistair Gordon Lethbridge-
  Stewart, doing his duty to the Doctor after rescuing 
  Kate when she fell from the plane.
  As the Nethersphere was shutting down, Danny 
  contacted Clara and told her that there was enough 
  power to save one life. He chose the life of the boy he 
  accidentally killed as a soldier. The Doctor travelled 
  to the coordinates Missy gave him to Gallifrey to 
  find it wasn’t there. When the two met, however, 
  they each pretended they had what they wanted and 
  went their separate ways.
  CONTINUITY
  • 
  Danny Pink’s body is interred in the Chaplet 
  Funeral Home. The First Doctor had a companion 
  named Dorothea ‘Dodo’ Chaplet – it’s possible 
  that the two are connected.
  • 
  Missy is the next incarnation of the Master 
  and possibly the first female incarnation. 
  Missy is short for ‘Mistress.’ Clara, for 
  the second time, also claims to be the 
  Doctor (see Flatline, p60), reinforcing 
  the fact that Time Lords can change 
  gender. 
  • 
  Kate Stewart brandishes a Cyberman 
  head from a previous Earth invasion 
  (see The Invasion in The Second 
  Doctor Sourcebook). As with that 
  invasion, the Cybermen used an alien 
  agent (Tobias Vaughan being the 
  previous agent in The Invasion) to help 
  take over the planet, although in this 
  case Missy is also their creator. 
  • 
  Missy’s Cybermen can fly, but they 
  don’t have the speed of Cybermen 
  of similar design (see Nightmare 
  in Silver in The Eleventh Doctor 
  Sourcebook).
  • 
  Kate Stewart is a mother of two, 
  indicating that the Lethbridge-Stewart 
  line continues for at least another 
  generation (although she is divorced, 
  and it is not clear whether her children 
  carry her surname or her ex-spouse’s).
  • 
  The Doctor is still considered an 
  employee of UNIT. This enables UNIT to 
  invoke the protocol that makes him the 
  President of Earth in an emergency.
  • 
  Missy kills an Osgood, but whether it’s the 
  human original or the Zygon is unknown. 
  • 
  Brigadier Alistair Gordon Lethbridge-
  Stewart 
  reappears, 
  albeit 
  as 
  an 
  independently thinking Cyberman.
  • 
  When the Doctor encountered the 
  Cybermen in his first incarnation they 
  resembled walking corpses (see The 
  Tenth Planet in The First Doctor 
  Sourcebook). Here, the Cybermen 
  actually are reanimated corpses.
  
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  • 
  The Doctor has been married four times. This 
  may or may not include his marriage to River 
  Song, depending on Clara’s perspective.
  • 
  Once again, a character appears to have 
  disintegrated only to be revealed later as a 
  teleport. In this case, Missy uses the Cybergun 
  discharge from the Cyber-Brigadier to be 
  absorbed into her vortex manipulator.
  B  RUNNING THE ADVENTURE
  What if zombies retained their original personality?
  Despite all the science fiction trappings, this 
  adventure is, at heart, a zombie adventure. Missy 
  creates an army of the dead for the Doctor to 
  command, but at least a couple of them rebel. This 
  turns what is a relatively straightforward horror 
  story — scientific genius creates unstoppable army 
  that threatens the world — and gives it a personal 
  twist. Rather than just throw the player characters 
  against the nameless hordes until they can uncover 
  a convenient and universal weakness, the player 
  characters actually have allies within the horde.
  An adventure like this also gives the players an 
  opportunity for ‘one last hurrah’ with a beloved 
  old character, presuming that character passed 
  away on Earth at some point in the past and had 
  a burial rather than a cremation. It’s possible that 
  the Doctor or another Time Lord/Time Agent may 
  need the player character’s help in her current 
  Cyber-incarnation. Perhaps the character could 
  be taken somewhere to have her body cloned or 
  regenerated so that she may live again, although 
  Cyber-conditioning is pretty insidious and tends to 
  manifest at the worst possible time… 
  Statistics for Kate Stewart and Osgood can be found 
  in the Core Rulebook.
  NEW GADGET – NETHER-CYBERMAN 
  CONTROL BRACELET
  This bracelet allows the wielder to control an 
  entire Cyber-army through a hive network.
  Traits: Special (control all Nether-
  Cybermen).
  Story Points: 2
  NEW GADGET – CYBER-CLOUD
  When exploded in the air, this gadget 
  disperses into a cloud of destructive and 
  transformative nano-technology. It then 
  rains on a surface, killing all compatible 
  humanoids and instantly converting them 
  into Cybermen.
  This is a variation on the Unstoppable Force 
  apocalyptic trait in the Time Traveller’s 
  Companion.
  DARK WATER/DEATH IN HEAVEN
  
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  FURTHER ADVENTURES
  • 
  Trickle-Down Cybermen – Missy’s master plan 
  is reliant on technology, and all technology 
  glitches on occasion. It’s possible that the initial 
  Cyber-rain that transformed the corpses may 
  also have interacted with remnants of a previous 
  Cyber-invasion. These new Cybermen may 
  awaken just after this adventure and try their 
  best to carry out their old orders and call for 
  help. Both Danny Pink and Brigadier Lethbridge-
  Stewart were able to shake their programming, 
  so other strong individuals may have too — 
  though not necessarily all for good causes. 
  • 
  The Cloud of Death – The Cyber-Cloud is a 
  potent tool and the only reason Missy didn’t 
  destroy the world outright was because she 
  wanted to give the Doctor a gift. If a race of 
  Cybermen come up with the Cyber-cloud on 
  their own they could transform whole planets 
  in a matter of minutes. The player characters 
  arrive on a ship that is unwittingly carrying 
  the apocalyptic gadget. Can they discover and 
  neutralise it in time without being 
  stopped by the Cyber-agents 
  working to make it happen?
                         NETHER-CYBERMEN
  Special – Seeds: Some Nether-
  Cybermen are equipped 
  with nanotechnology that 
  carries the downloaded 
  minds of the dead along 
  with Cyber-technology 
  that almost instantly 
  creates a Cyberman 
  suit around the corpse. 
  Usually, the Cyberman 
  containing the seeds rises above 
  the area containing the appropriate 
  corpses and detonates, sending the 
  information and cyber-virus into the 
  various cemeteries. The corpse then 
  activates as a programmed Nether-
  Cyberman.
  Weakness (Minor) – Personality: 
  If confronted with elements of its 
  past, a Cyberman’s old personality 
  may emerge, enabling it to control 
  the Cyberman. The Cyberman 
  must make a Presence + Resolve 
  roll (Difficulty 15) to retain its 
  programming (the Difficulty may 
  be higher if the past elements 
  are particularly jolting, such as 
  meeting a significant other or being 
  sent to destroy a childhood home).
  Weakness (Minor) – Magnetism
  TECH LEVEL: 6
  STORY POINTS: 3
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  7
  SKILLS
  Convince 2, Fighting 3, Marksman 2, Medicine 1, 
  Science 1, Survival 3, Technology 4.
  TRAITS
  Armour (Major): Heavy metal armour reduces 
  damage by 10 and reduces Coordination to 2.
  Cyborg
  Flight: Nether-Cybermen have rockets in their 
  boots that allow them to fly at the same speed as a 
  commercial airliner. When in open skies or space a 
  Nether-Cyberman has an air speed of 23
  Fear Factor (3): Nether-Cybermen are scary and 
  gain +6 on rolls to actively scare someone.
  Natural Weapon – Electric Grip: The Nether-
  Cyberman’s grip delivers a powerful blast of 
  electricity, increasing the damage in close combat 
  to (4/9/13). It can also stun (S/S/S).
  Natural Weapon (Particle Beam): Nether-
  Cybermen have arm-mounted particle beams 
  (4/L/L). 
  Networked: Nether-Cybermen are connected by 
  wireless technology to a collective hive mind.
  Enslaved: Nether-Cybermen must take orders 
  from the wearer of the Nether-Cyberman Control 
  Bracelet. 
  Slow
  
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  ‘Every Christmas is last Christmas.’
  B  SYNOPSIS
  London, United Kingdom, Christmas Eve 2014
  Clara awoke on Christmas Eve to a calamitous 
  disturbance on her rooftop. On investigation, she 
  was shocked to discover a crashed sleigh, two elves, 
  and Santa Claus! The TARDIS materialised and the 
  Doctor ushered Clara inside, telling her not to trust 
  anything she saw. 
  The TARDIS took them to the medical bay of a 
  scientific base at the North Pole. They encountered 
  a scientist but were interrupted by the patients in 
  the hospital beds — they rose up, revealing the 
  crab-like creatures consuming their heads, then 
  attacked. Other scientists rushed in to help as 
  more crab-creatures dropped from the ceiling. The 
  situation looked dire, until Santa Claus crashed 
  through the wall and rescued everyone. 
  The Doctor recognised the creatures as Kantrofarri, 
  an alien race of Dream Crabs that fed on brains 
  while subduing their victims with euphoric dreams. 
  The Doctor sent Clara to recover a captured Dream 
  Crab specimen, but it attacked and latched onto her 
  head. The Kantrofarri sent her into a dream where 
  she was still with Danny. 
  She was happy in the illusion, but the Doctor entered 
  her dream by allowing a Kantrofarri onto his head. 
  He revealed that the dream was fake by highlighting 
  the ice-cream pain in her temple; the Dream Crab 
  was parting her flesh and bone and drinking her 
  brain. Clara received unexpected encouragement 
  from dream-Danny to wake up and managed to do 
  so. Clara and the Doctor’s premature awakening 
  killed the Dream Crabs feeding on them.
  Unfortunately, the Doctor pointed out they were still in 
  a shared dream; the scientists and Clara all admitted 
  they still felt the same the ice-cream pain. He further 
  explained that ‘Santa Claus’ was the result of their 
  minds trying to fight back. The crew realised that 
  the victims in the infirmary were really themselves 
  — their current bodies were just dream-constructs 
  — when one of them died. The Doctor tried to take 
  the survivors to the TARDIS, but Clara reminded him 
  that they both saw Santa on her rooftop, meaning the 
  TARDIS probably wasn’t real either. 
  LAST CHRISTMAS
  LAST CHRISTMAS
  
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  The Doctor decided to have everyone throw their 
  belief into their shared defence mechanism, Santa 
  Claus, who arrived with his sleigh to save them 
  again. This was enough to break the psychic link, 
  and each ‘scientist’ awakened in their real body 
  next to a destroyed Dream Crab. After a brief dream 
  within a dream, the Doctor managed to awaken too, 
  rescuing Clara. 
  CONTINUITY
  • 
  The Doctor questioned what was a dream and 
  what was real before when psychic pollen 
  created a dream reality (see Amy’s Choice in 
  The Eleventh Doctor Sourcebook).
  • 
  The Doctor once showed proof that Santa Claus 
  was real using a 1952 photograph that showed 
  him with ‘Father Christmas,’ Frank Sinatra 
  and Albert Einstein (see A Christmas Carol in 
  The Eleventh Doctor Sourcebook). Apparently, 
  Santa’s real name is ‘Jeff’. 
  • 
  Danny Pink returns, albeit in a dream. He tells 
  Clara that every Christmas is last Christmas. 
  Clara mentions this to the Doctor in her older 
  dream form and, later, the Doctor mentions 
  this to River Song at the start of their night on 
  Darillium (see The Husbands of River Song).
  B  RUNNING THE ADVENTURE
  This adventure takes place almost entirely within a 
  virtual reality created by the Kantrofarri while they 
  feed on their victims’ brains. This ‘dreamscape’ 
  feels very real, to the point that it doesn’t have some 
  of the usual quirks associated with a dream. Thus, 
  the player characters can interact with everything 
  in the dreamscape as if it were real. The difference 
  is that they are also in a race against time as the 
  Kantrofarri feed on them; if they don’t wake up 
  soon, then their brains will be consumed.
  Running this adventure or a variation thereof 
  requires an unplayed scene where the Kantrofarri 
  incapacitate the player characters and place 
  them in the dreamscape. Go ahead and give each 
  player character one or two Story Points without 
  explaining why — this will get the players feeling 
  that something is off, which is exactly the mentality 
  that you’d want for this adventure!
  The Kantrofarri are a telepathic species and 
  unconsciously network with others of their kind, 
  meaning the player characters and other victims of 
  the Kantrofarri will find themselves within the same 
  dream. The Kantrofarri believe that isolation and 
  inevitability work to their advantage, so the player 
  characters and other victims often find themselves 
  somewhere they would be the only living people, 
  such as scientists on a remote research station, 
  survivors on a shipwrecked island, or the crew of 
  a largely automated mining platform in an asteroid 
  belt.
  When possible, the Kantrofarri ‘cast’ the dreamers 
  in roles suited for the dream, so a group of university 
  students might see themselves as pilots and crew 
  of an airliner whose passengers just went missing, 
  or soldiers stuck in the trenches of World War I. 
  Dreamers with strong personalities are usually 
  allowed to retain their actual identities — so long 
  as it fits with the dream-narrative — rather than 
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  have them clash with the dream from the moment 
  they arrive. As a result of this it’s usually the strong 
  dreamers who determine the roles that the weaker 
  dreamers play, as the Kantrofarri work to ‘settle’ 
  the strong dreamers as seamlessly as possible. 
  What this usually means is that the player 
  characters enter the dream as themselves, with 
  any other characters they encounter being other 
  dreamers whose lives have been rewritten for the 
  dream. Note that anyone whose background has 
  been rewritten doesn’t gain any new skills; they 
  are simply competent in the dream because they 
  are supposed to be, and the strong dreamers are 
  subconsciously making it all work according to their 
  perception.
  At some point either the player characters start 
  noticing that something is wrong, or they are 
  ‘attacked.’ Anyone who resists the initial attack may 
  create a psychic buffer that repels the Kantrofarri 
  for a time. This buffer manifests as a great hero 
  or power in the resistor’s mind, but should also 
  be someone or something that the other resistors 
  can believe in. For the Doctor and Clara, it was 
  Santa Claus but it could be anyone or thing that 
  is significantly important in a particular situation, 
  even someone seemingly impossible.
  RULES OF THE DREAMSCAPE
  How does one run an adventure in a dreamscape? The Time Traveller’s Companion and The Sixth 
  Doctor Sourcebook offer rules for adventuring in the Matrix — we’ve adapted and simplified them 
  here to run dreamscape adventures without the need to constantly spend Story Points (though 
  players should still feel free to as needed!).
  Once the player characters are inside the dream, the 
  Gamemaster can, at any dramatically appropriate 
  moment, call for an Awareness + Ingenuity, Difficulty 15 
  roll to see if they spot something that isn’t quite right. This 
  could be noticing that one of the supporting characters 
  acts strangely for her profession, a character who had 
  a beard is now clean shaven, or supporting characters 
  brush off answers to seemingly-simple questions. At 
  this point, the player characters can use other attribute 
  + skill tests (with the Gamemaster setting appropriate 
  Difficulties) to spot other deviations from reality. Whilst 
  this tool is useful, the Gamemaster should be aware of 
  what to say if the character fails the check in order to 
  maintain the illusion.
  Once the player characters get suspicious, the Kantrofarri try to feed in order to stop resistance, as 
  per the Special – Dream Feed trait. If the player characters are fed on, then the dream continues as 
  normal. If the player characters resist the feeding, then the Kantrofarri rewrite the dream so that 
  the player characters ‘win’ the situation and think that they’ve awakened. The only way for anyone to 
  truly awaken is to kill the Kantrofarri feeding on it by repeatedly winning the psychic battles as part 
  of the Special – Dream Feed trait.
  A Kantrofarri can split a dreamer from the shared dream and place them in another, hopefully more 
  settling dream. This is taxing for the Kantrofarri and puts a -2 penalty on all rolls. The dreamer is 
  ‘written out’ of the original dream and any player character can make an Awareness + Ingenuity, 
  Difficulty 15 roll to realise that the dreamer is in a new dream. The player character can then spend 
  a Story Point to enter that dream and convince the dreamer to return. This manifests as another 
  feeding attack, where success not only hurts the Kantrofarri but brings the isolated dreamers back 
  into the shared dream.
  LAST CHRISTMAS
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  Once the dreamers start resisting, the Kantrofarri 
  attempt to placate them as best they can. They give 
  the dreamers an obstacle to overcome in the hopes 
  that, once they overcome it, they’ll relax enough so 
  that the Kantrofarri can finish eating. 
  In the Doctor’s case, he already knew about the 
  Kantrofarri so they rearranged the dream to enable 
  him to fight and ‘defeat’ them, only to be revealed as 
  yet another dream.
  In some cases the Kantrofarri can telepathically 
  isolate themselves enough to put one dreamer 
  in a separate dream, although a strong-willed 
  dreamer may restore the telepathic link enough 
  to join them. The goal of such an adventure is for 
  the player characters to put the clues together and 
  truly awaken, the psychic backlash of which kills 
  the Kantrofarri in the process.
  FURTHER ADVENTURES
  • 
  Behind the Vanguard – The Kantrofarri feel 
  less like a conquering race and more like the 
  vanguard for something more powerful. Why 
  were the Kantrofarri on Earth? Is there another 
  alien race waiting for humanity to succumb to 
  its dreams before invading? Where are they 
  keeping/breeding the Kantrofarri? And will the 
  player characters discover the threat behind 
  the threat in time?
  • 
  It was all a dream! – Despite everyone’s best 
  efforts, sometimes an adventure simply doesn’t 
  go the way that the players (or Gamemaster) 
  would like. The Daleks have taken over the space 
  station, a quarter of the Earth’s population 
  have been turned into Cybermen, or the Doctor 
  is just having a really bad day. In such cases, 
  the group can ‘get out of jail free’ by using the 
  dream card. The adventure never happened; 
  it was all just a Kantrofarri-induced dream! 
  Of course, the Gamemaster shouldn’t let the 
  players in on the secret, playing it out as if it 
  were designed from the beginning and allowing 
  them to discover the true threat. Adding in 
  subtle clues that the Kantrofarri are involved 
  — such as people being unable to explain how 
  they arrived at their current location or an ‘ice-
  cream headache’ pain — as things begin to go 
  south for the player characters can help to sell 
  this trump card. Alternatively, the Gamemaster 
  could use the Memory Worms (see Time Heist 
  p46) to the same effect, getting the player 
  characters out of a problem and into another 
  situation with no memory of how.
  KANTROFARRI (DREAM CRAB)
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  4
  SKILLS
  Athletics 3, Convince 4, Fighting 3, Subterfuge 3, 
  Survival 3.
  TRAITS
  Alien
  Alien Appearance
  Fear Factor (2): Face-hugging, dream-inducing, 
  brain-sucking crabs bigger than your head are 
  terrifying! They add +4 to rolls when trying to 
  frighten someone.
  Networked
  Possess: A Kantrofarri that grasps a victim’s 
  head may put the victim in a dreamlike state. This 
  is effectively the same as Possess and may be 
  resisted normally. While possessed, the victim 
  enters a dream world designed to placate them 
  as the Kantrofarri feeds, but if several victims are 
  nearby, they may all be networked together into a 
  single dream (see Rules of the Dreamscape).
  Psychic
  Special – Dream Feed: The Kantrofarri feed on 
  their victim’s brains while they are dreaming. This 
  is resolved as a Mental Conflict, with the loser 
  taking 1/2/3 damage amongst their Awareness, 
  Ingenuity, Presence, and Resolve attributes. If the 
  Kantrofarri dies, its victim awakens. If the victim 
  dies while in a shared dream, then they appear to 
  die in the dream as well.
   
  STORY POINTS: 6
  
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  ‘Imagine Doctor, to hold in your hand, the heartbeat 
  of every Dalek on Skaro.’
  B  SYNOPSIS
  Earth, 2014; Skaro, the Kaled/Thal war; Skaro, 
  Kaalann rebuilt
  Everyone was looking for the Doctor. Missy 
  temporally froze every airborne aircraft, just to 
  get Clara and UNIT’s attention to help her find the 
  Doctor. Missy revealed that the Doctor had sent her 
  his ‘confession dial’, his last will and testament. 
  In Gallifreyan custom these dials were given to a 
  friend on the eve of a Time Lord’s last day, which 
  only made Clara more concerned.
  With UNIT’s help, Clara worked out where they 
  would find the Doctor, and Missy took them there 
  (and then) using vortex manipulators. The Doctor 
  had been having a massive party for three weeks in 
  1138 AD, medieval England, involving tanks, electric 
  guitars and the earliest recorded use of the word 
  ‘dude’. While the Doctor was happy to see both 
  Missy and Clara, they had sadly led another hunter 
  to him: the gestalt snake creature ‘Colony Sarff’. 
  Sarff told the Doctor he had come to find him on 
  behalf of his dying master Davros, who wanted to 
  see his old enemy one last time. He gave the Doctor 
  his own sonic screwdriver, but ancient and battered, 
  then told the Doctor that ‘Davros knows… Davros 
  remembers’. The Doctor felt he owed Davros this 
  visit, as they met when the Doctor accidentally 
  arrived in the middle of the Kaled/Thal war. At that 
  time, Davros was a small boy, and the Doctor found 
  him trapped in a field of hand mines. He gave the 
  boy the screwdriver to help him escape, but upon 
  learning Darvros’ name he disappeared in the 
  TARDIS. 
  Missy and Clara refused to allow the Doctor to go 
  alone. Colony Sarff took them all to what appeared 
  to be Davros’ hospital ship but turned out to be 
  the rebuilt capital city on Skaro! The Doctor was 
  brought to Davros while Missy and Clara were taken 
  to the Dalek Supreme, who had already procured 
  the TARDIS. As the Doctor watched in horror, the 
  Daleks exterminated Missy, then Clara, and finally 
  the TARDIS. Luckily, Missy had programmed the 
  vortex manipulators she and Clara wore to absorb 
  the energy of weapons fire, powering a short-range 
  teleport and allowing them to survive. 
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  THE MAGICIAN’S APPRENTICE/THE WITCH’S FAMILIAR
  
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  They returned to the city via the sewers to rescue 
  the Doctor. Unfortunately, Dalek sewers were more 
  like graveyards, repositories for the remains of 
  destroyed Daleks. Unable to completely die, the 
  creatures gradually rotted and went mad in the 
  dark.
  Using Clara as bait, Missy captured and killed a 
  patrolling Dalek. Against Clara’s objections, Missy 
  installed her in the telepathic systems of the 
  Dalek shell so she could control it. These systems 
  included a translator that forced the occupant to 
  refer to themselves as ‘a Dalek’, and converted any 
  expression of caring emotion into ‘Exterminate’!
  Meanwhile, the Doctor was in Davros’s lair. Davros 
  told the Doctor the only way he had survived for so 
  long was that he linked his life support systems to 
  the vital force of every Dalek on Skaro. His children 
  were doing their best to keep their father alive, as 
  the connection went both ways. 
  Davros tested the Doctor to see if he might consider 
  finishing what he started so many years ago — a 
  genocide against the Daleks. 
  Even with his technology Davros did not have long 
  to live. He played on the Doctor’s sympathies and 
  inspired the Doctor to give him a little regeneration 
  energy to make his passing easier. Unfortunately, it 
  was a ruse! Davros used his life support system to 
  drain more regeneration energy from the Doctor, 
  healing himself and passing the excess power to 
  the Daleks.
  The Daleks shut down during the regeneration 
  process, allowing Missy and Dalek Clara to move 
  freely through the city. Missy found her way to the 
  Doctor and destroyed the life support system before 
  it killed him. But it was still too late — the Daleks 
  and Davros were renewed. However, that was the 
  Doctor’s plan all along; Davros had forgotten that 
  the system connections extended to the Dalek 
  remains in the sewers. The mad remnants rose 
  from their graves and tore the Daleks and their city 
  apart on destructive instinct.
  Missy and the Doctor escaped, running into Dalek 
  Clara. Missy tried to take advantage of Clara’s 
  inability to say her name, or indeed anything but 
  ‘exterminate’, to convince the Doctor he should kill 
  her. But Clara was somehow able to ask for mercy, 
  making the Doctor realise what was going on. 
  Leaving Missy to make her own way out, Clara and 
  the Doctor escaped the collapsing city. It turned 
  out the TARDIS was not destroyed, but instead had 
  scattered to protect itself. The Doctor still wondered 
  why Dalek Clara was capable of asking for mercy, as 
  such a thing couldn’t be part of a Dalek’s systems. 
  
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  He went back in time to save the young Davros 
  from the hand mines. The Doctor hoped this small 
  act would be enough to keep the smallest piece of 
  mercy in the father of the Daleks, which he might 
  pass on to his children.
  CONTINUITY
  • 
  In this adventure we get a glimpse of the ancient 
  Kaled/Thal war. It involves biplanes firing 
  lasers and soldiers with longbows. Among the 
  horrific weapons being deployed are ‘Clam 
  Drones’ and ‘Hand Mines’. This anachronistic 
  time period could be a great campaign setting. 
  • 
  Clara tells her class that Jane Austen was not 
  only ‘an amazing writer’ and a ‘brilliant comic 
  observer’ but also a phenomenal kisser. 
  • 
  The Dalek word for ‘Graveyard’ is the same as 
  ‘Sewer’.
  • 
  Missy uses a ‘parlour trick’ to stop time for 
  4,165 planes. She insists she is the Doctor’s 
  best friend and that Clara is simply a well-
  loved pet. When Clara questions this given all 
  their conflicts, she is told their friendship is 
  ‘older than your civilisation and infinitely more 
  complex’. As reasons for this friendship, Missy 
  also cites the facts that she was there for ‘The 
  Cloister Wars’, ‘when he stole the moon and 
  the president’s wife’ and has known the Doctor 
  ‘since she was a little girl’. But she does admit 
  one of those is a lie… and the Doctor confirms 
  at least one of those later (see Hell Bent  p103).
  • 
  Colony Sarff travels across the galaxy to give 
  the Doctor his master’s message. He visits the 
  Maldovarium (see A Good Man Goes to War in 
  The Eleventh Doctor Sourcebook), the Shadow 
  Proclamation and the Sisterhood of Karn in his 
  travels.
  • 
  The Doctor initially escapes Davros by stealing 
  his chair, which provides a personal shield 
  when the Daleks attack him. Sarff recaptures 
  him, having left his ‘agents’ in the chair.
  • 
  Missy has a brooch made of dwarf star alloy, 
  capable of piercing a Dalek’s outer casing. In 
  telling Clara about it she also mentions she has 
  a daughter.
  • 
  The HADS system on the TARDIS has become 
  more advanced and is now the ‘Hostile Action 
  Dispersal System’. It allows the TARDIS to 
  scatter itself on an atomic level rather than 
  just dematerialise (see The Krotons in The 
  Second Doctor Sourcebook and Cold War in 
  The Eleventh Doctor Sourcebook).
  • 
  When UNIT looks for anachronisms, they 
  find three possible versions of Atlantis as the 
  Doctor has encountered the city thrice over his 
  adventures (see The Underwater Menace in 
  The Second Doctor Sourcebook, and both The 
  Daemons and The Time Monster in The Third 
  Doctor Sourcebook).
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  • 
  Davros tells the Doctor of a prophecy from 
  Gallifrey that foretells the coming of a Hybrid 
  creature born of two great warrior races. He 
  believes it to be a Dalek/Time Lord cross-breed 
  of some form, and that this might be what the 
  Doctor has been running from. 
  B  RUNNING THE ADVENTURE
  This is quite a difficult adventure to adapt as it 
  revolves around a return to visit an old enemy. Having 
  said that, it would be unusual for any characters not 
  to have at least one nemesis after a few adventures! 
  In this adventure the enemy is dying, perhaps due 
  to a backfired evil plan or simply old age. So they 
  call on the player characters, the closest thing they 
  have to a friend, to hear their dying confessions and 
  perhaps take their hand for a last farewell. But of 
  course, they have ulterior motives. 
  They may be dying but know the player characters 
  have something that can fix them. There is a lot 
  you can do with a TARDIS, but it is also interesting 
  if the player characters are oblivious to the value 
  of something the enemy needs. It might be a 
  strange but (apparently) broken device in the Black 
  Archive, or some nanotech a player character has 
  been unknowingly carrying. Whatever it is, the 
  villain needs it to cement their plan or regenerate 
  themselves. While Davros may have been dying, 
  your villain could be lying about that. 
  How the villain goes about getting what they 
  want will be a tricky game of cat and mouse. 
  The player characters will quite reasonably 
  be suspicious of a villain claiming they have 
  ‘turned good’. But the idea they are alone 
  and lost at the end of their life should 
  come as no surprise. 
                    COLONY SARFF
  collectively comprise Colony Sarff can 
  bite whilst connected to the hive 
  mind and whilst seperated. (2/4/6)
  Quick Reflexes (Minor Good): 
  Sarff always goes first in their 
  Action Round unless taken by 
  surprise. 
  Single Minded (Major Good): Sarff 
  gains a 2 story points when their 
  plans fail as they redouble their efforts.
  Tough (Minor Good): Reduce total 
  damage done to Sarff by 2.
  Voice of Authority (Minor Good Trait): 
  Sarff knows how to enter a room and 
  gets a +2 bonus to Presence and 
  Convince rolls.
  Obligation (Major Bad) : Colony Sarff 
  serves the will of Davros, even to the 
  ends of the galaxy.
  Unattractive (Minor Bad): Sarff is no 
  oil painting and suffers a -2 penalty 
  to any rolls that involve looks. But 
  this also means he also gains +2 to 
  intimidate rolls.
  EQUIPMENT: Sarff themselves are all 
  the weapons and equipment they 
  need, though they wear a long 
  cloak to hide their true form.  
  TECH LEVEL: 9  
   STORY POINTS: 6
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  Sarff is not just one creature, but a collective of snakes 
  that work together in a hive mind, which is why they 
  refer to themselves in plural. However, there is also 
  one very large snake at the centre that all the others 
  cluster around, whose coils form his face. Sarff works 
  as the personal servant to Davros, to whom their 
  loyalty is absolute. But they may have worked for many 
  others given he has a galaxy wide reputation. Sarff 
  uses no weapons but can shed snakes to act as his 
  eyes and ears, or to attack and even restrain targets. 
  Many of these snakes are extremely venomous.
  SKILLS
  Athletics 4, Convince 3, Fighting 5, Knowledge 2, 
  Medicine 2, Science 2, Subterfuge 4, Survival 4, 
  Technology 2, Transport 2.
  TRAITS
  Alien
  Fast (Major Good): Colony Sarff moves at double 
  usual speed.
  Impervious (Major Alien Good): Damaging anything 
  vital in the colony is very difficult, so all damage 
  results are shifted one level down.
  Natural Weapon - Venemous Bite: The snakes that 
  
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  The villain might only hint and never actually ask for 
  what they want. Making the player characters think 
  they came up with the idea to help the villain would 
  certainly make for interesting role playing. However, 
  like the Doctor, the player characters might think 
  one step ahead and turn the trap around. 
  Another option for this adventure is to focus on the 
  theme of children growing up to become villains. 
  The player characters might find their way into an 
  ancient war (there are many to choose from as well 
  as the Kaled/Thal). They rescue several children but 
  discover one will become a deadly enemy. Is there 
  a way to change time and lead them on a different 
  path?
  GALLIFREYAN CONFESSION DIAL
  It is not uncommon for a Time Lord to know 
  the time of their death is close at hand. In this 
  case they often send a confession dial to their 
  best friend on the eve of their death, and then 
  spend their remaining time in contemplation. 
  The use of a confession dial is to help a Time 
  Lord purify their mind and lay their burdens 
  aside before uploading their mind to the 
  Matrix (see The Ultimate Foe in The Sixth 
  Doctor Sourcebook).
  The confession disc is a palm-sized convex 
  disc that is covered in Gallifreyan script. They 
  can be used to make peace with the world 
  and send confessions to close friends after 
  death, and like most Time Lord technology 
  they are potentially a lot bigger on the inside 
  (see Heaven Sent). 
  HAND MINES
  These horrific weapons are buried in large 
  numbers like standard mines and are almost 
  undetectable on the surface. When they 
  detect vibrations on the soil above, they 
  reach out with a humanoid hand to grip the 
  source, then drag them deep underground 
  to a suffocating death. If a Hand Mine cannot 
  grab a target, the palm will open to reveal an 
  eye to search for signs of life. 
  FURTHER ADVENTURES
  • 
  The Dalek Plague – After walking through a 
  Dalek sewer, one of the player characters fails 
  to realise the mud on their boot is actually 
  liquid Dalek! This ooze might get into their 
  TARDIS systems and start wreaking havoc 
  with navigation. Or worse, it might find a way 
  to infect organic beings, causing a plague on 
  the next planet the player character visits. The 
  plague is effectively a nano-virus that turns 
  people into Dalek agents, but also drives them 
  to genocide! 
  • 
  Last Confession – A player character receives 
  a Confession Dial, but from a total stranger. 
  Have they been sent the dial just because they 
  are among the last of the Time Lords? Maybe 
  it is a trap to lure them to the Time Lord who 
  sent it. Perhaps an enemy of the Time Lords 
  sent it, who wants to use them to track him 
  down. Maybe it’s a best friend they haven’t met 
  yet, but is their closest friend later down their 
  timeline, similar to the Doctor’s relationship 
  with River Song.
  THE MAGICIAN’S APPRENTICE/THE WITCH’S FAMILIAR
  
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  ‘I programmed my ghost to say them because that’s 
  what my ghost had said, and the only reason I created 
  my ghost hologram in the first place was because I 
  saw it here.’
  B  SYNOPSIS
  A Scottish Loch, United Kingdom, 2119 (and 1980)
  The crew of underwater mining facility ‘The Drum’ 
  found an alien spacecraft beneath a lakebed. The 
  advanced shuttle-sized craft was empty, except for 
  four unrecognisable characters etched into the wall. 
  Whilst in the craft, a crewmember was shocked by a 
  ghost in Victorian era clothing, accidentally starting 
  the craft’s engines in fear. The team leader Moran 
  pushed fellow crewmember Cass out of the way, 
  sacrificing himself to save her from being incinerated 
  by the afterburners. The crew fled the room but were 
  terrified to see the ghost again — accompanied by a 
  spectral Moran! 
  When the TARDIS brought the Doctor and Clara to 
  The Drum, it seemed recently abandoned; provisions 
  were missing, and a coffee had been sat out for 
  around eight hours. Clara noticed a submerged 
  village outside before they were confronted by the 
  ghosts of Moran and the strange Victorian era gent 
  (a Tivolian alien). 
  The ghosts didn’t seem too interested in them but led 
  the Doctor and Clara to the spaceship. The Doctor 
  was fascinated, surprised the TARDIS translation 
  circuit couldn’t decipher the writing on the inside. 
  The ghosts suddenly turned hostile, prompting The 
  Doctor and Clara to flee. They found the remaining 
  crew holed up in a strange room. The Doctor’s psychic 
  paper identified him and Clara as UNIT members. 
  The crew explained that they were hiding inside the 
  Faraday cage as the ghosts couldn’t enter it. The 
  ghosts disappeared during ‘day mode’ on the base, 
  so the Doctor used that opportunity to investigate. 
  The Doctor discovered that a suspended animation 
  chamber and a power cell were missing from the 
  alien craft, but the crew insisted they hadn’t removed 
  anything. 
  Night mode activated early, and everyone returned to 
  the Faraday cage, except for crewmember Pritchard 
  who had searched the lake-bed looking for the 
  missing power cell. He was killed when the ghost 
  of Moran flooded the airlock, turning 
  Pritchard into another ghost. 
  Cass, the de facto leader, decided to 
  evacuate the base, as a rescue vessel 
  was already on its way. The Doctor 
  turned them back as he realised the 
  ghosts sent the rescue message. They 
  then tricked the ghosts into entering the 
  Faraday cage, trapping them. Cass read their 
  lips and determined that the ghosts were 
  repeating ‘dark, sword, forsaken, temple’. 
  The Doctor realised that the ghosts were 
  transmitting, with each new ghost making the 
  transmission stronger. He translated ‘dark’ 
  as ‘space,’ ‘sword’ as ‘Orion’s Sword,’ where 
  Earth would be if viewed from across the 
  universe, ‘forsaken’ as an abandoned place, 
  and ‘temple,’ as a church. Taken together, 
  the last two words meant a church in an 
  abandoned town — the same one now beneath 
  the lake where the ship was found. The crew 
  launched a probe to investigate the church and 
  found the sarcophagus, but it was deadlock 
  sealed. 
  The Doctor realised that the coordinates 
  were burned into his mind, rewiring it. 
  Whenever someone who had seen the writing 
  in the spaceship died, they became a continuous 
  beacon. The ghosts flooded part of the base and 
  the Doctor was separated from everyone except 
  for crewmembers Bennett and O’Donnell. As the 
  TARDIS refused to go near the ghosts, the Doctor 
  and the two crewmembers travelled back to 1980.
  They arrived in the village, which was mocked up to 
  look like a Soviet town for use in military exercises. 
  They found the alien ship and met the Tivolian 
  pilot — the future Victorian-era-dressed ghost. The 
  Tivolian, Prentis, explained that the sarcophagus on 
  the spacecraft held the body of the Fisher King, a 
  former conqueror of Tivoli. 
  The Doctor contacted Clara, who revealed she was 
  being haunted by the Doctor’s ghost. Clara told him 
  to change the future, but the Doctor refused. Instead, 
  he tried to talk to his own spectre whilst it freed the 
  other ghosts. The ghost listed the names of everyone 
  on the ship, including Clara. The Doctor told Clara 
  and the crew to get back to the Faraday cage.
  UNDER THE LAKE/BEFORE THE FLOOD
  
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  Back in 1980, Prentis discovered that the body of 
  the Fisher King was missing from the sarcophagus 
  and that the coordinate markings had appeared on 
  the wall. The Fisher King then emerged and killed 
  Prentis. The Doctor realised that the Fisher King was 
  never dead, he had faked it to escape. 
  The Doctor and the crewmembers fled, but the 
  Fisher King found O’Donnell and murdered her. 
  Bennett realised that her name was on the list that 
  the Doctor-ghost kept repeating, meaning that the 
  next name on the list would be the next to die — 
  Clara. The Doctor tried to go back to the future to 
  save Clara, but the TARDIS wouldn’t let him cross his 
  own time stream, instead depositing him half an hour 
  earlier in 1980.
  Meanwhile (relatively speaking), O’Donnell’s ghost 
  stole Clara’s phone. Clara convinced Lunn, the only 
  crewmember who hadn’t seen the coordinates, 
  to leave the cage and retrieve it, believing that the 
  ghosts wouldn’t harm him. The ghosts did threaten 
  him as part of a plan to lure Clara and Cass out of 
  the cage. 
  The Doctor confronted the Fisher King, who 
  knew that the Time Lord’s mind would boost the 
  transmitted signal enough to bring an armada to 
  Earth. The Doctor bluffed him by saying that he 
  erased the coordinates on the ship. When the Fisher 
  King investigated, he was caught in the flood created 
  when a dam burst, thanks to a power cell the Doctor 
  took from the ship.
  THE BOOTSTRAP PARADOX
  The Bootstrap Paradox involves a causal loop, in which someone or something from the future 
  influences its past version. A paradox of this kind occurs when something is temporally pulled by 
  its own bootstraps; an event in time (an action, person, object or even a piece of information) causes 
  a second event, and that second event causes the first event, forming a causal loop. The Doctor 
  gives the example of finding out there’s no Beethoven but going back and ‘planting’ Beethoven’s 
  works so that history is preserved — the problem is, from where did the music originate?
  Any Doctor Who Roleplaying Game campaign is 
  bound to encounter the bootstrap paradox from time 
  to time, especially if the player characters time travel 
  within a single adventure. When this happens, the 
  Gamemaster should remember that the definition of a 
  paradox is an ‘apparent contradiction.’ In most cases, 
  what seems to be a bootstrap paradox actually has a 
  logical explanation; it’s just a mystery to the player 
  characters. In cases where an actual closed causal 
  loop is created, the Reapers arrive to sterilise the 
  temporal wound.
  In the case of Beethoven, for example, the Doctor may 
  have observed the actual Beethoven (or someone very 
  similar) in a parallel universe and recorded his body 
  of work. In any case, though, the Gamemaster doesn’t need to figure out the explanation on their 
  own; ‘wibbly-wobbly, timey-wimey’ works just fine!
  If you prefer stricter rules for your paradoxical escapades, refer to the Coincidox rules in the 
  Time Traveller’s Companion.
  UNDER THE LAKE/BEFORE THE FLOOD
  
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  The Doctor returned to 2119 and his ‘ghost’ — really a 
  hologram — lured the other ghosts into the Faraday 
  cage where they were trapped. He told them that 
  UNIT would later take the cage into space and destroy 
  them. As the Doctor and Clara left in the TARDIS, she 
  called his plan clever, but he insisted that it was only 
  due to the Bootstrap Paradox.
  CONTINUITY
  • 
  UNIT still exists in 2119.
  • 
  The Fisher King’s conquest of Tivoli is 
  reminiscent of the Dominator’s attempted 
  conquest of Dulkis (see The Dominators in The 
  Second Doctor Sourcebook). In both cases, an 
  overly warlike race encounters another that is 
  so dedicated to pacifism that they’d prefer total 
  subjugation to conflict.
  • 
  The Doctor previously discovered a seemingly-
  derelict spaceship beneath a lake connected 
  to Arthurian mythology (see Battlefield in The 
  Seventh Doctor Sourcebook), as the Fisher King 
  is in this adventure.
  • 
  The Doctor prevents Bennett from saving 
  O’Donnell when they go back in time half an 
  hour. In Father’s Day (see The Ninth Doctor 
  Sourcebook), Rose actually stops her father 
  from dying, summoning the Reapers to Earth.
  • 
  The Doctor realizes that he’s part of a bootstrap 
  paradox. He’d previously been part of a bootstrap 
  paradox when he knew how to separate two 
  of the same TARDIS from different timelines 
  without blowing a hole in the universe because 
  his earlier incarnation watched his later 
  incarnation do it (see Time Crash in The Tenth 
  Doctor Sourcebook).
  • 
  The Doctor ‘isn’t a fan’ of the Tivolians, who are 
  perceived as a race of cowards. Interestingly, 
  the Doctor considered himself a ‘coward, every 
  time’ when he had the chance to eradicate the 
  new Dalek army created by the Dalek Emperor 
  (see The Parting of the Ways in The Ninth Doctor 
  Sourcebook). 
  B  RUNNING THE ADVENTURE
  This adventure involves a temporal puzzle. The player 
  characters and their allies believe that they are being 
  stalked by something in the present, but really, they 
  are dealing with the loose ends of something that 
  they’ve already stopped in the past. The problem is 
  that time is relative. The player characters, relative to 
  their own timeline, don’t go back and fix the problem 
  in the past until after they’re menaced in the present. 
  Follow all that?
  Don’t worry, it’s relatively straightforward. This 
  adventure follows the basic format of discovery, 
  investigation and resolution. The player characters 
  arrive at a location and discover a dangerous 
  problem. During their investigations, they uncover 
  
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  clues that they don’t understand in the present, but 
  that push them to investigate in the past. The player 
  characters go back in time to deal with the true threat 
  (the Fisher King), but in the resolution, they must tie 
  up the loose ends in the present. The time travel part 
  is no different than travelling to another location to 
  help solve the mystery.
  FURTHER ADVENTURES
  • 
  The Tivolian Masterplan – The Tivolians’ 
  pacifism and sycophantic nature is very odd; it’s 
  difficult to accept that a race has survived this 
  long when they regularly subject themselves 
  to their conquerors. In this adventure it does 
  seem that the Tivolians reap the technological 
  benefits of their conquerors; perhaps they are 
  playing a long game? Maybe they are biding 
  their time while building a weapon that could 
  nullify every threat in the universe? Could it 
  be that appearing irritating to other races is 
  a defence mechanism to keep others from 
  prying too much? Or perhaps the Tivolians are 
  a manufactured race, and their creators are 
  using them as bait?
  • 
  The March of the Fisher King – The alien 
  warlord is called ‘the Fisher King,’ but this is 
  likely a convenient TARDIS translation of his true 
  title, likely associated with a previous invasion 
  of Earth as the Fisher King exists in Arthurian 
  legend. Perhaps the player characters meet an 
  advance force of the Fisher King in Post-Roman 
  Britain? Could the rather large aliens have also 
  been the inspiration for ‘giants’ walking around 
  the British Isles at the time?
  LAKE GHOST
  Telekinesis: Lake Ghosts can manipulate 
  only metal objects through telekinesis; to the 
  casual observer it looks like the Lake Ghost is 
  manipulating such items normally. Such items 
  cannot be made intangible, so if the Lake Ghost 
  walks through a wall then the object must be left 
  behind.
  Teleport: Lake Ghosts can walk through walls 
  and other barriers without difficulty, provided 
  they are not in a Faraday Cage. This can be 
  treated as a very short-range teleport.
  Transmit: Lake Ghosts are constantly 
  transmitting a predetermined message, whether 
  it’s a set of coordinates, a warning or even a 
  declaration of war.
  Weakness: Lake Ghosts can be out of phase with 
  certain technologies (such as the base’s ‘day 
  mode’) limiting their operations. 
  TECH LEVEL: 6 
   STORY POINTS: 6
  AWARENESS
  2
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  1
  STRENGTH
  3
  Lake Ghosts are essentially a concentration of radio 
  waves imprinted with the body of the creature that it 
  was created from. They exist for only two purposes: 
  first, to transmit a signal, and second, to make more 
  Lake Ghosts to strengthen that signal.
  SKILLS
  Fighting 2.
  TRAITS
  Alien Appearance: Lake Ghosts look like 
  translucent zombies.
  Environmental: Lake Ghosts can survive in any 
  environment provided they are within a planet or 
  vessel’s magnetic field.
  Fear Factor (1): Ghosts of the dead are scary, 
  especially if you knew them in life. They add +2 to 
  rolls when trying to frighten someone.
  Impervious: Lake Ghosts are immune to most forms 
  of harm.
  Infection: If a Lake Ghost kills someone who’s 
  been imprinted, that person becomes a Lake Ghost 
  themselves.
  Special – Imprint Hound: Lake Ghosts are only 
  interested in strengthening the signal. Thus, they 
  only attack people who’ve read the coordinates 
  scrawled on the wall of the ship. 
  UNDER THE LAKE/BEFORE THE FLOOD
  
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  NEW GADGET – FARADAY CAGE
  A Faraday cage is designed to be completely 
  impenetrable to radio waves. Room-sized 
  ones can hold Lake Ghosts. Any technology 
  reliant on electromagnetic fields cannot 
  function inside the Faraday cage. 
  Traits: Bulky (minor), Entrap (major)
  Story Points: 1
  FISHER KING
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  7
  The Fisher King is an alien warlord who 
  conquered Tivoli until the Arcateenians 
  defeated his forces. He faked his own 
  death to escape and summon the 
  rest of his forces.
  SKILLS
  Athletics 2, Fighting 3, 
  Knowledge 2, Marksman 3, 
  Subterfuge 2, Survival 3, 
  Technology 7.
  TRAITS
  Alien
  Alien Appearance
  Armour: The Fisher 
  King has bony plates 
  that reduce damage by 5.
  Cyborg
  Fear Factor (2): The 
  Fisher King is tall, 
  imposing, and scary. 
  He adds +4 to rolls 
  when trying to frighten 
  someone.
  Natural Weapon – 
  Claws: The Fisher 
  King has clawed 
  hands that add +2 
  to damage.
  Natural Weapon 
  – Blaster: The 
  Fisher King uses a 
  blaster that causes 
  (4/L/L) damage.
  Special – Ghost 
  Transmitter: If the Fisher King can get a 
  humanoid to read a bio-message, then 
  once he kills that humanoid its bio-
  signature starts relaying the message.
  TECH LEVEL: 7  
  STORY POINTS: 6
  ALBAR PRENTIS (TIVOLIAN)
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  1
  INGENUITY
  3
  STRENGTH
  2
  Albar Prentis is a Tivolian, a race of aliens who 
  are so non-violent and cowardly they would 
  prefer subjugation and slavery to standing up for 
  themselves or self-defence. 
  SKILLS
  Knowledge 3, Technology 6, Transport 3.
  TRAITS
  Alien
  Alien Appearance
  Cowardly: Albar prefers enslavement to conflict.
  Eccentric: Albar’s overly-eager-to-be-enslaved 
  personality is very irritating to others.
  Unadventurous: Albar, like all Tivolians, thinks 
  the universe is too dangerous to explore. He’s 
  only driving the hearse because his current 
  masters ordered him to do it.
  TECH LEVEL: 6  
  STORY POINTS: 1
  
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  ‘No, no, not Vikings. I’m not in the mood for Vikings.’
  B  SYNOPSIS
  Scandinavia, 9th Century CE
  After a successful rescue mission, the Doctor and 
  Clara’s celebrations were cut short. They stopped 
  off in ancient Scandinavia so the Doctor could wipe 
  his shoe, but were captured by a Viking war band 
  (and broke the new sonic sunglasses to boot). 
  Arriving at their village in chains, the Doctor tried 
  to convince the Vikings he was Odin, but that proved 
  problematic when the clouds parted to reveal a 
  gigantic face — the ‘real’ Odin, who demanded the 
  village’s best warriors for Valhalla. Clara and a 
  village girl called Ashildr were accidentally beamed 
  up with the horn-helmed fighters.
  The other Odin imposter was the leader of ‘The 
  Mire’, a warrior species who harvested the abundant 
  testosterone of the captured warriors as a battle 
  drink. The warriors did not survive the process, 
  but Clara and Ashildr were spared. Finally given an 
  opportunity to talk, Clara almost convinced the Mire 
  to leave, but Ashildr interrupted; she took offence at 
  the way the Mire had mocked her gods and declared 
  war! The Mire accepted, returning Clara and Ashildr 
  to the village to prepare for battle the next day.
  Given that the Mire were one of the greatest warrior 
  species in the galaxy and they had just executed 
  every warrior in the village, things didn’t look good 
  for the Vikings. Despite the Doctor’s advice, they 
  refused to run, so the Doctor tried training the 
  Viking farmers to fight at Clara’s insistence. He 
  quickly learned why the remaining villagers had not 
  been warriors. However, after discovering Ashildr’s 
  storytelling skills and that the village farmed 
  electric eels, the Doctor formed a new plan and they 
  spent the night preparing.
  When the Mire arrived in the morning, they were 
  surprised to find the village was ignoring them 
  completely — the Doctor was holding a party. 
  Sadly, the Mire declared they had no problem with 
  attacking unarmed party-goers. However, when the 
  Mire drew their weapons, they were stood in exactly 
  the right place to be zapped by a burst of energy 
  from the electric eels. One blast took out most of the 
  Mire, but the real plan was for them to get hold of 
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  one of their helmets for Ashildr. Connecting to their 
  battle coordination systems, Ashildr’s imagination 
  projected the illusion of a terrifying dragon into their 
  displays, sending the Mire into panic and confusion.
  Though most of the Mire fled, there was another 
  layer to the plan — stopping them from coming 
  back. The Mire leader was horrified to learn the 
  dragon was only a projection covering a dreadfully 
  bad puppet. Clara now had a recording of the Mire 
  running from a toy on her phone. The threat of 
  uploading it to the galactic networks for everyone to 
  see was more than enough to send the Mire packing.
  Unfortunately, the strain of operating the alien 
  helmet took its toll on Ashildr. The saviour of the 
  village had sacrificed her life. However, the Doctor 
  refused to watch anyone else die. Using some of 
  the Mire’s medical technology he brought her back 
  to life, but the treatment also made her immortal. 
  Time would have to tell if that was a blessing or a 
  curse… 
  CONTINUITY
  • 
  The Doctor and Clara begin this adventure 
  saving some ‘Velosians’ by luring their attackers 
  halfway across the universe and draining their 
  weapons. Clara also had a ‘Love sprite’ in her 
  space suit, a creature that sucked brains out 
  through the mouth and was found in the spider 
  mines. Busy day.
  • 
  The Doctor thinks he recognises Ashildr when 
  he first sees her. Was he noticing her temporal 
  potential, or partially remembering her face 
  watching him from the side-lines for centuries?
  • 
  The Doctor tries to impress the Vikings with his 
  yo-yo skills, but the device proves much more 
  useful as a gravity detector.
  • 
  When the Doctor asks the assembled Vikings 
  who has actually held a sword in battle, only 
  the Doctor and Clara put their hands up. Seems 
  Clara has had an adventure we missed, though 
  the Doctor doesn’t seem convinced.
  • 
  The Doctor hasn’t lost his ability to speak baby 
  (see Closing Time in The Eleventh Doctor 
  Sourcebook), and it is what he hears from a 
  crying one that convinces him to stay. 
  • 
  The Doctor remembers he’s seen his face 
  somewhere before, on the Roman citizen 
  Caecilius (see The Fires of Pompeii in The Tenth 
  Doctor Sourcebook). He realises it has been 
  chosen to remind him people need saving, just 
  as he did then; even if it breaks the rules, even 
  if it’s just one. This is why he uses some Mire 
  tech to restore Ashildr, though it 
  has the side-effect of making her 
  immortal.
  • 
  The Doctor realises that with alien 
  tech inside her, Ashildr is a form 
  of hybrid. Is she the one foretold in 
  Davros’ prophecy (see The Magician’s 
  Apprentice/The Witch’s Familiar)?
  B  RUNNING THE ADVENTURE
  This adventure is quite a simple idea that can 
  be situated in pretty much any culture. An 
  alien species masquerades as a god to some 
  impressionable locals to harvest something 
  they need. In this case it is the ‘essence of 
  their warriors’. But it might just as easily 
  be anything else, from natural resources, 
  to slave labour, or even rice pudding. It is 
  often surprising what might be rare and 
  valuable outside planet Earth. 
  There are plenty of gods to choose from 
  besides Odin. There is a pantheon 
  of potential deities for every culture 
  on Earth, and many are not at all shy 
  about requiring sacrificial offerings. 
  Shifting this adventure to India with 
  Kali demanding sacrifice might easily 
  stop the players recognising it. 
  The other point to consider when 
  using ancient gods is ‘how long has 
  this been going on’? Was the religion 
  initially set up by aliens for the 
  purpose of harvesting, or are they just 
  repurposing local legends for an easy 
  steal? 
  However long this has been going 
  on, it is also possible the ‘gods’ have 
  looked after ‘their people’. After all, 
  to harvest something you need it to 
  grow. It is quite possible the gods 
  have protected the villagers against 
  all manner of problems so that they 
  can take what they want. Without 
  them, can the locals survive? If not, 
  is it still right to maintain a system 
  where sentient beings are treated 
  like farm animals? There might be 
  a lot of moral quandaries for the 
  player characters to face before they 
  even start forming a plan to deal with 
  the aliens.
  
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  The other aspect of this adventure worth noting 
  is that is offers an ‘origin story’ for Ashildr. This 
  ordinary village girl is going to haunt the Doctor 
  for several adventures, becoming one of Earth’s 
  guardians. This is a great example of how to 
  create and develop what will become a memorable 
  adversary. With enough experience, can anyone 
  become the Doctor’s equal?
  FURTHER ADVENTURES
  • 
  Reputation Problems – Someone has posted a 
  problematic video of the player characters on the 
  Galactic Hub. In one sense it is complementary 
  as it shows them defeating a powerful enemy. 
  Unfortunately, acquiring a reputation as famous 
  warriors is not all it’s cracked up to be. Beset 
  by enemies looking to build a reputation for 
  themselves by defeating them, there seems to 
  be no shortage of challengers! Can they fight 
  off this new competition whilst finding out who 
  posted the video, and why?
  • 
  Vikings in Space – An alien force has badly 
  underestimated a Viking village they hoped to 
  harvest and have been soundly defeated. Now 
  the Vikings are in possession of a spacecraft 
  they don’t understand and some advanced 
  weaponry. Forcing their vanquished foes to pilot 
  the ship they might do untold damage to other 
  tribes, or even other planets! Can the player 
  characters rescue their attackers, who may or 
  may not have learned their lesson, and stop the 
  Vikings conquering the Earth and beyond?
  THE MIRE
  AWARENESS
  2
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  5
  The Mire are an alien species that live for combat 
  and warfare. They are one of the most dangerous 
  species in the galaxy, with extremely advanced 
  weaponry and defensive technology. However, 
  they are also hopelessly ‘macho’ (to an eye 
  rolling degree), and particularly enjoy bullying 
  primitive species to prove their superiority.
  SKILLS
  Athletics 3, Fighting 4, Knowledge 2, 
  Marksman 5, Medicine 3, Survival 3, 
  Technology 3, Transport 2.
  TRAITS
  Alien
  Alien Appearance
  Armour (Major Good): The Mire armour reduces 
  damage by 10.
  Environmental (Major Good): The Mire armour 
  protects them from all types of environment.
  Fast Healing (Major Good): Medical implants 
  restore attribute points lost due to injury at 1 
  point per hour.
  Networked (Minor Good): The Mire are 
  connected by their battle computers and know 
  where each other are and if they are in trouble.
  Teleport (Major Good): The Mire have personal 
  teleporters that can take them back to their ship 
  at a moment’s notice and land an attack force 
  anywhere they like. 
  Tough (Minor Good): The Mire medical tech 
  protects them by reducing total damage by 2.
  Obsession (Major Bad): The Mire are obsessed 
  with war and never miss an opportunity for a 
  fight, especially if they believe they can win easily.
  Selfish (Minor Bad): The Mire don’t care about 
  anyone but themselves and their own glory.
  EQUIPMENT: Mire Armour, Mire Scanner, Mire 
  Blaster (4/L/L)
  Mire Scanner [Major Gadget] Traits: Scan 
  [combat capabilities], Teleport.
  TECH LEVEL: 7  
   STORY POINTS: 3
  THE GIRL WHO DIED
  
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  ‘Do you ever think or care what happens after you’ve 
  flown away? I live in the world you leave behind, 
  because you abandoned me to it.’
  B  SYNOPSIS
  Middlesex, United Kingdom, 1651
  The Doctor was on the hunt for a powerful piece 
  of alien technology, an amulet called ‘The Eye of 
  Hades’. He interrupted a highwayman known as 
  ‘The Knightmare’ in the midst of a theft, believing 
  their victims had the amulet. Whilst the Doctor and 
  the Knightmare argued, their quarry escaped. The 
  highwayman revealed themselves to be none other 
  than Ashildr.
  Ashildr (calling herself ‘Me’) was disappointed the 
  Doctor hadn’t come to take her to the stars; after 
  over 800 years of immortal life she was rather 
  bored. But the Doctor was worried about her — she 
  had become disassociated from the rest of humanity 
  after seeing so many people, even her own children, 
  perish at the hands of time. Nevertheless, he helped 
  her break into a house to steal the amulet they were 
  both looking for.
  Unfortunately, Ashildr didn’t steal the amulet for the 
  thrill, or for its value. She had formed an alliance 
  with a ‘Leonian’ named Leandro, the last of his 
  species. If Ashildr gave him the amulet, he would 
  use it to open a portal to another universe and take 
  her with him. The only catch was unbearable to the 
  Doctor: someone had to die to activate the Eye of 
  Hades. 
  The Doctor’s pleas fell on deaf ears, and Ashildr 
  had him detained by the local constabulary. She 
  set off with Leandro to the village of Tyburn, where 
  another robber called Sam Swift was to be hanged. 
  She reasoned that if he was sentenced to die, there 
  was no harm in using him to open the portal. The 
  Doctor escaped and caught up with them just in 
  time to see Ashildr use the amulet on Swift, opening 
  a portal to the Leonian’s realm.
  Much to Ashildr’s surprise (despite the Doctor’s 
  predictions and warnings) Leandro was lying about 
  being the last of his species. On the other side of the 
  portal was an attack force, which blasted the area 
  as they prepared to invade Earth. As destruction 
  rained down, Ashildr realised she still cared about 
  the fleeting lives of humanity. She used the other 
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  Mire Chip on the dying Sam Swift to stop the amulet 
  killing him, which closed the portal. In response, 
  the Leonians disintegrated Leandro for failing them.
  Retiring to a pub, Ashildr and the Doctor talked 
  about what to do next. The Doctor told her that he 
  couldn’t take her with him, as they would just bring 
  out the worst in each other. Ashildr grudgingly 
  agreed but warned the Doctor she would make it 
  her mission to defend the people of Earth from any 
  threats — including him if necessary. 
  CONTINUITY
  • 
  Clara was absent for this adventure as she took 
  her year 7s to Taekwondo training. She shows 
  the Doctor a photo when he returns, which 
  unbeknownst to her shows Ashildr watching in 
  the background. 
  • 
  The Doctor mentions he is on record as being 
  ‘against banter’ since meeting the Merry Men 
  (see Robot of Sherwood).
  • 
  The Doctor has secretly kept tabs on Ashildr 
  and thought all was going well when he saw her 
  founding a leper colony.
  • 
  Ashildr remembers little of her past, not even 
  her original name. She now calls herself ‘Me’ 
  and keeps a library of journals of her life to 
  remind her of all she has forgotten. Her human 
  mind simply doesn’t have the memory space for 
  immortality.
  • 
  The Doctor warns Ashildr there is a Great Fire 
  coming to London. When she muses that she 
  might start it, the Doctor tells her that it was 
  the Terileptils (see The Visitation in The Fifth 
  Doctor Sourcebook).
  • 
  The Doctor isn’t sure if Sam Swift will be made 
  immortal from the Mire Chip, having used a 
  lot of its power to close the portal. He hasn’t 
  turned up since – as far as we know… 
  B  RUNNING THE ADVENTURE
  As this adventure is rather deeply connected to 
  the relationship between Ashildr and the Doctor 
  it somewhat tricky to adapt — but not impossible! 
  The core of the adventure is a deception. An alien 
  needs help to get home and has convinced someone 
  to assist him. However, the assistance will allow the 
  alien’s true allies to invade. When you boil it down 
  you might set the adventure anywhere, from Earth, 
  to an alien planet, to a space station. 
  To begin, you need a friendly NPC to act as the dupe. 
  They will be convinced their new alien friend is on 
  the level and only absolute proof will change their 
  mind on the matter. Sadly, the only proof convincing 
  enough will be an invasion force! This means the 
  Gamemaster must create an NPC that the player 
  characters sympathise with. Ideally this will be 
  someone they have met before who doesn’t usually 
  fall for this sort of thing. But, like Ashildr, they are 
  desperate for the aid the alien has promised and 
  so has allowed themselves to be convinced. If the 
  player characters have refused to help the NPC 
  before, guilt could be a strong motivator to do so in 
  this adventure.
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  In the case of Ashildr, she wants to escape the 
  Earth and blames the Doctor for leaving her there. 
  However, any moral choice the player characters 
  might have made in the past could come back to 
  haunt them. Maybe they allowed a virus to kill part 
  of a population to save the rest, similar to how 
  the Doctor has occasionally used the information 
  gained from people dying to save lives. 
  In this case, their friend would still feel guilty, 
  and the alien is offering a cure for several deadly 
  diseases in payment. Whatever the reason, the 
  friend should feel they have been let down, or even 
  betrayed by the player characters. This will offer 
  many opportunities for role playing as they try to 
  convince the friend it was for the best, even if they 
  don’t quite believe it was...
  Alternatively, forget all this alien stuff and go for the 
  Highwayman plot. The player characters are after a 
  valuable jewel that a talented Highwayman is also 
  trying to steal. The adventure involves all manner 
  of swashbuckling action as both groups keep trying 
  to pilfer, loot and rob each other and anyone else in 
  pursuit of the prize (for the greater good, of course).
  FURTHER ADVENTURES
  • 
  Beyond the Wardrobe – A Leonian has 
  managed to open a portal to Earth inside a 
  wardrobe, but it isn’t stable and only opens 
  unpredictably. Some children have entered the 
  portal and he has convinced them he is a Lion 
  God looking to save his country. He needs them 
  to find certain technology to stabilise the portal 
  from their end, so he can ‘save his land from 
  winter’. He secretly intends to lead an invasion 
  force through. Can the player characters notice 
  what the kids are up to and convince them to 
  stop when they trust the great Lion?
  • 
  Stand and Deliver – Using some sort of Vortex 
  manipulator, a highwayman appears in the 
  player character’s TARDIS and holds them up at 
  gunpoint. He steals several pieces of advanced 
  technology and runs off into the night. The 
  TARDIS is only able to land on a small temporal 
  island in the Vortex where other ships have 
  been marooned. They will need to make some 
  repairs to get the ship going, and then want to 
  set out to stop the robber striking again. They 
  might find allies in the other victims, but the 
  temporal highwayman is a crafty rascal.
               LEONIAN
  blast foes with a flaming breath 
  weapons that does (2/5/7) damage 
  to anyone in arm’s reach.
  Quick Reflexes (Minor Good): 
  Leonians are very fast, always going 
  first in their Action Round unless 
  taken by surprise. 
  Voice of Authority (Minor 
  Good Trait): Their ‘Lord 
  of the Jungle’ presence 
  grants a Leonian a +2 
  bonus to Presence and 
  Convince rolls.
  Eccentric (Minor Bad): 
  Leonians are arrogant, dismissive 
  of the needs of other species.
  Obligation (Major Bad): Leonian 
  agents are duty bound under 
  pain of death to find places for 
  their species to invade.
  EQUIPMENT: Regal clothes, and possibly even a 
  crown. 
  They do like to make an entrance. 
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  The Leonians are a humanoid species resembling 
  Earth lions, although they originate from another 
  dimension. They are a dangerous and advanced 
  species, and one dedicated to conquest. They send out 
  agents to find resource rich planets and get them to 
  open a portal so they might invade. However, they are 
  a cruel and arrogant species, and punish any form of 
  failure with death.
  SKILLS
  Athletics 3, Convince 2, Craft 2, Fighting 3, 
  Knowledge 3, Marksman 2, Science 2, Subterfuge 3, 
  Technology 3, Transport 2.
  TRAITS
  Alien
  Alien Appearance
  Natural Weapons (Major Good): All Leonians can 
  
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  ‘How much blood will spill until everybody does what 
  they were always going to have to do from the very 
  beginning, sit down and talk!’
  B  SYNOPSIS
  London, United Kingdom; Truth and Consequences, 
  New Mexico; Turmezistan, 2015
  As a result of Operation Double — the Zygon/UNIT 
  peace treaty — 20 million shape-changing Zygons 
  were integrated into Earth society in disguise. The 
  keys to this remarkable cross-species ceasefire 
  were the Osgoods, who refused to reveal which of 
  them was human. The Doctor also left them the 
  Osgood Box as a last resort, a mysterious device 
  left to help restore the peace should anything go 
  drastically wrong.
  UNIT contacted the Doctor and informed him that 
  the Osgood that survived Missy’s Cyberman assault 
  was kidnapped by a Zygon splinter group. This group 
  also executed the Zygon High Command. The rebels 
  identified themselves as ‘Truth or Consequences,’ 
  which Clara noted was a town in New Mexico. Kate 
  revealed that UNIT had discovered Zygon rebel 
  activity in Turmezistan. The Doctor assumed his role 
  as President of Earth and sent Kate to Turmezistan 
  while he travelled to New Mexico, leaving Clara and 
  Jac of UNIT in London.
  The Doctor arrived in Turmezistan just as UNIT 
  began a drone bombing run on a Zygon rebel village. 
  The Zygons used telepathy to disguise themselves 
  as the bomber’s family, and she delayed the strike. 
  The Doctor entered the village and managed to 
  rescue Osgood and capture a Zygon before the 
  bombing commenced.
  Whilst investigating, Clara and Jac discovered 
  Zygon pods beneath London. Jac brought a UNIT 
  team to destroy them, only to make the horrible 
  discovery that Clara was in one of the pods; the 
  ‘Clara’ that had been with her was a Zygon all along! 
  Zygon-Clara (calling herself ‘Bonnie’), ordered the 
  death of all the UNIT members, including Jac.
  Kate travelled to Truth or Consequences and 
  discovered a ghost town. The residents had all 
  been killed, except for a local police officer who told 
  Kate the town’s story. The population had turned on 
  itself after a Zygon child accidentally reverted to its 
  natural form, causing all-out war. The only survivor 
  was the officer, who revealed herself to be a Zygon 
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  rebel in disguise and attacked Kate. Kate killed the 
  Zygon, then pretended that she was a Zygon in order 
  to infiltrate the splinter group.
  Back aboard Boat One, Osgood told the Doctor that 
  Zygons didn’t need a human to be alive to maintain 
  a disguise of them, only to copy their personalities. 
  She refused to confirm which Osgood she was. The 
  Doctor then interrogated the Zygon captive, who 
  confirmed that the Zygon splinter group planned to 
  take over Earth. 
  Outside, Bonnie fired a rocket launcher at the plane. 
  Using their mental imprint link, Clara twitched 
  Bonnie’s muscles at the last second, forcing 
  the rocket to miss — but then Bonnie shot again. 
  Fortunately, the Doctor had time to parachute 
  himself and Osgood to safety.
  Rebel Zygons continued to kill while Bonnie forced a 
  peaceful refugee into his Zygon form permanently, 
  spreading panic on social media. She headed to 
  UNIT headquarters for the Osgood Box, believing it 
  would allow her to complete the revolution. Clara 
  manipulated her through their shared psychic link, 
  causing Bonnie to unwittingly text the Doctor ‘I’m 
  awake’. Bonnie infiltrated UNIT but was frustrated 
  to discover that the Osgood Box wasn’t there. She 
  interrogated Clara in her pod and learnt that the 
  Osgood Box was in the Black Archive.
  The Doctor, Osgood and Kate entered the Black 
  Archive and confronted Bonnie. She discovered 
  that there wasn’t just one Osgood Box, but two. 
  Kate and Bonnie each grabbed a box, revealing 
  they both had two buttons: one marked Truth, one 
  marked Consequences. Kate’s box could release 
  deadly Z-67 gas that would cause a Zygon genocide 
  or detonate a nuclear warhead beneath the Black 
  Archive. Bonnie’s box could force all Zygons back 
  into their true forms for an hour or lock them in 
  human form permanently.
  The Doctor hoped that both sides would conclude it 
  would be better to keep the cease-fire than take a 
  chance on a box. Bonnie scoffed, figuring that she’d 
  gone too far to be forgiven. The Doctor assured 
  her that wasn’t the case; he’d done far worse than 
  she ever would, and he forgave her. Both Kate and 
  Bonnie refused to take the chance after listening to 
  the Doctor. 
  Kate realised that the boxes were empty and that 
  this solution could never happen again — but the 
  Doctor told her she had said that the last fifteen 
  times before wiping her memory. Bonnie asked 
  why the Doctor didn’t wipe her memory. Osgood 
  informed her that she was one of them now, in on 
  the secret, and Bonnie took Osgood’s form. The two 
  Osgoods went on to protect the world and the peace 
  treaty as the Doctor and Clara left in the TARDIS.
  CONTINUITY
  • 
  The Zygon immigration plan is the result 
  of the Human-Zygon Treaty that was 
  formed at the Doctor’s insistence (see 
  The Day of the Doctor in The Eleventh 
  Doctor Sourcebook). The Doctor has 
  an interest in seeing it succeed not 
  only because he encouraged it, but 
  also because of his experiences 
  with the Time War.
  • 
  Zygons no longer need to keep the 
  humans they’re copying alive 
  in to maintain their forms. 
  They only keep the originals 
  alive 
  for 
  interrogation 
  purposes, or to emulate 
  their personality.
  • 
  One of the Doctor’s previous 
  companions, Harry Sullivan, 
  created Z-67. Harry’s last 
  adventure with the Doctor had 
  him kidnapped and duplicated 
  by Zygons (see The Android 
  Invasion in The Fourth Doctor 
  Sourcebook).
  • 
  Apart from the earlier Zygon 
  ‘invasion’ (see Terror of the 
  Zygons in The Fourth Doctor Sourcebook), 
  it’s unclear why the Zygons couldn’t openly 
  immigrate providing that they not use their 
  shapeshifting ability. However, given the 
  several failed attempts to bring Humans 
  and Silurians together in the recent past, 
  it was likely decided that a more discreet 
  approach was warranted. 
  B  RUNNING THE ADVENTURE
  At first glance, this is a difficult adventure to run. 
  Only the Doctor and Osgood know the truth of this 
  situation — that the Osgood Box is a trap for both 
  sides when the status quo is threatened. That 
  means that if your group includes the Doctor, 
  at least one player knows where everything 
  is headed, making the entire adventure 
  somewhat predetermined.
  
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  There are two ways to get around this. The first is 
  similar to Time Heist. The player characters aren’t 
  in the know because either a supporting character 
  is pulling the strings (in a UNIT campaign, for 
  example, the Doctor may not be a player character) 
  or the Doctor has used a memory worm to keep his 
  knowledge from influencing events. In this case, the 
  player characters are just as much in the dark as 
  everyone else until the final reveal.
  The second way is to introduce new variables. In the 
  adventure, Osgood went rogue after Missy killed 
  her ‘sister’, and the Zygons no longer needed to 
  keep humans alive to maintain their shapes. The 
  player characters can be given the same setup, but 
  must deal with the new variables in order to ensure 
  that their plot successfully gets to the end. What 
  happens if a major alien invasion takes place during 
  the revolt to upset the status quo? What if a UNIT 
  soldier steels herself to follow orders and bombs 
  the rebel stronghold?
  The core of this adventure is a hidden Zygon 
  population being disturbed by a radical rebellion. 
  This plot could work on any planet with shapeshifters 
  and could be tweaked in endless interesting ways. 
  What if a minority Zygon population was guiding a 
  Sontaran warpath that would eventually destroy 
  them? What if Zygons were poverty stricken, 
  second-class majority citizens on a planet where 
  the ruling class had far superior technology?  
  WHERE IS TURMEZISTAN?
  Turmezistan is a Central Asian state that sits on the borders of American, Chinese and Russian 
  influence. All three maintain forces in the country to stabilise the region and UNIT apparently 
  has some police powers in the nation that the three major powers respect. Notably, there 
  doesn’t seem to be any particular local leaders working with the foreign forces; the region 
  could destabilise at any moment. So where is it?
  In truth, it doesn’t matter. Turmezistan is a symbol, a 
  combination of numerous struggling or failed states 
  in Central Asia. It’s a place that seems familiar 
  but where anything can happen, which makes it 
  seem real while also making it highly gameable. 
  The player characters and others can influence 
  Turmezistan over time, and whatever happens 
  need not rely on actual history. It’s possible that 
  the player characters help stabilise the region so 
  that Turmezistan has a brighter future or the nation 
  may eventually dissolve into micro-states absorbed 
  by its neighbours. The player characters may visit 
  Turmezistan hundreds of years in the past when it is a cultural stronghold or hundreds of 
  years later when Turmezistan is hosting trips to Venus and Mars. 
  In short, Turmezistan provides an illustration for Gamemasters who may want to create other 
  fictional locations around the world that seem just as real to the player characters, but throw 
  off the shackles of history so that anything could happen. An Eastern European princedom, 
  a Latin American republic, a Southeast Asian city-state and a small Caribbean island nation 
  are all good examples of places that feel familiar and can still change over time, making them 
  great places for hidden alien plots, buried spaceships and other shenanigans!
  THE ZYGON INVASION/THE ZYGON INVERSION
  
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  NEW GADGET – OSGOOD BOX
  The Osgood Box is an interesting gadget 
  because it is more of a non-gadget; it doesn’t 
  do anything. What’s important is what it 
  represents; it keeps the attention of both the 
  Zygons and UNIT long enough to draw them 
  together for the Doctor to reset the peace.
  Traits: The Box grants the owner a number of 
  story points with which to drive the narrative 
  forward and pull everyone towards the Black 
  Archive.
  Story Points: 10
  FURTHER ADVENTURES
  • 
  Mistaken identity – In this adventure the 
  Doctor is surprised to learn that Zygons no 
  longer need to keep the originals alive in order 
  to maintain their shape. This means that the 
  original colonists must have been maintaining 
  the shapes of living humans on the planet. 
  What happens when a human commits a crime 
  and the Zygon is blamed for it, or vice versa? 
  What happens when an original dies at an 
  inopportune time? (For example, what happens 
  on a passenger jet when a flight attendant 
  suddenly transforms into a Zygon?)
  • 
  Long-term solution – Currently, one of the 
  things that keeps the status quo in place is 
  that the humans vastly outnumber the Zygons. 
  If Zygon birth rates outpace humanity’s, 
  then it won’t be long before that status quo is 
  threatened. Will the Osgood Box still work when 
  Zygons make up one-fifth of the population? 
  One-fourth? Or will it be time for the player 
  characters to ease the Zygons out of hiding to 
  hopefully take their place alongside humanity 
  and the Silurians? Or will the Zygons discover 
  a Silurian hibernation colony and the next 
  ‘Silurian’ invasion is actually a Zygon plot?
  JAC
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  2
  A lover of science-fiction and a highly technical 
  intelligence operative working for UNIT. 
  SKILLS
  Fighting 0, Knowledge 2, Marksman 1, 
  Medicine 1, Science 2, Subterfuge 2.
  TRAITS
  Code Breaker (Minor Good): +2 bonus to 
  Ingenuity and Knowledge rolls when trying to 
  decode, decipher or translate.
  Cutting Edge Technology (Minor Good): Jac has 
  no penalty when operating technology from one 
  Technology Level above her home time period. 
  Friends (Minor/Major Good): UNIT
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
   
  TECH LEVEL: 5  
  STORY POINTS: 6
  
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  ‘You must not watch this. I’m warning you. You can 
  never unsee it.’
  B  SYNOPSIS
  Le Verrier Space Station Labs, Neptunian Orbit, 
  38th Century
  This transmission was put together by Gagan 
  Rasmussen, spliced together from helmet cam 
  and security surveillance footage. It told the story 
  of a rescue attempt on Le Verrier, a space station 
  orbiting Neptune. The rescue team was made up of 
  four people: Chopra, Deep Ando, 474 (an engineered 
  life form called a ‘grunt’) and their commander 
  Nagata, leading the response squad to a distress 
  signal sent by the station. They found it empty apart 
  from the Doctor and Clara, who were discussing 
  whether they were on a space restaurant or not. 
  However, the team’s initial suspicions about the time 
  travellers had to wait as the group was attacked by 
  strange dust creatures, the ‘Sandmen’. 
  Deep Ando got separated in the confusion and was 
  killed by the Sandmen. The Doctor led the rest of 
  the group to a lab, and they barricaded themselves 
  in for protection. Inside the lab they discovered a 
  series of ‘Morpheus Units’. These capsules were 
  a popular technology that allowed the user to 
  compress a full night’s sleep into just five minutes. 
  Clara was pulled inside one for a few moments (to 
  her, a good night’s rest), but she was not the only 
  one. One of the capsules was occupied by a terrified 
  Gagan Rasmussen, the inventor of Morpheus and 
  the station’s chief scientist. He appeared to also 
  be the only survivor. The Doctor concluded the 
  Sandmen were an unintentional by-product of the 
  accelerated sleep process, a hyper evolved form of 
  the ‘sleep dust’ artificially produced by Morpheus. 
  Unfortunately, they seemed dedicated to consuming 
  humanity to satiate a never-ending hunger.
  The team was eager to leave the station, but the 
  Doctor insisted they had to stop the Sandmen before 
  they escaped and destroyed all of humanity. The 
  Sandmen refused to make this simple. However, 
  when the gravity systems on the station failed, 
  the Sandmen proved highly susceptible to the 
  increased gravity of Neptune. They also had another 
  weakness — they were blind. Sadly, neither of these 
  discoveries saved Rasmussen, Chopra and 474 from 
  being killed by the Sandmen.
  The Doctor connected to the surveillance system 
  and made another startling discovery: not all 
  the feeds were coming from helmet and security 
  cameras. Some feeds were coming directly from 
  people who had used the Morpheus system. Its way 
  of adapting brain chemistry had somehow infected 
  them. 
  SLEEP NO MORE
  SLEEP NO MORE
  
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  The Doctor, Clara and Nagata made their way to 
  the rescue ship to escape, but were surprised to 
  discover Rasmussen alive and well. He had been 
  working with the Sandmen all along, convinced they 
  would destroy humanity and that collaboration was 
  the only way to survive. Nagata shot Rasmussen 
  and they made a run for the TARDIS. On the way the 
  Doctor disabled the gravity shields of the station and 
  sent the whole facility crashing towards Neptune. 
  As the gravity increased the Sandmen collapsed 
  and disintegrated, whilst the Doctor, Nagata and 
  Clara escaped in the TARDIS. But Rasmussen 
  wasn’t dead. He had been responsible for putting 
  the whole story together with the available footage. 
  All he wanted was to craft an intriguing story to 
  keep people watching, because the real purpose 
  of the transmission was to spread the Morpheus 
  signal hidden in the code. Just viewing the tale had 
  already infected anyone watching, as it would infect 
  everyone capable of receiving it across the galaxy…
  CONTINUITY
  • 
  Earth has suffered a ‘Great Catastrophe’ 
  sometime before the 38th century. It caused 
  a massive tectonic realignment that ‘sort of 
  merged’ India and Japan.
  • 
  A standard 38th Century greeting is ‘May the 
  Gods look favourably upon you’.
  • 
  The big winter festival is the MahaShivaratri/
  Oshogatsu/Christmas 
  party. 
  During 
  the 
  most recent one, some of the station crew 
  reprogrammed the computer to only allow doors 
  to be opened for those who sing ‘the song’. The 
  song is ‘Mr Sandman’, written by Pat Ballard 
  in 1954. The ship’s computer references the 
  famous a cappella recording by The Chordettes.
  • 
  It is common to employ ‘grunts’ in military 
  operations as expendable cannon fodder. 
  These people are grown as a form of clone with 
  enhanced strength and resilience but limited 
  intellect. They have the emotional understanding 
  of a child but do clearly have feelings and 
  emotions. Despite this most humans treat them 
  like any other appliance. Sadly, it seems that 
  humanity in the 38th century still hasn’t done 
  away with the idea of employing a slave species 
  for menial tasks like they did with the Ood.
  • 
  We never discover how far the signal spread. Did 
  it destroy whole civilisations? Or did the Doctor 
  manage to stop it in some way?
  B  RUNNING THE ADVENTURE
  This adventure suits non-time traveller characters 
  very well. The rescue team are a ready-made 
  player character group investigating a distress 
  signal. There is really no need for them to meet 
  the Doctor and Clara (provided they can figure 
  out what is going on!). Alternatively, a group 
  of time travellers might not encounter 
  the rescue team alive and have to piece 
  together what is going on from station 
  records and Rasmussen’s testimony.
  SANDMEN AS PLOT DEVICE
  The Sandmen don’t really need statistics if you run them as they are presented 
  in the adventure. They are slow moving and blind, but immune to gunfire and 
  any physical attack, and once they get you, you are consumed. The fact they 
  do lethal damage at close range and don’t move very quickly means it is about 
  outrunning them, not defeating them. 
  They should be used to remind player characters that they have to get moving, like putting a 
  timer on their actions. The player characters will only ever have a certain amount of time in any 
  one location before the Sandmen arrive and then they will have to make a run for it. Consider 
  using an hourglass to represent their approach — they are sandmen, after all.  
  During the first encounter the player characters probably try to shoot or fight the frightening 
  creatures — hopefully after trying to talk first! But it should become abundantly clear very 
  quickly that their weapons are no use. Killing an NPC may also make the point that they are 
  not to be trifled with. After that, they become the player character’s shadow, haunting them 
  inexorably for the whole adventure. 
  
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  The adventure adapts very easily as the laboratory 
  could be placed anywhere, from a space station 
  to an underground facility or an ocean liner. The 
  player characters might arrive (as they do in the 
  adventure) after everything has gone wrong. But 
  they could arrive before anything happens or while 
  many of the facility inhabitants are still alive. 
  This would give them a better chance to stop the 
  Sandmen before they overrun the station. It is 
  also possible that the Sandmen don’t consume the 
  crew – they are the crew. It might be an infection 
  that gradually consumes from the inside. This 
  will make it hard to determine who you can trust 
  as it will be hard to tell who has already become 
  corrupted.
  FURTHER ADVENTURES
  • 
  Retro Rebroadcast – The broadcast has 
  reached a space station colony but become 
  muddled along the way, contaminated by the 
  broadcast of ‘Mr Sandman’. Everyone who 
  hears it is converted into a Sandman version 
  of themselves, but is also convinced the year is 
  1954, acting and dressing accordingly. A small 
  unaffected resistance force remains but can 
  only hide by playing along with the Sandman 
  delusion. Will they be able to avoid detection 
  long enough to broadcast a counter-broadcast 
  and save the station? 
  • 
  Nessun Dorma – Humanity has been warned 
  about the dangers of the Morpheus Units and 
  they are made illegal. However, humanity has 
  gotten too used to using them, and now no one 
  is getting a good night’s sleep. In fact, plenty 
  of people cannot sleep at all. This is leading 
  to bouts of rage and short-temperedness, and 
  in many cases even mental illnesses. With so 
  many desperate for the relief of sleep, illegal 
  Morpheus clubs start to appear where people 
  can use the machines in secret. Can the player 
  characters help find a solution to the effects 
  of Morpheus addiction before the Morpheus 
  signal — or its absence — destroys humanity?
         THE RESCUE TEAM 
  The rescue team are all pretty standard soldiers in terms of statistics (you might use Journey 
  Blue in the Core Rulebook p244 as a base for any of them). However, their personalities and 
  connections are individual and important. Here is a little more detail about each of them:
  Haruka Deep Ando, Conscript, 40 years old: Deep Ando is the ‘old 
  man’ of the group who has plenty of experience. However, he doesn’t 
  really have his mind on the job, and was something of a joker, though 
  his smiling demeanour dissipates quickly when frightened.
  Osamu Aimi-Chopra, Conscript, 28 years old: Chopra is opinionated and 
  annoyed most of the time. He refuses to use the Morpheus Units as he thinks 
  they are unnatural. To the others this is like having an ideological issue with using 
  a microwave. His attitude will prove to be quite sensible as the adventure wears 
  on. Less so is his attitude to ‘grunts’, who he also sees as ‘things’ rather than people, 
  leading him to be very rude to 474.
  474, Grunt, 5 years old: 474 is an engineered life form with the emotional development 
  of a small child. She obeys orders without question but doesn’t really understand social 
  etiquette and how to deal with her feelings. Some of the team consider her a person, but 
  others do not. Chopra is the most unnerved by her, as she has developed a crush on him.
  Commander Jagganth Daiki-Nagata, Officer 2nd Class, 30 years old: The leader of the 
  group is a young and slightly inexperienced officer. However, she is a good leader and 
  does her best to keep the team together and safe. She is nervous of not doing the right 
  thing, and her lack of confidence shows, but she doesn’t collapse under the pressure. 
  SLEEP NO MORE
  
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  ‘You will save Clara, and you will do it now, or I will 
  rain hell on you for the rest of time.’
  B  SYNOPSIS
  London, United Kingdom, 2014
  Clara’s friend Rigsy asked for her help when he 
  discovered he had no memory of the previous day 
  and a tattoo of a number on his neck. The Doctor 
  wanted no part in such a mundane non-event, 
  until Rigsy told them that the tattooed number was 
  counting down. A scan in the TARDIS showed he had 
  been in contact with aliens the previous day and that 
  his memory had been purposefully altered. More 
  frighteningly, it showed that when the countdown 
  hit zero his life would end.
  The Doctor realised that aliens must be hiding 
  in London, and they set out to discover how they 
  would mask their presence. Using the TARDIS, a 
  few old maps and a lot of legwork, they eventually 
  discovered a hidden alien refugee sanctuary with an 
  oddly familiar mayor: Ashildr, calling herself ‘Mayor 
  Me’. She admitted to putting the countdown — a 
  ‘Chronolock’ — on Rigsy, as he was a criminal she 
  sentenced to death. He was found standing over the 
  body of a well-loved inhabitant of the street called 
  Anah, a Janus. The countdown was to allow Rigsy 
  to say goodbye to his family, but as she wiped the 
  memory of every human that visited the street it 
  didn’t do much good.
  The Doctor thought the whole thing smelt like 
  a set up. He and Clara investigated to prove the 
  murder was not Rigsy’s fault. They knew if they 
  failed to find evidence by the time the countdown 
  ended Rigsy would have to ‘Face the Raven’. The 
  ‘raven’ was a Quantum Shade, a vaporous life form 
  that had made a deal with Ashildr. It acted as her 
  executioner, capable of hunting its prey over all of 
  time and space. At the Doctor’s insistence, Ashildr 
  granted Clara her protection. Clara saw a loophole 
  and convinced Rigsy to gift the countdown to her, 
  believing that if all went wrong, Ashildr would make 
  sure she was still safe. 
  The investigation led the Doctor to the body of 
  Anah, kept in stasis to return her to her people. The 
  Doctor was suspicious, remembering that the Janus 
  burned their dead. He checked out the pod more 
  carefully and discovered Anah was alive, being kept 
  in a coma and could be awoken easily. All 
  they needed to do was insert a TARDIS key. 
  An obvious trap, but the Doctor saw no other 
  way. The pod was deactivated, and Anah 
  recovered, but the machine clamped a 
  teleport bracelet around the Doctor’s arm.
  Ashildr appeared and admitted the plot 
  was her doing. She was sorry to trap 
  the Doctor, but someone vastly 
  powerful had threatened to 
  destroy Trap Street and all she 
  had accomplished if she didn’t 
  comply. They also wanted the 
  Doctor’s confession dial, which 
  he handed over. Unfortunately, 
  when she went to remove the 
  Chronolock from Rigsy (now that 
  his ‘victim’ had recovered) she 
  was horrified to discover it had 
  been passed to Clara. Ashildr 
  revealed that when a Chronolock 
  is passed, it cannot be removed. 
  Clara had to face the raven.
  The Doctor ordered Ashildr to 
  undo the Chronolock or face his 
  vengeance, but Clara told him 
  to stop. She told him it was her 
  fault, and that she would face the 
  consequences. She would rather 
  that than see the Doctor become 
  everything 
  she 
  had 
  always 
  feared he was capable of. As 
  the Chronolock ran out, Clara 
  stepped out to face the raven. 
  In moments the shade stole the 
  life from her, leaving her dead 
  in the street.
  The Doctor was forced to watch 
  helplessly but kept his promise to 
  Clara not to seek revenge. He warned 
  Ashildr that she had better stay clear 
  of him from then on, especially if she 
  had another supposedly ‘safe’ plan. 
  The Doctor told Ashildr to finish the job, 
  teleporting him to her employers. Angry 
  and alone, he looked forward to meeting 
  whoever they were. After Clara’s death he 
  was very interested in having a word with 
  them.
  FACE THE RAVEN
  
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  CONTINUITY
  • 
  Since he last saw Clara (see Flatline) Rigsy got 
  together with a girl called Jen and they have a 
  daughter called Lucy. Even the Doctor is a little 
  taken with baby Lucy.
  • 
  Anah was one of the rare Janus who could see 
  into the future as well as the past.  
  • 
  Clara uses the term Trap Street to describe 
  what they are looking for, referring to a trick 
  of old street cartographers. They would add a 
  false street into their work, so if it turned up in 
  anyone else’s maps they would know their work 
  had been stolen.
  • 
  Rigsy noticed Clara is enjoying the danger a 
  little too much when she nearly falls out of the 
  TARDIS over London. The Doctor tells him he’s 
  already noticed and it’s an ongoing problem. 
  Since Danny died her reckless streak has 
  elevated.
  • 
  ‘Retcon’ is the drug that Ashildr uses to delete 
  the last 24 hours from a subject’s memory 
  and is also a favoured choice of the Torchwood 
  organisation to maintain their secrecy.
  • 
  Clara confides to Ashildr that the Doctor has 
  a secret room in the TARDIS where he keeps 
  mentions of her, so he can keep track of her 
  through history. Ashildr tells Clara that it isn’t 
  out of care or concern, it is a precaution.
  • 
  Ashildr has been running Trap Street since the 
  battle of Waterloo in 1815. While her rules are 
  strict, they have ensured there have been no 
  incidents of violence for 100 years.
  • 
  The light in the street is provided by 
  ‘Lurkworms’. The light is also a telepathic field 
  that ‘normalises’ what every inhabitant sees. 
  This makes everyone appear human to the 
  Doctor, Rigsy and Clara, and makes the street 
  look Elizabethan.
  B  RUNNING THE ADVENTURE
  On one hand this adventure is a simple encounter 
  with Ashildr, this time revolving around her plan to 
  capture the Doctor. It is possible in your campaign 
  your player characters may have an enemy who 
  would need to be exceptionally clever to capture 
  them. But that need not be the case when you can 
  make use of a setting as rich as Trap Street. Simply 
  put, this is a gold mine of potential adventures, and 
  even full campaigns.
  An alien refuge in the centre of London (or your 
  favourite city if you fancy moving it) offers all 
  manner of plots. You might run adventures where 
  the player characters are aliens trying to remain 
  secret or play human characters (possibly from 
  Torchwood or UNIT) looking to find them. Having 
  said that, it is possible UNIT and Torchwood already 
  know about the place and have made a deal not to 
  interfere as long as they get to hear the local gossip. 
  FACE THE RAVEN
  
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  There is a treasure trove of information in Trap 
  Street given the aliens come from all manner of 
  regimes and places.
  Ashildr herself is also a fascinating NPC. Even while 
  she is the ‘bad guy’ of the adventure in many ways, 
  she constructed a plan that wouldn’t actually get 
  anyone hurt — until Clara decided to get clever. She 
  may have be seeking to trap the Doctor, but only to 
  maintain the peace and security of the many aliens 
  under her charge. 
  You might make the mayor of Trap Street someone 
  different, such as a recurrent NPC from your own 
  campaign. But if you do, consider their motivations. 
  If they are looking to trap the player characters, are 
  they doing it to save their realm, protect their power-
  base or even to get revenge? Like Ashildr, their 
  motivations may not be as simple as they appear!
  FURTHER ADVENTURES
  • 
  Memory Failure – An unsuspecting member of 
  the public accidentally walks into Trap Street, 
  but unfortunately the Retcon doesn’t work 
  on them and they remember the experience. 
  Worse yet, they relate their experiences to a 
  friend who works for UNIT or Torchwood. In 
  this adventure the player characters might be 
  on either side. They could be alien refugees 
  looking to stop word of the street getting out, 
  or members of Torchwood or UNIT looking to 
  find out more. 
  • 
  The Price of Peace – The inhabitants of the 
  street believe Ashildr (or your own Mayor) has 
  become more draconian in her punishments, 
  refusing to remove a Chronolock for a very 
  minor crime. In fact, she has lost control of the 
  Raven, and once a Chronolock is placed she 
  can’t remove it any more. The Shade decided 
  it wasn’t getting fed enough with crime at an 
  all-time low and has changed the deal they 
  made. Ashildr needs the player characters to 
  find a way to get rid of the Shade before it starts 
  killing at random, without anyone knowing 
  Ashildr has lost control of it. Otherwise it may 
  be the end for Trap Street and the fragile peace 
  she maintains.
  THE QUANTUM SHADE
  Like many powerful creatures in Doctor Who, the Quantum Shade is more of a plot device than a 
  personality. No matter where you run, across all of time and space, it will eventually find you and 
  kill you. It feeds on life force and kills in moments. Like most beings in a Quantum state, it is also 
  immune to any form of weapon as it is in a permanent superposition of existing and not existing. 
  If you use one in an adventure, the players need to be made aware of the rules it works by. This way 
  they only have themselves to blame, much like Clara. A demonstration of its power on a convicted 
  NPC wouldn’t go amiss either, just to emphasise what they are dealing with.
  In this case it is bound to Ashildr, who can place a Chronolock on a subject that displays a countdown 
  until the shade will come for them. Ashildr can remove the Chronolock any time before the countdown 
  reaches zero. Under these terms a willing subject can take the Chronolock on themselves, but if 
  they do Ashildr cannot remove it.
  
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  ‘I just watched my best friend die in agony. My day 
  can’t get any worse. Let’s see what we can do about 
  yours.’
  B  SYNOPSIS
  Nowhere, 7,000 years in the future
  Teleported by Ashildr’s mysterious employers, 
  the Doctor arrived in a vast but uninhabited castle 
  surrounded by water. Whoever manipulated this 
  situation remained unseen. Unfortunately, the 
  castle was not quite as empty as it appeared. A 
  shrouded creature called ‘The Veil’ was hunting him, 
  slowly creeping closer, never stopping. Screens all 
  over the castle showed what the Veil saw so that the 
  Doctor would know how close it was.
  The Doctor was cornered by the Veil, but when he 
  admitted he was frightened of dying in its grasp, the 
  Veil stopped. The castle rearranged itself, granting 
  him an escape route. Only by sharing truths he had 
  never shared before could the Doctor stay safe — he 
  wasn’t imprisoned, he was being interrogated. 
  As the Doctor explored the castle he found that 
  each room reset itself, replacing food and clothing 
  whenever he returned. He also made the macabre 
  discovery that he was not the first prisoner here, as 
  a legion of skulls lay in the water under the castle. 
  The Doctor had an epiphany, and travelled back to 
  the teleporter room. There he found another skull 
  and the word ‘BIRD’ written in the dust. 
  The Doctor redoubled his efforts, understanding 
  now that whoever had trapped him here wanted 
  him to reveal what he knew about ‘The Hybrid’. 
  The Doctor refused, though he knew it might save 
  him. Instead, he merely revealed that he had the 
  knowledge, enough of a confession to rearrange 
  the castle again. This allowed him to find an escape 
  route, though there was a catch; it was behind a 
  20ft thick wall of Azbantium, a substance 400 times 
  tougher than diamond.
  As the Veil closed in the Doctor realised the horrible 
  truth of his predicament. He was trapped in a cycle 
  and had been repeating his actions for over 7,000 
  years. He beat his fists on the wall, chipping off 
  miniscule amounts, until the Veil caught him and 
  killed him.
  A Time Lord takes a long time to die. In horrible 
  agony, the Doctor crawled his way back to the 
  teleport room, using the last of his life force to 
  activate it and deliver a new version of himself from 
  the data remaining in the machine. His last act 
  was to write ‘BIRD’ in the sand, to remind the ‘new’ 
  him how a single bird might gradually peck even a 
  mountain to dust given enough time.
  HEAVEN SENT
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  The cycle repeated, again and again, for over four 
  and a half billion years. But eventually the Doctor 
  broke through the wall and escaped the castle. He 
  stepped out onto a familiar world, realising he has 
  been inside his own confession dial all along. He 
  had returned to Gallifrey. The Time Lords had been 
  behind the whole plot, and the Doctor was going to 
  make them pay for what happened to Clara.
  CONTINUITY
  • 
  The Time Lords used an augmented ultra-
  long-range teleport to send the Doctor into the 
  confession dial. These long-range teleporters 
  have a range of a light year at most.
  • 
  The Doctor has developed a mental discipline 
  where he can give himself time to think by 
  imagining he is in the TARDIS console room 
  explaining how he escaped his current 
  predicament. This ‘Mind Palace’ allows him to 
  think very fast without panicking.
  • 
  One of the Doctor’s confessions is that he didn’t 
  leave Gallifrey just because he was bored. It 
  was because he was scared.
  • 
  If the Doctor gets the Veil to one end of the 
  castle and he runs to the other side he has 82 
  minutes before it will catch up with him again.
  • 
  The prophecy of the Hybrid dates from before 
  the Time War. It is supposed to be a cross 
  between two warrior races, which most people 
  believe must be the Time Lords and the Daleks. 
  But the Doctor reasons it couldn’t be half Dalek, 
  as the Daleks would never accept anything 
  ‘impure’ in their eyes. 
  B  RUNNING THE ADVENTURE
  To give the Time Lord’s their due, they certainly make 
  interesting prisons! This one is somewhat overly 
  complicated for their simple goal, manipulating the 
  Doctor’s confession dial to serve their purpose. For 
  a physical prison, we need to return to their lost 
  facility ‘Shada’ (see Shada in The Fourth Doctor 
  Sourcebook). It does make you wonder what 
  happened to that during the Time War…
  This adventure might be played in several different 
  variations, although it should always link into your 
  campaign in some way. While the Time Lords need 
  not be involved, this type of prison takes time and 
  effort for anyone to construct. Whoever the player 
  character’s enemies are, they will want to know 
  something important. The adventure itself can work 
  for a group, although they might have to be more 
  careful when they split up to avoid getting caught by 
  the Veil. One on one is probably the best way to play 
  this out. So it might be best saved for a time when 
  only one of the group can make it to the game, or as 
  a bonus session between adventures. While it might 
  suit just one player character, given it works as a 
  cycle, when one is caught by the Veil another player 
  character takes their place to see how far they can 
  get. In such a case you might not want to run the 
  game for several billion years. So the adventure 
  should be more about finding the exit than breaking 
  through a wall. Those who fail to escape will have 
  to sacrifice something, such as a treasured item 
  or vital information so they can escape. Only after 
  all the players have faced the Veil will they have a 
  chance to swap stories.
  Alternatively, this adventure can be run in a much 
  simpler fashion. The group’s enemies need to 
  extract a confession, so they trap the player in what 
  is essentially a haunted house simulation. The only 
  way to escape is to confess, be it a secret location, 
  piece of knowledge, or admitting a guilty truth. 
  Running this for a group could prove interesting — 
  are the villains after everyone, or just one member? 
  Is there a single creature like the Veil, or are there 
  multiple? Do the creatures appear the same to 
  everyone? This is an opportunity to put your players 
  in a fantastical puzzle box of your own design, but 
  make sure you give them enough clues so that they 
  can escape! 
  
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  While Time Lord technology allows the castle to be 
  placed anywhere, there are other ways to introduce 
  the castle even if the player characters are not 
  Gallifreyan. It might easily be a dream or a pocket 
  dimension the characters are trapped in. It might 
  not even be a castle, taking the form of a manor 
  house or a garden maze. You might find some more 
  inspiration for inescapable and strange landscapes 
  from Alice’s Adventures in Wonderland too.
  FURTHER ADVENTURES
  • 
  Castle Panic – The player characters awake 
  to find themselves in a vast castle, but with no 
  apparent way out. They must first find each 
  other, and then try to find a way to escape. 
  However, there is something in the castle with 
  them, and it is not friendly. Unfortunately, things 
  are worse than they appear, as the whole thing 
  is a blood sport for the species that captured 
  them. Viewers vote who the monster should go 
  after next, and they pick the least entertaining. 
  Can the player characters keep the audience 
  entertained long enough to find a way out?
  • 
  Printing Error – The player characters 
  teleport to help a civilisation in desperate 
  need of assistance before it suffers a major 
  environmental disaster. But when they arrive 
  they discover they are very late, and the 
  disaster is almost happening. Unfortunately, 
  they are not who they think they are. They are 
  copies created by the teleport which kept their 
  data and recreated them when it suffered a 
  power surge. It turns out the original player 
  characters arrived as expected, but failed to 
  avert the disaster. Can their duplicates figure 
  out what they did wrong? Can they also find the 
  originals, and do they want to?
                 THE VEIL
  The Veil is another creature that doesn’t really need any statistics. It can’t be 
  hurt or destroyed and kills anyone it can get its hands on. Fortunately, it can 
  be outrun, but it will never stop hunting. So you’d better be careful how 
  much time you spend eating, sleeping or resting. The only way to stop it 
  is to confess a secret you have never told anyone else, but even then, it 
  only stops momentarily before resuming its hunt.
  The Doctor figures out how dangerous it is pretty quickly and gets 
  lucky rambling when it is about to kill him. But your player characters 
  might not be so fortunate. Usually, you could demonstrate the 
  creature’s lethality on an NPC, but in this adventure there might 
  not be too many around. So the Gamemaster would be wise to offer 
  clues along the way. The creature might mutter ‘truth’ to itself, or the 
  monitors occasionally display the word ‘confess’. The level of subtlety 
  will depend on how quickly your players are likely to catch on!
  The Veil should be a creature of nightmares. For the Doctor it echoes 
  a childhood fear of seeing an aunt in a funeral shroud, surrounded 
  by flies. For your player characters it might evoke other terrors. The 
  Gamemaster should try and find out what the characters are frightened 
  of and try to work these elements into the Veil’s appearance. 
  If you are running an adventure for multiple characters, they might 
  each see it differently. The Veil appears to be mechanical, or at least 
  manufactured. It disperses into light as though teleporting whenever 
  it completes its mission, and collapses into cogs when destroyed. This 
  explains it’s modifiable appearance and suggests the possibility of 
  programming it to stop its hunt for something other than confessions.
  HEAVEN SENT
  
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  ‘I went too far. I broke all my own rules.’
  B  SYNOPSIS
  Nevada USA, a diner, 2014; Capitol, Gallifrey, over 
  4.5 billion years in the future
  The Doctor walked out of the desert into a roadside 
  diner to find Clara working there as a waitress, 
  although neither appeared to know each other. He 
  offered to play guitar for a coffee and to tell her a 
  story. His story began where we last saw the Doctor: 
  on Gallifrey, angry at the Time Lords for Clara’s 
  death and his recent trial through his corrupted 
  confession dial. 
  Alone and angry, the Doctor faced Rassilon — Lord 
  President of the Time Lords — who demanded the 
  Doctor reveal what he knew of the Hybrid. The 
  Doctor refused, but with each threat Rassilon made, 
  more Gallifreyans decided to stand with the Doctor. 
  Eventually, with no allies left, the President and the 
  High Council were exiled by the Doctor.
  With the militant minds of the Time War gone, the 
  Doctor was ready to tell the Gallifreyan High General 
  and the Sisterhood of Karn (who had arrived to see 
  what trouble the Doctor would cause) what he knew 
  of the Hybrid. All their prophecies agreed the Hybrid 
  would ‘stand in the ruins on Gallifrey one day, unravel 
  the web of time, and destroy a billion hearts to heal 
  its own’. They were all rather concerned about that. 
  The Doctor insisted he needed the advice of someone 
  only the Time Lords could find: Clara. They used 
  an Extraction Room to remove her from time, a 
  heartbeat before her death. The Time Lords intended 
  to allow the Doctor to talk to Clara and then return 
  her to her death, as it was a significant fixed point in 
  history. But the Doctor was not ready to let Clara die, 
  escaping with her to ‘The Cloisters’ – somewhere he 
  knew the Time Lords would not follow. 
  The Doctor admitted to Clara he knew nothing about 
  the Hybrid, he just told the Time Lords he did for the 
  chance to save her. Clara was concerned about what 
  the Doctor was prepared to do to resurrect her and 
  scared he would do something appalling in her name. 
  Escaping the Cloister, the Doctor stole a TARDIS and 
  made a run for it with Clara. While she was saved 
  from her death, she was still outside of time (with no 
  pulse, no need to breathe and a chronolock tattoo 
  reading ‘000’ still on her neck), but the Doctor hoped 
  she would return to normal once away from Gallifrey. 
  He was wrong.
  The Doctor was desperate, taking the stolen TARDIS 
  to the end of the universe in the hope that would 
  ‘reset’ Clara’s timeline. There they met the last living 
  immortal, Ashildr. They traded ideas about what the 
  Hybrid might be, and Ashildr suggested it might be 
  the combination of the Doctor and Clara, tearing time 
  apart so they might cheat her death.
  But Clara was not going to allow the Doctor to 
  become a force of destruction, even to save her. 
  Messing with a Neuro Blocker the Doctor stole 
  from Gallifrey, she disrupted his plan to wipe 
  her memory so the Time Lords couldn’t find 
  her. The Doctor made a new offer: that they 
  would both use the Neuro Blocker, randomly 
  erasing the memories of one of them.   
  It was the Doctor, not Clara, who later found 
  himself wandering into a diner in Nevada and 
  telling a waitress a story he couldn’t quite 
  remember. He knew he was with someone, 
  but he couldn’t remember anything about 
  who she was. But he told the waitress that 
  he’d know her if he met her.
  They parted company, and the Doctor found 
  his old blue police box waiting for him. The 
  waitress went into the back of the diner, into 
  a pure white control room where Ashildr was 
  waiting — the diner was actually the stolen 
  TARDIS. They decided that Clara should 
  return to Gallifrey to face the raven… but 
  there was no rush. The pair set off to take 
  the long way around, together. 
  CONTINUITY
  • 
  When the Doctor finds his Tardis, 
  there is a mural showing Clara’s 
  face on the front, which doesn’t 
  seem to surprise him. Given their 
  history of deceit and his power as 
  a Time Lord, perhaps he didn’t 
  forget her at all. Maybe he feigned 
  forgetfulness to free the two of 
  them from the relationship so that 
  she could explore the universe 
  without him? 
  HELL BENT
  
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  • 
  On Gallifrey, the Doctor returns to the old barn 
  in ‘The Dry Lands’ he slept in as a child (see 
  Listen) and ended the Time War from (see 
  The Day of the Doctor in The Eleventh Doctor 
  Sourcebook). An old Gallifreyan woman has 
  been keeping it tidy for ‘the boys’ in case they 
  return. She clearly recognises the Doctor, but 
  then, he is rather famous. Is this his mother? 
  Is one of those boys The Master?
  • 
  One of the Gallifreyan soldiers was at Skull 
  Moon during the Time War. Whatever the 
  Doctor did there, it was enough for that soldier 
  to ignore his orders and turn from the Lord 
  President to stand with the Doctor. However, 
  the Testimony will later refer to the Doctor as 
  ‘The Butcher of Skull Moon’ (see Twice Upon 
  a Time).
  • 
  The Doctor tells Ohila of the Sisterhood of 
  Karn a little more about the real nature of a 
  confession dial, and why he is so angry the Time 
  Lord’s messed around with his: ‘A confession 
  dial is a ritual act of purification. It allows a 
  dying Time Lord to face his demons and make 
  his peace, before his mind is uploaded to the 
  Matrix. It was never intended as a torture 
  chamber for the living.’
  • 
  Clara’s removal from the time stream has 
  time looped her physical systems. She has no 
  heartbeat and no need to breathe. That could 
  come in handy on future adventures… 
  • 
  ‘The Cloisters’ are a grey stone complex the 
  Doctor describes as a living organic library, 
  a ‘stone circuit board’ that acts as a database 
  for the Matrix. The place is filled with ‘Cloister 
  Wraiths’ or ‘Sliders’ who guard the place. They 
  are the ghosts of Time Lords in the Matrix who 
  are now used as guards.
  • 
  Among the various creatures (such as 
  Cybermen and Weeping Angels) held prisoner 
  (or ‘filed’) in the Cloisters is a Dalek. The 
  Doctor tells Clara it is left over from the 
  Cloister Wars. This may have been a battle on 
  Gallifrey during the last part of the Time War, 
  or perhaps the Daleks have invaded before in 
  some way? Missy also mentioned that she was 
  with the Doctor for the Cloister Wars, although 
  she may have been lying (see The Magician’s 
  Apprentice/The Witch’s Familiar).
  • 
  The Doctor tells Clara that one day the internet 
  will try to protect itself from humanity just 
  as the Cloister protects itself from the Time 
  Lords (using captured creatures and the 
  Cloister Wraiths). It will apparently lead to a 
  war. Any time traveller would be wise to stay 
  away from that… wouldn’t they? 
  • 
  The Doctor tells Clara that there was a student at 
  the academy who stayed in the Cloister for four 
  days and got the Cloister Wraiths to tell him the 
  way out. He says the student went mad, ended 
  up stealing the moon and the president’s wife. 
  Clara remembers that last one was something 
  Missy told her about the Doctor’s past (see The 
  Magician’s Apprentice/The Witch’s Familiar). 
  The Doctor corrects her that he actually just lost 
  the moon and it was the president’s daughter.
  • 
  Ashildr asks the Doctor if he might be the Hybrid 
  as he is half human — what else could explain 
  his fascination with the Earth? He neither 
  confirms nor denies the idea, but it has come up 
  before (see The TV Movie in The Eighth Doctor 
  Sourcebook).
  • 
  The diner is modelled on the same one the 
  Doctor meets Amy, Rory and River in (see The 
  Impossible Astronaut in The Eleventh Doctor 
  Sourcebook). Is this just a coincidence? Or 
  another appearance of Clara and Ashildr’s 
  TARDIS?
  B  RUNNING THE ADVENTURE
  As the climax to a mixture of plot threads, this isn’t 
  really a standalone adventure. However, if you are 
  going to take your player characters to Gallifrey to 
  cause havoc, they might take a similar course; start 
  some trouble, hide out somewhere the Time Lords 
  won’t risk entering, steal something valuable and 
  make a run for it.
  In the Doctor’s case, he has a couple of schemes. 
  Firstly, he wants to hold the Time Lords (especially 
  their leadership) to account for their part in getting 
  Clara killed and his suffering in the confession dial. 
  All their recent actions have proved they still have a 
  paranoid Time War mentality, and he wants to see 
  that replaced with their formerly peaceful mindset. 
  Once they were the guardians of time and space, now 
  they are a petty, paranoid people using their power 
  to hide and bully others for their own selfish needs. 
  The Doctor also wants to find a way to save Clara. 
  Using the Time Lord’s fears against them, he tells 
  them he knows about the Hybrid prophecy so they 
  will extract Clara from time. From that point he is 
  making it up as he goes along, but for once it isn’t 
  working out. 
  Your player characters may not have a problem with 
  the Time Lords, but as long as they know something 
  they don’t they could use a similar technique to 
  get close to another major enemy. If the enemy is 
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  especially advanced they might be leveraged into 
  doing something the player characters can’t do, such 
  as bringing one of them back from the dead. They 
  might also repair a TARDIS, close a hole in time, undo 
  a terrible mistake or fulfil any number of wishes. But, 
  as with the Doctor, the real adventure starts when 
  they try to get away without paying their dues.
  To have a decent chance of escape, the player 
  characters will need somewhere to hide out. On 
  Gallifrey, they use the Cloisters, a deep part of the 
  Citadel that everyone is frightened of entering. It’s 
  unclear why the ‘Sliders’ don’t attack the Doctor. 
  He may have made a deal, or simply discovered that 
  they only attack people looking to harm the Matrix. 
  If your player characters are running around on 
  a different planet, there may be a place where the 
  environment is toxic to the inhabitants but not to the 
  player characters, or perhaps a place local custom 
  forbids entry to such as a holy site. 
  While this adventure makes a good finale to a 
  campaign, it might also be a good way to start one. 
  At the end the Doctor and his companion steal a 
  TARDIS and make a run for it. If the campaign starts 
  on Gallifrey it might involve the player characters 
  learning something the Time Lords shouldn’t know 
  and deciding to make a run for it in a stolen TARDIS. 
  The player characters may later discover they know 
  nothing, but now that the paranoid Time Lords think 
  they do, they are going to be in trouble. Stealing a 
  TARDIS won’t be easy either, as security has been 
  somewhat upgraded since the Doctor made off with 
  one! As a final note, we never really find out what the 
  prophecy of the Hybrid really was about for sure. 
  We get a lot of possibilities, but nothing concrete. 
  What if the prophecy is yet to come about and the 
  real Hybrid is still planning to destroy Gallifrey and 
  time itself?
  FURTHER ADVENTURES
  • 
  War Without End – The player characters 
  discover a temporal enclave where a group of 
  Time Lords and Daleks are still fighting the 
  Time War. Neither side is interested in hearing 
  that it is over. Unfortunately, unless they stop 
  fighting there is no way to open a portal to 
  escape the time bubble they are in. How do the 
  player characters make them listen to sense, 
  or ensure one side wins and puts an end to the 
  fighting? Especially when the Daleks currently 
  have the upper hand…
  • 
  The God of Time – On a remote planet at the 
  end of time, a group of natives worship a ‘God of 
  Time’ who has promised to lead them on a holy 
  war to purge the universe of evil. Not only has 
  this god taught them how to build spaceships 
  (and advanced ones at that) he is also equipping 
  them with deadly weaponry. This ‘god’ is 
  actually one of the exiled High Council (maybe 
  even Rassilon) and it appears he is looking to 
  destroy the last of the Daleks. But in fact he 
  wants to reclaim Gallifrey for himself!
  
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  ‘Hello, Sweetie.’
  B  SYNOPSIS
  Mendorax Dellora, 5343; Harmony and Redemption; 
  The Singing Towers, Darillium
  Nardole had been sent to find a surgeon, but 
  instead he found the Doctor. He led the Time Lord 
  to a crashed spaceship, where River Song emerged. 
  She was surprised that the Doctor knew her, but she 
  didn’t recognise his new face. She told the ‘surgeon’ 
  she needed help for her husband, King Hydroflax, 
  who had the most valuable diamond in the universe 
  (the Halassi Androvar) lodged in his brain. 
  In actuality, she wanted the Doctor to kill him — 
  River planned to use the diamond to help the people 
  Hydroflax had persecuted. Hydroflax discovered 
  the plan and revealed that the only living part of him 
  was his head. So the Doctor grabbed it, bagged it, 
  and teleported away with River.
  They met Ramone, who had been searching for 
  the TARDIS. River missed another hint from the 
  Doctor as to his identity and decided to take the 
  TARDIS without the Doctor knowing (she thought), 
  something that she had apparently done before. The 
  Doctor played along, ‘marvelling’ at the size of the 
  interior. River tried to take off but couldn’t, as the 
  TARDIS registered Hydroflax as being in two places 
  at once, his body and head separated. 
  Meanwhile, the robot portion of Hydroflax was 
  trying to gain access to the TARDIS, killing Nardole 
  and Ramone and putting their heads in its body for 
  later use. Using Ramone’s voice, the robot tricked 
  its way inside. River was able to pilot the TARDIS 
  with the robot body onboard, though she and the 
  Doctor still had to avoid it killing them!
  The 
  TARDIS 
  materialised 
  on 
  Harmony 
  and 
  Redemption, a starship catering to the richest, most 
  reprehensible criminal clientele in the universe. 
  River met Flemming, the maitre d’ of the restaurant 
  on board, who took them to their table. They were 
  approached by Scratch, a member of the Shoal of the 
  Winter Harmony, who gave a fortune for the diamond. 
  Scratch and the rest of the diners revealed 
  themselves to be supporters of King Hydroflax. 
  Unable to hide Hydroflax’s head the Doctor and 
  River handed it over. Hydroflax’s body stormed 
  in and promptly destroyed the head — as it was 
  THE HUSBANDS OF RIVER SONG
  THE HUSBANDS OF RIVER SONG
  
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  terminally ill it was a much less effective king than 
  the robot body.
  Robot Hydroflax demanded the Doctor’s head, as 
  Flemming had double-crossed River for his own life. 
  Flemming admitted that the Doctor wasn’t there but 
  he had the next best thing — the Doctor’s lover as 
  a hostage. River called him foolish, as although she 
  loved the Doctor she knew that he didn’t love her 
  back, and that he wasn’t going to come rescue her. 
  At that point, the Doctor revealed the truth.
  Fortunately, River had another plan up her sleeve; 
  she arrived just as a meteor storm was about to 
  destroy the ship. She and the Doctor managed to 
  escape during the distraction but were pursued by 
  Robot Hydroflax. The Doctor used the payment orb 
  given to River by Scratch to reprogram the robot.
  River realised that the ship was about to crash on 
  Darillium, where she and the Doctor were supposed 
  to spend their final night together. The Doctor tried 
  to save the ship, but when he realised the crash was 
  inevitable, he and River retreated to the TARDIS. 
  River was knocked unconscious by the impact.
  The Doctor moved the TARDIS forward a day 
  and met a worker searching for survivors in the 
  wreckage. He gave the worker the Halassi Androvar 
  under one condition: that he return the diamond to 
  the Halassi and build a restaurant with the reward 
  money. When River awakened, she discovered that 
  the Doctor had arranged for a date with her at a 
  table overlooking the Singing Towers. She told the 
  Doctor that she was worried; her diary was almost 
  full, and that this was supposed to be their last night 
  together. The Doctor smirked and told her that a 
  night on Darillium was 24 years.
  CONTINUITY
  • 
  River has three husbands in this adventure: the 
  Doctor, King Hydroflax and Ramone. She also 
  mentions having had two wives.
  • 
  King Hydroflax is known as ‘the Butcher of the 
  Bone Meadows.’ The Doctor and River have 
  previously been to the Bone Meadows together 
  (see The Time of the Angels/Flesh and Stone in 
  The Eleventh Doctor Sourcebook). 
  • 
  The Doctor finally takes River to the Singing 
  Towers of Darillium, as she’d mentioned on her 
  first chronological meeting with him (Forest 
  of the Dead). As she’d also mentioned, the 
  Doctor’s wearing a new suit and gives her a 
  sonic screwdriver.
  • 
  River has one of the fez’s worn by the Eleventh 
  Doctor. She also knows all of his incarnations — 
  including the War Doctor — barring his current 
  one.
  • 
  The Doctor gets to play ‘companion,’ including 
  pretending to be awed by the size of the TARDIS’ 
  interior.
  • 
  The Doctor uses two of River’s catchphrases, 
  ‘Hello, Sweetie,’ and ‘spoilers’ on her. They also 
  finally spend 24 years together as husband and 
  wife.
  B  RUNNING THE ADVENTURE
  At its core, this is River Song’s adventure. She’s 
  manipulated events to get the Halassi Androvar — 
  the most valuable diamond in the universe — while 
  destroying an evil king and many of his subjects 
  through a predestined meteor storm. She’s also 
  using the Doctor’s TARDIS to help her with her 
  scheme.
  This is basically a heist adventure. Something 
  valuable has fallen into the wrong hands and the 
  player characters are tasked with retrieving it. In 
  addition, the player characters need to ensure that 
  the people who stole the item have justice imposed 
  upon them along the way (otherwise, River could 
  have simply piloted the TARDIS to the Halassi and 
  let them deal with the dying head). 
  Also, this adventure represents a capstone. Ever 
  since the Doctor first met River Song, they’ve been 
  
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  building towards this moment. It’s quite possible 
  that the Gamemaster may introduce supporting 
  characters that have already met the player 
  characters before, even if, relatively speaking, the 
  player characters are meeting them for the first 
  time. If the Gamemaster is careful only to provide a 
  few crumbs regarding a later meeting — a location, 
  an event, key people — then it’s very rewarding to 
  enable the players to experience that meeting, even 
  if it doesn’t exactly happen in the way they’d expect! 
  And really, isn’t it more satisfying that way?
  FURTHER ADVENTURES
  • 
  Marital Bliss – While romantic, the notion that 
  the Doctor spends the next 24 years on a date 
  with River doesn’t seem quite right. Shouldn’t 
  they be spending that time having adventures 
  together? What kinds of adventures would 
  the Doctor have as a married man? What new 
  secrets are there to explore? Did the Doctor 
  and River have children? Does Susan (see The 
  First Doctor’s Sourcebook) or Jenny (see The 
  Tenth Doctor’s Sourcebook) fit into this at all? 
  Does Missy try to split the Doctor from his wife? 
  Does the Doctor — or River — have to deal with 
  resurgent problems from their spouse’s past? 
  Playing married time travellers offers a lot of 
  new spice to a typical campaign!
  • 
  The Effectiveness of Hydroflax  – Hydroflax 
  is represented as a reprehensible leader, one 
  who eats his enemies — living and dead — and 
  who counts the worst people in the universe 
  amongst his subjects. Placing the player 
  characters in the middle of one of his ruthless 
  military campaigns can drive these points 
  home, but what if the players need to overlook 
  those shortcomings because Hydroflax has the 
  ability to overcome a potentially greater threat? 
  In a war, for example, between Hydroflax and 
  the Daleks, which side should the players 
  choose to save?
  KING HYDROFLAX
  characteristics.
  Natural Weapons (Minor Good): Hydroflax has 
  close combat weapons (claws) that do Strength +2 
  damage. Hydroflax normally uses such weapons 
  to cultivate new heads.
  Natural Weapons 
  (Special): Hydroflax can 
  fire a beam that does 
  (4/L/L) damage.
  Robot
  Special – Head 
  Collection: Hydroflax 
  can accommodate 
  at least two heads in 
  its body (possibly more). 
  Sometimes these heads 
  are given total control 
  of the body; other 
  times they are limited 
  to doing what the robot 
  wishes.
  Voice of Authority 
  (Minor Good Trait): +2 
  bonus to Presence and 
  Convince rolls.
  TECH LEVEL: 7 
  STORY POINTS: 7
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  9
  Hydroflax is a ruthless conqueror with many subjects. 
  Outwardly he appears to be a cyborg, as his biological 
  head plugs into a robot body, but this is, in fact, false. In 
  truth, ‘Hydroflax’ is a robot, an autonomous being that 
  doesn’t hesitate to kill the head when it determines 
  that it is dying anyway. All Hydroflax’s subjects treat 
  the robot as the ‘true’ king, with any new head merely 
  being an adornment.
  SKILLS
  Athletics 5, Fighting 6, Knowledge 4, Marksman 6, 
  Science 3, , Survival 2.
  TRAITS
  Armour (Major Good): Reduce damage by 10.
  Arrogant (Minor Good): +2 bonus to resist fear and 
  hopelessness; -1 to social interactions with those 
  considered ‘inferior.’
  Environmental (Major Good): Hydroflax suffers no ill 
  effects from any environment.
  Gadget - Scan (Minor Good): Hydroflax can 
  scan creatures and objects to determine their 
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  ‘Everything ends and it’s always sad, but everything 
  begins again, too, and that’s always happy.’
  B  SYNOPSIS
  New York City, the United States of America, 2016
  Whilst fixing a time distortion in New York, The 
  Doctor accidentally gave a young boy called Grant 
  superpowers. He periodically returned to Grant’s 
  life, offering advice on how to control his powers 
  and keep them secret. 
  Years later, reporter Lucy Fletcher was investigating 
  the Harmony Shoal institute as she couldn’t find 
  any information on their benefactors. Mr Brock 
  dismissed her at a press conference, but she 
  disguised herself as a cleaner to snoop around the 
  offices.
  At midnight, a scientist named Dr Sim took Brock 
  to a vault full of brains in jars. There were more 
  brains in the vault than when they last checked, 
  though there had been no deliveries. Brock 
  inspected a brain and discovered that it had eyes! 
  Lucy was trying to eavesdrop, but she wasn’t alone 
  — the Doctor was listening in too. Dr Sim had Brock 
  surrounded by surgeons in preparation to have his 
  brain replaced with an alien brain of the Harmony 
  Shoal. The Doctor and Lucy tried to run, but Dr Sim 
  stopped them at gunpoint. Suddenly, a suspiciously 
  familiar superhero known as the Ghost arrived and 
  rescued them, leaving with Lucy.
  The Doctor tracked ‘the Ghost’ to his home, where 
  he discovered Grant’s other job as a nanny. To make 
  things more complicated, he was looking after 
  Lucy’s baby. Lucy came home and was shocked to 
  see the Doctor, who quickly told her he was checking 
  to make sure she was okay. In private, Grant 
  admitted to the Doctor that he had always loved 
  Lucy, but never had the courage to tell her. Lucy 
  interrogated the Doctor and asked for an interview 
  with the Ghost, but the superhero coincidentally 
  called that moment to set up the interview himself. 
  The Doctor went to confront Dr Sim and Brock, 
  both now flesh-suit ‘vehicles’ for the brain aliens of 
  Harmony Shoal. He offered them mercy if they left 
  the planet immediately. They refused, but confessed 
  they saw the Ghost as an excellent vehicle for a 
  brain. Nardole materialised the TARDIS around the 
  Doctor, helping him escape to the Harmony Shoal 
  Tokyo Branch. There, they discovered a signal 
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  broadcasting to an abandoned spaceship orbiting 
  Earth. Once aboard the Doctor was contacted by 
  Dr Sim, who told him that he was going to drop the 
  ship on New York when the time was right. Their 
  plan was to force world leaders into the ‘safe haven’ 
  Harmony Shoal had prepared — a ‘haven’ where 
  their brains would be replaced.
  Meanwhile, Lucy was conducting her rooftop 
  interview with the Ghost. He tried to reveal that he 
  was Grant but stopped short when he discovered 
  that she was in love with his secret identity’s 
  honesty. Brock appeared, determined to steal 
  the Ghost’s super-powered body, and when he 
  threatened Lucy’s baby for compliance Grant 
  revealed the truth. Just then, the Doctor contacted 
  Grant; he had activated the ship, plunging it toward 
  the planet early to ruin Harmony Shoal’s plans! 
  Grant stopped the spaceship from crashing and 
  Lucy kissed him before he threw the ship into the 
  sun. UNIT arrived to shut down Harmony Shoal, 
  but Dr Sim — or whatever the brain called itself — 
  escaped by taking over a UNIT soldier.
  CONTINUITY
  • 
  The Doctor mentions that he tends to get 
  invasions at Christmas (see The Unquiet 
  Dead, The Christmas Invasion, The Runaway 
  Bride, The Next Doctor, The End of Time, 
  The Snowmen, The Time of the Doctor, Last 
  Christmas in The Ninth to The Eleventh Doctor 
  Sourcebooks).
  • 
  Grant receives superpowers as a result of 
  swallowing the Hazandra gem, or ‘Ghost of 
  Love and Wishes.’ The Doctor was planning to 
  use it to fix the time distortion he’d caused (see 
  The Angels Take Manhattan in The Eleventh 
  Doctor Sourcebook).
  • 
  Nardole is travelling with the Doctor after 
  reacquiring a humanoid body.
  • 
  The Doctor has previously met a bona fide 
  Earth superhero, the Karkus, although that was 
  a creation of the Land of Fiction (see The Mind 
  Robber in The Second Doctor Sourcebook).
  • 
  The Shoal of Winter Harmony returns, though 
  currently unaware of the Doctor.
  • 
  The New York Division of UNIT returns (see The 
  Stolen Earth in The Tenth Doctor Sourcebook).
  • 
  The Doctor has previously encountered a race 
  of disembodied brains with eyes, the Morpho 
  (see The Keys of Marinus in The First Doctor 
  Sourcebook). The Time Lord Morbius also spent 
  time as a disembodied brain (see The Brain of 
  Morbius in The Fourth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  This adventure is a classic ‘body-snatcher’ scenario. 
  The Shoal of Winter Harmony wants to take over 
  the bodies of humans and has arranged for an 
  apocalyptic event that drives powerful people into its 
  buildings for easy conversion. Their only obstacles 
  are the Doctor and a journalist, both of whom just 
  happen to be friends with a local superhero. 
  The first step to this adventure is figuring out the 
  nature of the threat. Lucy’s skills as an investigative 
  reporter made her suspicious of Harmony Shoal 
  and helped her discover their secrets. For an 
  inquisitive character, this is the perfect introduction 
  to start a campaign, or join one already in progress. 
  After all, the Doctor was already an enemy of the 
  organisation.  
  The Doctor faced Harmony Shoal during his last 
  adventure (The Husbands of River Song), so perhaps 
  he is tracking any Earth activity of a group evil 
  enough to worship King Hydroflax. Be it a recurring 
  enemy or a brand-new threat, the Gamemaster 
  needs to give the player characters clues that 
  there is something amiss with their version of the 
  Harmony Shoal Institute. 
  Once the player characters begin their investigations 
  all NPC interactions become more interesting. Any 
  character they meet could have been converted to a 
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  member of Harmony Shoal. The tell-tale sign of the 
  split through the head may not always be the same, 
  or even visible. Even when the player characters 
  think they know who they can trust, they could 
  be captured and taken over any time they are not 
  visible to the party. 
  Whilst investigating, the player characters should 
  discover some clues to the villain’s true plan for 
  world domination. The major twist here is that the 
  body snatching is only the first phase of the plan, 
  to be followed by crashing the ship and taking over 
  the bodies of the world leaders. For some players, 
  this plan could seem almost insurmountable, but 
  consider how Harmony Shoal transfer themselves 
  between the ship and Earth’s surface — could the 
  players transfer themselves in reverse? 
  Alternatively, they could be trying to trigger some 
  other disaster that would force the world leaders 
  into hiding, perhaps from a ship that has already 
  landed close by. Or, if the Gamemaster includes a 
  character like the Ghost, this could be their time to 
  shine. But what if the superhero is weakened, or 
  unwilling?  
  Something every Gamemaster should keep in mind 
  when including a superhero NPC is the balance of 
  power. If there is an invincible NPC capable of saving 
  the day with ease, why would the player characters 
  be there? In this adventure, the Doctor and Nardole 
  use their superior intelligence and TARDIS to great 
  effect, whereas the Ghost dominates action scenes 
  and uses his strength and resilience to do the 
  impossible. They save the day by working as a team, 
  making up for each other’s weaknesses. Whenever 
  the player characters have a powerful NPC ally, 
  make sure they have a weakness or a gap in their 
  abilities that the player characters can make up for 
  to keep the adventure fun for the true stars of the 
  show. 
  FURTHER ADVENTURES
  • 
  The Wish Master – There are three Hazandras 
  left in the universe. One ends up in the hands of 
  a small-time criminal, who has now set himself 
  up as a god to a frightened world. How can 
  the player characters stop a criminal who can 
  manifest anything he wants? What could have 
  happened to the other Hazandras?
  • 
  Escalation – While he’d been careful to remain 
  in the shadows, the Ghost did become rather 
  public over the course of his adventure with 
  the Doctor. It’s only natural that he inspired 
  copycats or even supervillains, many of whom 
  may be using alien powers or technologies as 
  part of their schtick. The player characters 
  arrive in a New York City that’s being torn apart 
  in an epic battle between two super teams. Can 
  they calm things down before they get super 
  out of hand?
           I AM THE KARKUS! PLAYING SUPERHEROES
  At first glance, comic book superheroes may seem a bit out of place for a Doctor Who story. 
  After all, giving normal humans superpowers breaks the suspension of disbelief, right? 
  Well, maybe not.
  UNIT exists on an Earth colonised by alien shapeshifters, a race of reptiles that sleep 
  beneath the surface, and several scientists have mutated humans into new forms — some 
  horrific, some beneficial. The Doctor has often saved the world through quick jiggery-
  pokery, and UNIT has benefited from alien technology left behind by would-be invaders. 
  In short, there are many ways that the Doctor’s universe is a lot like a superhero comic 
  universe. The only difference is attitude.
  A Sontaran living amongst humans is unlikely to wear a bright costume and call himself 
  ‘Superstrong Man.’ A UNIT agent enhanced with Cyber technology probably isn’t going to 
  moonlight as ‘Cyber Hero.’ But that’s not to say that they couldn’t — it’s your game, after 
  all. If a player truly wants to be a costumed superhero, there’s nothing in the Doctor Who 
  Roleplaying Game that prevents her from doing so. After all, if the Doctor doesn’t mind 
  visiting alien worlds in a garish multi-coloured ensemble then what difference does it 
  make if his companion wants to wear a leather bodysuit and a cape?
  
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  The Hazandra is a wish crystal. It can grant 
  the user an almost limitless number of wishes 
  by drawing power from the nearest star.
  Traits: Grant power (the Hazandra grants the 
  user the Alien trait as well as an additional 
  20 story points’ worth of alien traits or 
  heightened attributes. Restriction: If ingested, 
  the Hazandra cannot be removed until the 
  user dies).
  Story Points: 22
  THE GHOST
  Environmental (Major Good): The Ghost suffers 
  no ill effects from any environment.
  Fast (Major Good): The Ghost doubles his usual 
  speed.
  Flight (Major Good): The Ghost can fly as high as 
  he likes at a speed of 3x Coordination.
  Immunity (Major Good): The Ghost takes no 
  damage from bullets. He may also be immune to 
  other types of weapons, such as lasers or heat 
  beams.
  Natural Weapons (Major Good): The Ghost can 
  snap his fingers to create a sonic blast that does 
  (4/L/L) damage. He generally only uses this 
  against objects, and can even limit it enough to 
  light a candle.
  Quick Reflexes (Minor Good): The Ghost always 
  goes first in the Action Round unless taken by 
  surprise. 
  TECH LEVEL: 5  
  STORY POINTS: 8
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  5
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  20
  Grant was a comic book-loving kid who accidentally 
  ingested the Hazandra when he thought that the 
  Doctor was giving him medicine. The crystal gave him 
  the superpowers he’d always wished he had. Although 
  the Doctor warned him not to use his powers, Grant 
  can’t help but protect others, especially the love of his 
  life Lucy, and her baby daughter, Jennifer.
  SKILLS
  Athletics 5, Convince 4, Fighting 5, Knowledge 2, 
  Marksman 2, Subterfuge 4.
  TRAITS
  Alien: The Ghost’s powers come from an alien 
  crystal, the Hazandra, that he ingested.
  Alien Senses (Minor Good): +4 to Awareness when 
  using x-ray vision.
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when the Ghost needs to show courage.
  Code of Conduct (Minor Bad): The Ghost considers 
  himself a hero. 
  Distinctive (Major Bad): Given his costume, the 
  Ghost takes a -4 penalty to rolls to blend in. Others 
  have a +4 bonus to remember or recognise the 
  Ghost.
  Eccentric (Minor Bad): The Ghost speaks like a 
  stereotypical superhero.
  NEW GADGET – HAZANDRA, THE GHOST OF LOVE AND WISHES
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  ‘Her last conscious thought driving her across the 
  universe. Never underestimate a crush.’
  B  SYNOPSIS
  Bristol, United Kingdom, 2017
  A bold, quick-witted and inquisitive young woman 
  serving chips at St Luke’s University cafeteria was 
  about to expand her horizons. Bill Potts had been 
  sneaking into the lectures of her favourite professor 
  — an enigmatic feature everyone called ‘the Doctor’ 
  — and was called into his office. He made Bill an 
  offer she couldn’t refuse: a chance to study at 
  university for free, provided she let him tutor her 
  personally.
  Whilst out celebrating, Bill noticed a young woman 
  named Heather. She was instantly drawn to 
  Heather’s beautiful birth defect, a star pattern in 
  one of her eyes. Later, Bill saw her upset on campus, 
  and tried to console her. She accompanied her to a 
  strange puddle Heather found in an abandoned lot. 
  Bill was confused, but Heather insisted there was 
  something wrong with the puddle. 
  After months of the Doctor’s tuition, Bill finally saw 
  the strange young woman again. Heather promised 
  Bill she wouldn’t leave her alone. She had returned 
  to investigating the strange puddle and invited Bill to 
  help. Before Bill could make it onto the abandoned 
  site the mysterious puddle dragged Heather into it. 
  Assuming Heather had left, Bill went to visit the 
  Doctor, who sprinted to scrutinize the puddle before 
  she could finish her story. The Doctor quickly 
  concluded that their reflections in the puddle weren’t 
  mirrored. The puddle wasn’t reflecting those who 
  looked into it, it was consciously mimicking them.
  The Doctor sent Bill home for safety, but when she 
  arrived she heard an intruder in the bathroom. She 
  investigated the empty bath and saw Heather’s 
  eye looking up at her through the drain! The liquid 
  formed into Heather’s body, pale and dripping wet. 
  Bill ran to the safety of the Doctor’s office, but the 
  liquid seeped beneath the door and reformed. The 
  Doctor took Bill and Nardole into the TARDIS to 
  escape, but the liquid Heather followed them across 
  time and space.
  The Doctor took them to a skirmish on the edge of 
  the Dalek-Movellan war, hoping that luring the liquid 
  through battle would destroy it. Unfortunately, 
  even Dalek weapons proved ineffective against 
  the liquid, though this didn’t seem to matter — it 
  wasn’t trying to hurt them. Bill remembered the 
  promise Heather had made her, that she wouldn’t 
  leave her again. Even in this strange form, Heather 
  was honouring her promise, and used a psychic 
  link to show Bill the wonders of the Universe. 
  The Doctor called Bill out of her reverie, and 
  she released Heather from her promise. 
  Heather dissipated into the Vortex, leaving 
  behind only her tears.
  CONTINUITY
  • 
  The Doctor is using the position 
  of university professor as a cover. 
  Another Time Lord, Salyavin, did 
  the same at Cambridge, adopting 
  the name of ‘Professor Chronotis’ 
  (see Shada in The Fourth Doctor 
  Sourcebook). The Doctor has held 
  his university position for at least 70 
  years.
  • 
  Bill reveals her mother died before 
  she got a chance to know her, and that 
  she does not have any photographs 
  of her. When the Doctor finds out 
  about this, he travels back in time 
  to take some photos himself, and 
  surreptitiously delivers them to Bill. 
  • 
  Bill found Heather crying after shadowing 
  the Doctor and Nardole as they visited the 
  vault under the university. 
  • 
  The Doctor has a collection of various 
  models of sonic screwdrivers in his office 
  and photographs of River Song and Susan 
  Foreman on his desk.
  • 
  At least part of Nardole’s body is mechanical, 
  relating to the fact that the Doctor had to build 
  him a new body after Hydroflax decapitated 
  Nardole.
  • 
  The Doctor almost uses his telepathic abilities 
  to erase Bill’s memories, but she stops him.
  B  RUNNING THE ADVENTURE
  This adventure is all about misunderstanding alien 
  contact and introducing a character to the wider 
  worlds of time and space. Inscrutable futuristic 
  technologies that appear dangerous are perfect 
  for getting new characters into the world safely. 
  THE PILOT
  
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  Heather, an NPC, is lost to the puddle, creating a 
  threat and tension. But this threat is only perceived 
  and would never result in the loss of a player 
  character’s life. To the contrary, it saves Bill when it 
  looks like she is lost. 
  It is the responsibility of the Gamemaster to keep 
  the ‘villain’ feeling threatening for an entertaining 
  game whilst seeding clues to solve the mystery. 
  Perhaps whatever is ‘threatening’ the characters 
  needs help to save them from a greater danger. 
  Don’t be afraid to drop clues — Heather is clearly 
  trying to communicate in this story but is struggling 
  with her new form. 
  In any case, the new character should be exposed 
  to the wonders of the galaxies. Maybe their new 
  time-travelling friends can help solve the mystery 
  to prevent disaster and kickstart a whole new 
  campaign! 
  But You Have to Guard the Vault!
  We’ve discussed all the potential fun of the 
  Professor and Student dynamic for a campaign in 
  Chapter 02 (p17). But in addition to interacting with 
  his companion, the Doctor has another mission: he 
  needs to guard Missy in the Vault.
  Giving player characters an additional responsibility 
  alongside their adventures can add fun wrinkles to 
  the campaign. The Third Doctor spent a lot of time 
  trying to fix his TARDIS and end his exile — which 
  led to him joining UNIT — while the Fourth Doctor 
  spent part of his adventures collecting the Key to 
  Time. The Sixth Doctor had to review some of his 
  adventures through the lens of a trial in which 
  even he was an unreliable narrator. The Eighth 
  Doctor spent most of his adventures alongside (and 
  reluctantly involved in) the Time War.
  Giving the player characters a mission during a 
  specific time period is a good way to keep them 
  together and focused between adventures. It’s even 
  better when the mission is related to something 
  they’ve done in the past; maybe they must remain 
  on Earth to ensure that droplets of waterborne 
  Cybertechnology from an invasion they stopped 
  don’t end up re-infecting the Earth, or the Time 
  Lords have tasked them with tracking down and 
  eliminating any uses of time travel technology. Or 
  maybe they simply promised to protect a community 
  — like Trap Street — for a certain period. These 
  responsibilities can help with relationships with 
  reoccurring NPCs, as well as potential plot hooks. 
  FURTHER ADVENTURES
  • 
  Genesis of the Movellans – Regardless of 
  whether the Dalek-Movellan War is time-
  locked, the Movellans themselves are a threat 
  to the universe. But how did they emerge? Their 
  design suggests that they were once robotic 
  servants or entertainers for a humanoid race, 
  but there is little evidence, with even the Daleks 
  being a rumoured candidate for the creators 
  of the Movellans. Why did they revolt? Was it 
  a glitch or misinterpreted command? Or did 
  the Movellans gain sentience and were sick of 
  how they were being treated? Answering these 
  questions can form the basis of one or more 
  adventures in a campaign and provide some 
  backstory for these robot soldiers.
  • 
  The UNIT Professor – The Doctor has been 
  a professor for almost three-quarters of a 
  century. It isn’t likely that Bill is the first student 
  who’s piqued his interest over the decades, nor 
  does it seem likely that Nardole has been able 
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  to keep him from doing anything but guard the 
  Vault all this time. Nor does the Doctor need to 
  travel; Earth always seems to be threatened 
  by something. And if the Doctor is going to 
  investigate, he’ll probably call on old friends. 
  By combining this sourcebook with Defending 
  the Earth, a Gamemaster can craft a campaign 
  where the Doctor picks up as UNIT’s scientific 
  advisor in the years between his Fourth 
  Incarnation and his ‘return’ after the Time War.
  MOVELLAN
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  3
  SKILLS
  Athletics 3, Craft 2, Fighting 3, 
  Knowledge 2, Marksman 4, Science 2, 
  Subterfuge 3, Transport 2.
  TRAITS
  Armour (Minor): Reduce damage by 5.
  Adversary (Major): The Movellan empire fought 
  the Daleks in a bitter rivalry that prevented either 
  side from conquering the galaxy.
  Environmental (Major): Movellans are immune to 
  most hostile environments.
  Robot (Special Good)
  Tough (Minor): Reduce total damage by 2.
  Weakness (Major): Shuts down if battery pack 
  removed. *
  Eccentric (Major): Movellans cannot act illogically 
  or irrationally.
  EQUIPMENT: Disruptor Pistol, may be set to kill 
  (4/L/L) or Stun (S/S/S)
  *Taking a battery pack from a Movellan 
  requires an opposed Coordination + Subterfuge 
  roll. If removed the Movellan’s Strength and 
  Coordination are instantly reduced to 1 and it 
  shuts down 2 rounds later. Battery packs can also 
  be loaded with new Skills, allowing a Movellan to 
  gain a higher Skill level instantly on fitting a pre-
  programmed pack.
  TECH LEVEL: 8  
  STORY POINTS: 3
  THE PILOT
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  2
  The Pilot is an alien device that merged with a 
  human university student. Initially, Heather 
  becomes something akin to sentient oil, although 
  by the time she meets Bill again she’s gained 
  more control over what she can do, comparable 
  to a sentient time-space vessel.
  SKILLS
  Athletics 2, Fighting 2, Knowledge 4, Marksman 
  3, Subterfuge 3, Survival 4, Transport 7.
  TRAITS
  Alien
  Alien Organs (Minor Good): The Pilot’s organs 
  are not where you might expect. All targeted 
  damage is reduced by 2.
  Climbing (Major Good): The Pilot gains a +4 
  bonus to climbing rolls and may climb sheer and 
  smooth surfaces.
  Environmental (Major Good): The Pilot suffers no 
  ill effects from any environment.
  Immortal (Special Good): The Pilot will never die 
  of natural causes. She can pass this gift to others, 
  providing instant healing.
  Shapeshift (Special Good): The Pilot can shift into 
  other forms, including water, and pass this gift 
  onto others.
  Vortex (Special Good): The Pilot may pilot time 
  craft through the vortex and gains +2 when doing 
  so. She can also travel through time and space 
  herself without need of a vessel.
   
  TECH LEVEL: 8  
  STORY POINTS: 4
  
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  ‘No, they want to help you. Killing you is just a side-
  effect.’
  B  SYNOPSIS
  United Earth Colony, the future
  The Doctor promised to take Bill on a joyride, 
  provided they could make it back before Nardole 
  noticed. She asked to go to the future, hoping it 
  would be happy. The TARDIS materialised on a 
  future human colony world and the pair walked into 
  a newly built city. 
  Bill noticed what looked like a flock of birds, 
  which the Doctor explained were multi-functional 
  microbots called Vardy. The Vardy didn’t impress 
  Bill, but she was overjoyed when they met a cute 
  robot with a face made of emojis in the city; the 
  Doctor was disheartened emojis were the chosen 
  mode of communication in the future. The Emojibots 
  were the Vardy method of interface and gave each of 
  them a badge which reflected the wearer’s emotion 
  as an emoji.
  After being served food cubes and exploring, the 
  Doctor and Bill realised the city was completely 
  bereft of human life. Prompted by Bill, the Doctor 
  theorised that they had arrived before the human 
  colonists. They had sent the Vardy ahead to prepare 
  the planet for a comfortable arrival after travelling 
  from Earth. But if that was the case, where was the 
  advance team to oversee the robots now that the 
  city was complete? The Doctor’s suspicions led to 
  further investigation and a terrifying discovery: the 
  Emojibots were feeding the crops with the corpses 
  of the advance crew! 
  The Emojibots sensed the Doctor and Bill’s distress, 
  surrounding them. The doctor realised they were 
  reacting to their emotional state and would kill 
  anyone who was unhappy. Together they faked their 
  smiles to escape and hatched a plan to destroy the 
  ship, saving the colonists on their way to the deadly 
  city.
  Searching for the city’s power core, Bill and the 
  Doctor found something far more alarming: the 
  colonists had already arrived. The city had been 
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  built around their ship whilst they were kept in 
  cryo-sleep. The city could not be destroyed, and the 
  colonists were waking up, ready to take revenge on 
  the murderous Vardy.
  Bill discovered the corpse of one of the advance 
  team, perfectly preserved, and the Doctor realised 
  what had caused this catastrophe. The first human 
  on the advance team to die made their family 
  feel grief, which spread a ripple of unhappiness 
  through the other colonists. The Vardy ‘corrected’ 
  this unhappiness by killing anyone experiencing 
  grief. This caused more grief, and more death, in a 
  horrifically efficient feedback loop.
  The Doctor recognised that the Vardy must have 
  achieved sentience in order to reinterpret their 
  own programming — they had evolved into a fully-
  fledged life form. The Doctor and Bill brokered a 
  peace treaty between the Vardy and the human 
  colonists by re-initializing the Vardy memory banks 
  (turning them off and on again). If the colonists 
  treated the Vardy as kind robot landlords who built 
  the city, everything would be fine.
  CONTINUITY
  • 
  The Doctor isn’t in full control of the TARDIS, 
  as it is a sentient being. Not only does this 
  parallel what’s going on with the Emojibots, but 
  it reflects past adventures where the TARDIS 
  was shown to be sentient (see The Edge of 
  Destruction and The Doctor’s Wife in The First 
  Doctor Sourcebook and The Eleventh Doctor 
  Sourcebook respectively for examples).
  • 
  The Doctor has visited a society where 
  happiness was monitored and unhappiness 
  punishable by death before and, as in this 
  adventure, the executions were carried out by 
  a robot, but in the previous instance the human 
  leader was still in control (see The Happiness 
  Patrol in The Seventh Doctor Sourcebook).
  • 
  The Doctor has also encountered robots that 
  misunderstood their programming before, such 
  as the Clockwork Robots (see Deep Breath).
  • 
  The Vardy were created during Earth’s 
  Third Industrial Revolution, which may be 
  contemporary with the time of this adventure. 
  Alien contact is still uncommon, as the 
  Emojibots read the Doctor as two people due to 
  his two heartbeats. Spaceships in this era run 
  on cold fusion engines.
  • 
  The colony ship is called the ‘Erehwon.’ Erewhon 
  is an 1872 novel by Samuel Butler that satirizes 
  a seeming utopia. While the ship is ‘nowhere’ 
  spelled backwards and the novel an anagram, 
  it’s possible that the Doctor or Bill shared this 
  story with the Victorian novelist.
  • 
  Earth was evacuated due to some catastrophe. 
  The Doctor has met various survivor colonies 
  over the years (see The Ark, The Ark in Space, 
  and The Beast Below in The First Doctor 
  Sourcebook, The Fourth Doctor Sourcebook, 
  and 
  The 
  Eleventh 
  Doctor 
  Sourcebook, 
  respectively). It’s also possible that this takes 
  place during some other period where Earth 
  was temporarily uninhabitable, such as when 
  the Usurians created a colony for the humans 
  on Pluto (see The Sun Makers in The Fourth 
  Doctor Sourcebook).
  
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  B  RUNNING THE ADVENTURE
  This adventure is a murder mystery with a couple of 
  twists. The Doctor and Bill arrive on a planet with a 
  colony awaiting population, while dutiful Emojibots 
  keep everything orderly. They soon wonder what 
  happened to the advance team, as someone had to 
  oversee the building of the colony, only to discover 
  that the Emojibots and the Vardy killed them.
  The first twist is that the colonists aren’t far away; 
  they’re sleeping in the remains of the colony ship, 
  which the Vardy have been cannibalising to make 
  the city. This means that the player characters can’t 
  simply destroy the colony or set a beacon, since the 
  people threatened are already here.
  The second twist is that the Vardy have become 
  intelligent. There’s no human mastermind behind 
  the killings, nor is it the result of a technical glitch. 
  The Vardy are self-aware, which means that they 
  have to be negotiated with. 
  Given that the Vardy have already killed colonists, 
  this is not going to be easy. It’s especially difficult 
  because any fight is going to be horribly one-
  sided, the Vardy are much more powerful than the 
  colonists.
  NEW GADGETS
  Communicator Implant
  This communicator implant uses the host’s 
  nervous system as hardware. The host 
  can communicate with anyone that has an 
  implant, provided they are within the vicinity 
  of the same city at the same time.
  Traits: Transmit
  Story Points: 1
  Food Cube
  Food cubes are designed to be nutritious 
  food substitutes. They can taste like anything 
  the preparer wants it to taste like.
  Traits: Special (nutrition for one meal).
  Story Points: 1
  Mood Badge
  Mood badges scan the mood of their wearers 
  and transmit an appropriate emoji.
  Traits: Scan, Transmit.
  Story Points: 2
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  FURTHER ADVENTURES
  • 
  Mood Manipulator? – Mood Badges become the 
  hottest new trend of 2119 and are being used 
  to aid dating, work and health — even political 
  elections. They have become particularly 
  helpful in communicating with alien species, but 
  in the lead up to an important galactic summit 
  a spate of hackings has been reported. Can the 
  player characters find this hidden villain and 
  stop them before they are implicated? 
  • 
  This Paradise Earth – It seems strange that 
  the humans needed to evacuate Earth given 
  the Vardys’ ability to terraform. What kind of 
  catastrophe made it impossible for even the 
  Vardy to fix? The player characters go to Earth 
  to find out, only to discover a natural paradise. 
  The Silurians have remade the world in their 
  image, but now a few human scouts have 
  discovered the secret. The Silurians will do 
  anything to protect their new home, but if the 
  player characters save the scouts then they are 
  effectively sparking a Human-Silurian War over 
  the planet.
  VARDY
  AWARENESS
  3
  PRESENCE
  1
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  1
  The Vardy are microbot builders for new 
  colonies. This swarm became intelligent and 
  tried to interpret their orders, leading them to 
  kill anyone they suspected of being unhappy 
  and, therefore, a threat to the colony.
  SKILLS
  Athletics 2, Craft 5, Fighting 4, Knowledge 3, 
  Subterfuge 3, Survival 4.
  TRAITS
  Fear Factor (Special Good): A cloud of death is 
  pretty frightening. The Vardy get a +4 on attempts 
  to instil fear.
  Flight (Major Good): The Vardy can fly as high as 
  they like at a speed of 3x Coordination.
  Immunity: The Vardy are effectively immune to all 
  physical attacks. You might get part of the swarm, 
  but not nearly enough.
  Natural Weapons – Molecular Re-arranger: The 
  Vardy can molecularly rearrange matter and use 
  this to disintegrate living beings. It does (4/L/L) 
  damage.
  Networked
  Robot
  Special – Almost Invisible: The Vardy are very 
  difficult to detect in shadows and gain a +6 on all 
  rolls to avoid being spotted.
  Swarm (20)
  TECH LEVEL: 6  
  STORY POINTS: 4-5
  EMOJIBOT
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  1
  STRENGTH
  4
  While it looks like a short robot, the 
  Emojibot is really just an interface 
  for the Vardy. While initially cute and 
  disarming, Emojibots can certainly 
  inspire fear once the Vardy start killing 
  anyone who’s ‘unhappy.’
  SKILLS
  Athletics 2, Convince 2, 
  Knowledge 2.
  TRAITS
  Armour (Minor): The 
  Emojibot’s outer shell is a 
  combination of metal and 
  plastic, giving it 5 armour.
  Fear Factor (1): Once the 
  Vardy start killing, the 
  emojis on the Emojibot instil 
  fear. They receive +2 on any 
  attempts to actively scare.
  Gadget – Scan/Transmit: 
  Emojibots can scan mood badges 
  and transmit their results to the 
  Vardy. They can also scan vitals and 
  other information.
  Networked
  Robot
  Slow (Minor Bad): The Emojibot 
  moves at half its Speed rate.
  TECH LEVEL: 6  
  STORY POINTS: 2
  
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  ‘Human progress isn’t measured by industry, it’s 
  measured by the value you place on a life.’
  B  SYNOPSIS
  London, United Kingdom, 1814
  The Doctor’s navigation skills weren’t enough 
  to negotiate the TARDIS back to modern Bristol. 
  Instead, he and Bill ended up on the ice, at the last 
  great Frost Fair in London. A young urchin girl 
  called Dot invited them onto the frozen Thames, 
  though Bill was distracted during the fun; she kept 
  seeing green lights glowing beneath the ice. Whilst 
  investigating the source of the lights the Doctor 
  was robbed by another pair of urchins — Spider 
  and Kitty — who ran off with his sonic screwdriver. 
  They chased the urchins over the ice and out of the 
  fair, where they saw Spider watching the strange 
  lights in an open area. Kitty called for him to move, 
  but it was too late. Whatever lurked below the ice 
  swallowed Spider whole, with the Doctor only just 
  managing to save his screwdriver. 
  The Doctor followed Kitty back to a 
  makeshift hovel where she, Dot, and some 
  other urchins lived. Bill and the Doctor 
  discovered that the ragamuffins were not 
  just thieves but were also paid to advertise 
  the fair by a man with a tattoo of a ship. 
  Donning diving suits, Bill and the Doctor 
  ventured back out onto the ice. They 
  soon attracted the strange lights, which 
  they discovered were bizarre angler 
  fish that could cut through the ice and 
  drag people under. Beneath the frozen 
  surface they also discovered another 
  gargantuan fish, at least half as long as 
  the Thames that was chained to the river 
  floor.
  The Doctor and Bill investigated the 
  docks to find who could be imprisoning 
  the creature, hearing that the dredgers 
  had been acting unusually. Knowing that 
  they would likely also have tattoos of 
  ships, they infiltrated the dredging yard 
  using the psychic paper. They learnt that 
  the yard was most likely harvesting the 
  creature’s waste, which burnt much 
  hotter and slower than coal — even 
  underwater. 
  They visited Lord Sutcliffe, the owner of the yard, to 
  try to ascertain whether he was an alien. Sutcliffe’s 
  racist comments earned him an immediate punch 
  from the Doctor, who was now sure he was human 
  (no intelligent alien species would ever stoop to 
  racism). Sutcliffe revealed that his family had 
  profited from the creature for generations, and that 
  he planned on breaking the ice to feed the revellers 
  to the creature in order to increase production. 
  Sutcliffe’s men captured Bill and the Doctor, tying 
  them to a pole near the explosives so that they could 
  interfere no more.
  Working together, the Doctor and Bill switched on 
  the sonic screwdriver, using it to attract the fish. 
  As the lackey guarding them rushed inside, the 
  Doctor threw him the sonic screwdriver, and the 
  fish finished the job. 
  The Doctor asked Bill whether he should leave 
  the creature imprisoned or free it — this had to be 
  humanity’s choice. Bill chose the latter and, with the 
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  help of the urchins, convinced everyone to get off 
  the ice by pretending it was melting. Only Sutcliffe 
  remained on the ice when the creature was freed, 
  drowning as the fish swam back to the sea. 
  CONTINUITY
  • 
  The Doctor edited Sutcliffe’s will to give his 
  estate to the urchins.
  • 
  The Doctor reinforces that steering the TARDIS 
  is ‘a negotiation’ and that the TARDIS usually 
  looks for trouble.
  • 
  The Doctor previously dealt with an aquatic 
  monster in the Thames during The Terror of the 
  Zygons (see The Fourth Doctor Sourcebook). In 
  both cases humanity seems to have forgotten 
  the incident as there are no records.
  • 
  The Doctor reads a story to the urchins from 
  Struwwelpeter. While the subject matter 
  is 
  appropriate 
  (teaching 
  children 
  about 
  misbehaving), the book itself won’t be published 
  for three decades (obviously not a problem for 
  a time traveller!).
  • 
  Bill worries about the Butterfly Effect; the 
  Doctor tells her not to bother.
  • 
  The Doctor jokes about Bill forgetting a previous 
  companion, Pete. Amy Pond once forgot about 
  Rory and he disappeared from existence (see 
  The Hungry Earth/Cold Blood in The Eleventh 
  Doctor Sourcebook).
  • 
  This is the last Frost Fair, as the weather in 
  London stopped getting cold enough to freeze 
  the Thames after 1814. This adventure gives a 
  reason for that, as the Beast Beneath the Ice 
  is set free. Given that the Frost Fairs began 
  around the turn of the 17th century, it’s likely 
  that’s when Lord Sutcliffe’s ancestor trapped 
  the Beast.
  B  RUNNING THE ADVENTURE
  Besides the obvious monster element, the most 
  interesting thing about this adventure is the Frost 
  Fair. Having the player characters arrive in London 
  with an elephant walking across the frozen Thames 
  could be jarring to the player characters at first, 
  as if something is terribly wrong, only for a well-
  educated player character to point out that this is 
  purely historical.
  There are many interesting events in history that 
  a Gamemaster could write an adventure around. 
  In 1780 the sky was so darkened in New England 
  that people needed candlelight to get around in the 
  afternoon. In 2001 a blood rain fell in Kerala, India 
  thanks to local algae. In both cases, it’s easy to 
  wrap around a more ‘alien’ explanation for the 
  player characters to deal with.
  This adventure can be run as a classic 
  mystery, with a lot of active questions for 
  your players: What is under the frozen 
  Thames? How did it get there? Who is 
  drawing people to it, and what do they stand 
  to gain? These questions form the basis of 
  the plot after the creature has been introduced 
  in a suitably dramatic fashion. 
  Early in the adventure, the Doctor and 
  Bill witness the tragedy of death caused 
  by the trapped creature, adding to the 
  motivation of solving the mystery. A 
  Gamemaster should consider the beliefs 
  of each of the player characters for 
  anything comparable to hook them into 
  solving the mystery — though the death of 
  an NPC, particularly a child, is always a 
  strong tool.
  When the investigation is underway, an 
  appropriate trail of breadcrumbs needs 
  to be available to the player characters 
  so that the mystery is solvable and 
  entertaining. Consider who else 
  could benefit from the creature whilst 
  maintaining control over it, and what 
  clues they may inadvertently leave. 
  Perhaps a powerful mobster is luring 
  rich Londoners onto the ice, only 
  for them to be robbed and the bodies 
  disposed of, much in the same way they 
  knock off rival gang members… 
  Historical Diversity
  When running historical adventures, it can 
  be easy to fall into the trap in assuming that 
  society was less diverse and that everyone 
  within a region would reflect the major 
  ethnicity of that country. Of course, nothing 
  could be further from the truth. Explorers 
  and merchants travelled thousands of miles 
  in even the earliest eras; some settled in 
  new locations, while others might have 
  brought people from far flung regions 
  home with them. Despite what Golden Age 
  Hollywood might tell you, people were 
  used to meeting people that didn’t look like 
  them. 
  In addition to this enabling the 
  
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  Gamemaster to add more colour to her supporting 
  characters, it also allows players to create the 
  kinds of companions that they want from any era 
  of history without feeling constrained to playing 
  a ‘typical’ person from that era or catching near-
  constant grief for ‘going against type’. That’s not 
  to say the past doesn’t have prejudice, but such 
  elements are best presented as injustices for the 
  player characters to rail against, much as the 
  Doctor did when meeting Lord Sutcliffe!
  FURTHER ADVENTURES
  • 
  Tumultuous Teleportation – A pioneering new 
  teleporting technology is developed aboard a 
  colony ship on an intergalactic voyage, but the 
  crew have a crisis to deal with; they are slowly 
  being replaced by identical automatons! In truth 
  there is no teleporter, just a captured Beast 
  swimming below deck and providing fuel to keep 
  the ship running for its titanic voyage. Whoever 
  set up this scheme is using the automatons and 
  the fake teleporter to hide their murderous 
  scheme. Can the player characters solve the 
  mystery before everyone is converted?
  • 
  The Third Ship – In the late 17th century, a 
  strange pirate ship named the SS Francoise 
  d’Aubigne dominates the North and Norwegian 
  sea. The masked crew never speak and leave 
  their victims dismembered or disassembled. 
  The vessel itself is huge, fast, and belches steam, 
  and seems to grow larger each time it is seen…  
  The Clockwork Robots have captured a Beast 
  Beneath and are using it to fuel their steam 
  powered pirate ship. Can the player characters 
  stop the mechanised pirates’ grim harvest 
  whilst saving the imprisoned Beast?
  ICE FISH
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  1
  STRENGTH
  3
  The Ice Fish are the children of the Beast 
  Beneath the Ice. Although they resemble 
  angler fish, they are not carnivorous. They exist 
  simply to provide food for their mother.
  SKILLS
  Athletics 5 (Swimming 7), Fighting 3, 
  Subterfuge 2, Survival 3.
  TRAITS
  Alien Senses (Minor Good): The Ice Fish uses 
  sonar to detect vibrations in the water and on the 
  surface of the ice above it. +4 to Awareness rolls 
  when using this sense.
  Fear Factor (1): Being followed around by 
  something glowing beneath the ice is scary. Ice 
  Fish get a +2 on rolls to inspire fear.
  Special – Ice Suck: Ice Fish can pull people 
  through the ice, leaving the ice intact. The Ice Fish 
  chooses a target on solid ice that it is swimming 
  beneath. If the target doesn’t succeed on a 
  Dexterity + Athletics check at Difficulty 15, then 
  they are pulled through the ice. This can be fatal if 
  the victim doesn’t find a way back above the ice.
  STORY POINTS: 2
  BEAST BENEATH THE ICE
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  1
  STRENGTH
  14
  The Beast Beneath the Ice resembles a giant 
  lure fish. It is female, but she can apparently 
  produce small offspring without a male being 
  involved. Its body temperature is enough to 
  freeze the Thames and its waste burns slower 
  and hotter than coal, even underwater.
  SKILLS
  Athletics 4 (Swimming 6), Fighting 2, Survival 3.
  TRAITS
  Alien Appearance
  Alien Senses (Minor Good): The Beast uses 
  sonar to detect vibrations in the water and on the 
  surface of the ice above it. +4 to Awareness rolls 
  when using this sense.
  Armour: The Beast has thick skin. All damage is 
  reduced by 3.
  Fear Factor (2): A giant fish beneath the Thames 
  is frightening. The Beast gets a +4 on rolls to 
  inspire fear.
  Natural Weapons – Teeth: The Beast is a 
  carnivore and its bite does (8/16/24) damage.
  Size – Colossal: The Beast’s colossal size grants it 
  a +3 to speed, a +6 to be hit, and a +12 to be seen.
  STORY POINTS: 6
  THIN ICE
  
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  ‘What’s the point in surviving if you never see 
  anyone? If you hide yourself away from the world?’
  B  SYNOPSIS
  Bristol, United Kingdom, 2017
  Bill and five potential housemates — Felicity, Harry, 
  Paul, Pavel and Shireen — were having trouble 
  finding affordable student accommodation that 
  wasn’t a dump. A strange older gentleman named 
  John overheard them leaving a lettings office and 
  made them a modest offer. The group was intrigued 
  and discovered it was a beautiful old mansion — 
  with cheap rent! They all signed the contract and 
  planned to move in the following day, except for 
  Pavel who moved in that night. 
  The Doctor helped Bill move in, using the TARDIS 
  to transfer her belongings to the street outside 
  the house. Noticing the trees were creaking but 
  there was no wind, he invited himself in to their 
  house-warming party. Pavel didn’t come down, or 
  even respond to their shouts, though they could all 
  hear violin music coming from his room. Paul told 
  everyone that was normal; Pavel liked to stay alone 
  and ‘get into the zone’. 
  As the party continued, they discovered the house 
  was in worse condition that they thought. Not only 
  was it a dead zone for phone signal, but there 
  was no washer, dryer, or modern plug sockets — 
  the house had not been updated since the 1940s. 
  Despite the lack of central heating they frequently 
  heard knocking and banging from within the walls, 
  even what sounded like scratching and footsteps. 
  John the landlord suddenly appeared to address 
  their concerns and promised to have them fixed 
  soon. He was initially confused at the Doctor’s 
  presence, but said he understood his protective 
  instincts as he had a daughter of his own. The 
  Doctor quizzed John on the name of the current 
  Prime Minister, but he deflected. He tapped a tuning 
  fork on a wall then left. Shireen chased after him, 
  having forgotten a complaint, but when she opened 
  the door he had disappeared. 
  Bill headed to bed, sure the house was perfectly 
  normal, but she and Shireen were shocked to hear 
  screaming from Paul’s bedroom. Downstairs, the 
  Doctor showed Harry and Felicity that the front door 
  had been sealed shut; the wood had joined 
  together seamlessly. Felicity panicked 
  as doors and windows formed walls 
  around her. She managed to escape 
  through a window, but Harry and 
  the Doctor heard her scream again 
  outside the sealed shutters. 
  Upstairs, the mysterious knocking 
  revolved around Bill and Shireen, 
  doors opening and closing on their 
  own. They fled to Pavel’s room, 
  finding him partially absorbed 
  into the wooden wall. John 
  appeared 
  and 
  stopped 
  the 
  repeating 
  record, 
  causing 
  the wall to swallow Pavel 
  completely. 
  The landlord tapped his 
  tuning fork on the wall 
  again, summoning a horde 
  of 
  strange 
  insects 
  that 
  chased Bill and Shireen away. 
  They discovered a secret passage 
  in a bookshelf that lead to a hidden 
  bedroom. As they opened a music 
  box in the room a young woman 
  emerged. Her skin was made 
  entirely of wood, and she confusedly 
  asked about her father.
  As the alien Dryad Lice emerged 
  downstairs, Harry and the Doctor 
  fled to the basement, away from 
  the infestation. They discovered 
  the records and remains of three 
  other groups of students; since 
  1957 the house was rented once 
  every 20 years. John confronted 
  them, saying he did what he must 
  to save his daughter. 
  He summoned the Dryad Lice, 
  which consumed Harry. The 
  Doctor realised the insects 
  were keeping John’s daughter 
  alive somehow, and promised 
  he could help. Upstairs, the Dryad 
  Lice devoured Shireen. Bill saw that Eliza 
  seemed to be revived by the consumption 
  of her friend. John led the Doctor into the 
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  room, where he explained what happened. 
  He theorised Eliza had been incurably ill. John 
  had found some insects in the garden and brought 
  them to cheer up his sick daughter. The Dryad Lice 
  activated when they heard the high-pitched sound of 
  the music box, curing her illness but transforming 
  her. Bill knew there was something wrong, 
  wondering why a father would be in the garden 
  looking for insects, and if she had survived since 
  1957, he must be even older. The Doctor realised the 
  truth: John was Eliza’s son, not her father.
  Eliza was horrified at what John had done to keep 
  her alive, his lies and the murder of other innocent 
  children. She begged him to stop when he tried 
  to feed Bill and the Doctor to the Dryad Lice, then 
  commanded them to devour her and John instead. 
  As the house crumbled, the last of Eliza’s energy 
  reformed Bill’s friends, alive and well outside the 
  collapsed mansion. 
  CONTINUITY
  • 
  The Doctor has been in haunted houses before, 
  most notably when he and his companions 
  visit a house of horrors that was built for the 
  Festival of Ghana in 1996 (see The Chase in 
  The First Doctor Sourcebook) and a Victorian 
  home controlled by an alien cataloguer named 
  Light (see Ghost Light in The Seventh Doctor 
  Sourcebook).
  • 
  Bill passes off the Doctor as her grandfather. The 
  Doctor actually is the grandfather of a previous 
  companion, Susan Foreman (see An Unearthly 
  Child in The First Doctor Sourcebook).
  • 
  Bill hangs a picture of her mother that the 
  Doctor took for her (The Pilot).
  • 
  The Doctor mentions Harriet Jones when listing 
  Prime Ministers. His list includes Margaret 
  Thatcher, ‘Wilson,’ and ‘Eden.’
  • 
  The Doctor mentions that he replaced a bassist 
  in Quincy Jones’ band after it turned out to 
  be a disguised Klarj Neon Death Voc Bot. 
  Whether this Voc Bot is related to those that the 
  Fourth Doctor encountered on the Sandminer 
  (see Robots of Death in The Fourth Doctor 
  Sourcebook) is unknown, although those 
  aboard the Sandminer did not have the ability to 
  disguise themselves as human.
  B  RUNNING THE ADVENTURE
  This adventure is a spin on a classic haunted house 
  story that replaces the supernatural element (Native 
  American burial grounds, ghosts, demons etc.) with 
  the alien Dryad Lice. This kind of story could work 
  in any isolated location — a nuclear submarine, a 
  gold mine, a flying saucer — provided you can get 
  the player characters in. The plot is somewhat 
  simple and referential to all haunted house stories, 
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  so it might be worth disguising the intro. Find an 
  adventurous way to lure the characters into the 
  house — a hidden artefact key to the characters’ 
  goals, an alien refugee with important information, 
  a villain trying to hide, or even a simple bet — and 
  keep them there to get the adventure going. 
  Two tools are available to Gamemasters, NPCs 
  and the Dryad Lice. John is a helpful NPC for 
  communicating with the player characters and 
  giving them clues, and though he is transparently 
  creepy, an NPC does not have to fill the same 
  role. They could be on the player characters’ side, 
  providing crucial exposition or drawing the player 
  characters to clues they may have missed. This 
  could lead to a genuine connection, providing 
  the Gamemaster with the perfect opportunity to 
  showcase how deadly the Dryad Lice are when 
  loosed on the player characters’ new friend. That is 
  essentially the role of Bill’s housemates; they offer 
  little to the story, but give the player characters 
  someone to save, and with each death create more 
  information.  
  The Dryad Lice initially add to the creepy 
  atmosphere through sound but have other potential 
  uses. Their ability to manipulate the environment, 
  especially to seal exits, has a lot of potential for 
  a Gamemaster running this adventure. This can 
  be used to keep player characters in a specific 
  location or funnel them towards the next plot point. 
  John’s house is unchanged since the fifties, adding 
  a tropey but not necessarily clichéd clue to the 
  potential horror. This could be very interesting in 
  a different location: the player characters find a 
  derelict ship adrift in space broadcasting a distress 
  signal. On board, they discover that it is ancient but 
  pristine. As they search the ship to discover what 
  happened the walls change and move, trapping 
  them inside… 
  Everyone’s Okay!
  This is one of the rare adventures in which everyone 
  survives, even after being melded into walls or 
  devoured. This doesn’t typically happen in a Doctor 
  Who Roleplaying Game adventure — there are 
  usually at least a few casualties that don’t make it 
  through to the resolution.
  While happy endings are nice, a Gamemaster 
  should make sure not to use them too often. The 
  threat (and experience) of losing compatriots keeps 
  the stakes high and drives the player characters 
  towards finding a resolution. If the Gamemaster 
  pulls the ‘Everyone’s Okay!’ card too often then 
  the tension is lost, and the players won’t feel the 
  drive to solve things quickly. After all, anyone who 
  dies is coming back anyway, so what’s the rush?
  Having said that, there’s also a danger in 
  going too far in the other direction. While 
  the Doctor’s certainly had his share of 
  adventures where he, his companions, 
  and maybe a single supporting character 
  survive a bloodbath, that’s not typical of a 
  Doctor Who Roleplaying Game adventure 
  and could turn the players off if used too 
  often. Besides, what’s the point of trying to 
  save everyone if they’re all doomed anyway? 
  In sum, it’s necessary for the Gamemaster 
  to know their group and to strike the right 
  balance between feel-good adventures 
  with no lasting casualties and grimmer 
  adventures with high death counts. 
  FURTHER ADVENTURES
  • 
  Queen’s 
  Pawns 
  – 
  A 
  chess 
  grandmaster clung to life through 
  use of the Dryad Lice. Over the 
  years, many people were trapped 
  and consumed, but some of the 
  victims pleased the Dryad Queen 
  enough that she never absorbed 
  them. Instead, when it came time 
  to feed again, the former victims 
  were reconstituted and sent to 
  find prey, setting up smaller sites. 
  Now, years out of time, one victim 
  has run to the authorities. Can the 
  player characters help the unwilling pawns 
  in the Queen’s deadly game? 
  
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  • 
  Perfect Assassins – Someone has learned how 
  to tame the Dryad Lice enough to use them for 
  assassinations. The player characters must 
  find this ‘Dryad Lice-Master’ and stop them. 
  Unfortunately, the Dryad Lice have their own 
  plans, and the ‘master’ is slowly being turned 
  into a Dryad Queen, building a new hive for the 
  Dryad Lice.
  DRYAD LICE
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  4
  RESOLVE
  2
  INGENUITY
  1
  STRENGTH
  1
  SKILLS
  Athletics 4, Fighting 3, Subterfuge 2, Survival 2.
  TRAITS
  Alien
  Alien Appearance
  Alien Senses (Minor Good): +4 to Awareness 
  when trying to detect or track high pitched 
  vibrations.
  Burrowing (Minor Good): Dryad Lice can travel at 
  half speed underground and through wood.
  Climbing (Major Good): Dryad Lice gain a +4 
  bonus to climbing rolls, and may climb sheer and 
  smooth surfaces.
  Enslaved (Major Bad): Dryad Lice can be tamed 
  if their owner knows how to use a tuning fork to 
  keep them in line.
  Gadget – Delete: The Dryad Lice can disintegrate 
  wood, bringing down a whole house at once.
  Networked (Major Good): Each Dryad Louse 
  has complete telepathic contact with nearby 
  members of its kind.
  Special – Ensnare: Dryad Lice slowly transform 
  their prey into wood before devouring them. 
  They attack doing (5/10/15). If one or more of 
  the victim’s attributes are reduced to 0 then the 
  character is embedded in the wood. The follow-
  up attack is usually fatal.
  Swarm (10)
   
  STORY POINTS: 3
  ELIZA (DRYAD QUEEN) 
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  3
  SKILLS
  Convince 2.
  TRAITS
  Alien Appearance
  Armour: A Dryad Queen’s wooden form grants 
  her protection. Damage taken is reduced by 3.
  Forgetful (Minor Bad): Eliza suffers a -2 penalty 
  to any Ingenuity and Resolve roll to remember 
  something vital.
  Immortal (Major Good): A Dryad Queen cannot be 
  killed, though it can be injured.
  Networked (Major Good): A Dryad Queen 
  has complete telepathic contact with nearby 
  members of its kind and any Dryad Lice.
  Special – Shapeshift others: A Dryad Queen can 
  rebuild creatures recently devoured by Dryad Lice 
  back into their original form.
  Unadventurous (Major Bad): Eliza avoids 
  adventure and excitement.
   
  TECH LEVEL: 5  
  STORY POINTS: 6
  KNOCK KNOCK
  
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  ‘Like every worker everywhere, we’re fighting the 
  suits.’
  B  SYNOPSIS
  Mining Station Chasm Forge, the future
  Following a distress call, the TARDIS materialised 
  on the mining spaceship Chasm Forge, owned by the 
  Ganymede Systems corporation. Bill, the Doctor, 
  and Nardole quickly discovered there was no air 
  in the seemingly abandoned ship. As they explored 
  (with help from TARDIS generated air) they found a 
  corpse stood bolt upright in a Ganymede Systems 
  Smartsuit. Scanning the station, they found that 36 
  of the 40 crew were dead. 
  Whilst exploring, the team discovered there had 
  never been any oxygen on the ship; the Smartsuits 
  had the only oxygen, and everyone onboard was 
  being charged to breathe! In order to preserve the 
  profitable scheme, the smartsuit AI jettisoned the 
  only other source of air on the station: the TARDIS. 
  Tasker, the leader of the remaining crew, demanded 
  they identify themselves over the radio whilst 
  warning them that the Smartsuits were dangerous. 
  The time travellers turned to face the Smartsuit 
  walking its corpse towards them! The Doctor 
  raised his Sonic Screwdriver, but it magnetised to 
  the Smartsuit and shot into its hand, frying both 
  sets of electrical systems. Nardole hacked the 
  suit’s onboard communications and discovered a 
  single line of instruction from an unknown source: 
  ‘deactivate your organic component’. 
  The Doctor theorised that the AI was trying to kill 
  any humans to harvest their oxygen so that it 
  could be sold again. Nardole confirmed there was 
  a problem, with the 36 suits containing deceased 
  crewmembers stomping towards them on the 
  ship’s outer hull. The Doctor, Bill and Nardole 
  donned recently repaired Smartsuits — the only 
  sources of oxygen on the station that had not 
  received the murderous instruction — and ran 
  from the stalking AI. 
  The time travellers met up with Tasker and the 
  remaining crew, deadlocking the doors behind 
  them. They explained that the ship had been out of 
  operation recently, unable to mine copper ore, when 
  suddenly the suits attacked. Whilst they fixed Bill’s 
  glitching Smartsuit they identified an unfinished 
  part of the ship where the AI wouldn’t be able to 
  track them. As the survivors and time travellers 
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  made a break for the safety of the ship’s core, one of 
  the suits electrocuted Tasker to death. 
  Diverting their course, the team realised they would 
  have to spacewalk. Donning their helmets, they 
  prepared to leave, until Bill’s suit glitched again 
  and removed her helmet. The suit was locked and 
  the automatic airlock was already unsealed, with 
  the Smartsuit zombies following close behind. Bill 
  passed out as they escaped through the vacuum of 
  space.
  Bill regained consciousness staring down a group 
  of Smartsuit zombies. The AI was unable to navigate 
  the unmapped part of the station, so they were safe. 
  The Doctor had loaned Bill his helmet so she could 
  survive the spacewalk. She went to thank him, but 
  even Time Lords can’t withstand the vacuum of 
  space, and the cost of his kindness was high — he 
  was blind. The Smartsuits scanned the organic life 
  in the area and invaded the unmapped zone, killing 
  more of the crew. 
  As the survivors fled Bill’s suit glitched again, 
  activating its gravity boots. This rendered her unable 
  to walk and impossible to move. With the Smartsuit 
  zombies closing fast, the Doctor decided to leave 
  her behind. Bill was electrocuted as the Doctor and 
  crew barricaded themselves in the reactor core of 
  the Chasm Forge. 
  The Doctor deduced the company’s real plan: 
  with the Chasm Forge unable to mine, it was 
  cheaper to murder the crew using the AI and 
  send up replacement workers when the ship was 
  operational. He wired up the nuclear core coolant 
  system to the vital signs on the suits; if anyone died, 
  the whole ship would explode.  
  When the Smartsuit zombies broke through to 
  the core, they didn’t kill the crew. Realising their 
  much-improved value, they gave the survivors all 
  their extra oxygen; if they died, the corporation 
  would lose a lot of money on the exploded ship. 
  Bill was also saved, she had merely been stunned 
  by a suit low on power. After saving everyone, the 
  Doctor dropped off the surviving crew to Ganymede 
  Systems head office to have a quick word. 
  CONTINUITY
  • 
  Nardole removes the TARDIS’ K57 fluid link, 
  thinking that would render it inoperable. He 
  thought this was true because the Doctor told 
  him, but it was a ruse. The Doctor previously 
  pretended that a fluid link was spent of its 
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  mercury, forcing his companions to explore a 
  nearby city that interested him (See The Daleks 
  in The First Doctor Sourcebook).
  • 
  There is a rebellion that takes place six months 
  after this adventure that ends corporate 
  dominance in space (at least for humans — but 
  see The Sun Makers in The Fourth Doctor’s 
  Sourcebook).
  • 
  One of the crewmembers, Dahh-Ren, looks like 
  a blue hairless human. He accuses Bill of being 
  racist for drawing attention to his pigmentation, 
  so humanity may have other skin colours in the 
  future. However, it’s just as possible that he’s 
  an alien, given his similarity to Jorj in World 
  Enough and Time. Like Dahh-Ren, Jorj has an 
  Earth-sounding name and is blue but is most 
  definitely an alien. Cassandra also considered 
  herself the last of the pure humans in End of 
  the World (see The Ninth Doctor’s Sourcebook) 
  and the blue-skinned Steward was present 
  then. It’s therefore most likely that Dahh-Ren 
  and Jorj are part of an alien race that adopted 
  Earth-sounding names to assimilate — perhaps 
  the same species as Dorium Maldovar. 
  • 
  The Doctor has previously encountered robots 
  that were thought to be acting on their own 
  but ended up simply doing what they were 
  programmed to do (see Robots of Death in The 
  Fourth Doctor Sourcebook).
  • 
  The Doctor lies to Bill that his blindness is fixed 
  when they return to the TARDIS — it seems he 
  has changed little from his time with Clara. 
  B  RUNNING THE ADVENTURE
  This adventure is the flip-side of Smile. In the 
  previous adventure, the Vardy are acting differently 
  than they’ve been programmed because they 
  became self-aware. Here, the Smartsuits are only 
  doing what their programmers are telling them to 
  do — they’re killing the staff because it’s more cost 
  effective for the corporation than rescuing them.
  What this adventure really does is shine a light on 
  capitalism at its worst and use this extremism as 
  the driving force for the adventure. Running an 
  adventure in this vein is as simple as picking 
  an economic, political, religious or social 
  concept and taking it to the extreme.
  For example, let’s look at communism 
  and central planning. A space-faring 
  communist government has decided that all 
  its colonies will be equal, abiding by the same 
  laws and receiving the same resources. Any 
  threatening aliens, planets with extreme 
  environments, 
  or 
  unpredictable 
  issues could be disastrous to this 
  setup.
  Taking it to the End
  This adventure and Mummy 
  on the Orient Express both 
  end with the immediate 
  threat 
  dealt 
  with 
  but 
  the 
  perpetrator 
  going 
  unpunished. The Doctor 
  and Clara don’t truly 
  defeat Gus, and in this 
  adventure 
  Ganymede 
  Systems is still in control, 
  though the Doctor believes 
  that this is the death knell of 
  extremist capitalism.
  Gamemasters should be prepared for 
  their players to want to see things 
  through to the end. They may want to 
  march into the Ganymede Systems 
  Head Office themselves along with 
  the survivors and give a grand speech 
  — televised to the masses, of course 
  — about the evils of the company and 
  the low price they’ve put on human 
  life. For the players, this could be a 
  more satisfying way to cap off the 
  adventure.
  It’s also an opportunity for the 
  Gamemaster to add an extra twist. 
  The extreme capitalism of this 
  universe isn’t much different than 
  the ruthless banking practices of the 
  Bank of Karabraxos — maybe the 
  two are connected? Or perhaps the 
  owners of Ganymede Systems aren’t 
  human at all, but the Jagrafess (see 
  The Long Game in The Ninth Doctor 
  
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  Sourcebook) or the Usurians (see The Sun Makers 
  in The Fourth Doctor Sourcebook). In these cases, 
  the entire point is to exploit humanity until they dry 
  up like disposable resources. In any event, going 
  to the Head Office can turn this into a multi-part 
  adventure!
  NEW GADGET – SMARTSUIT
  The Smartsuit is a spacesuit that monitors 
  the wearer’s remaining oxygen as well as 
  enabling them to operate in no-atmosphere 
  environments.
        Traits: Climbing (Major), Environmental 
        (Major),  Scan, Tough, Transmit, Skill: 
        Athletics
  Story Points: 7
  FURTHER ADVENTURES
  • 
  Thanks for Nothing! –The player characters 
  find themselves on a future passenger vessel 
  during a galactic depression. The toppling of 
  Ganymede Systems and similar corporations 
  have destroyed the economy. Not only do the 
  player characters have to help those aboard 
  with a menace that threatens them all, but they 
  also must contend with ungrateful citizens 
  who had better lives before the corporations 
  fell.
  • 
  A Cry for Help – A Ganymede vessel is pulled 
  into a wormhole, travelling back in time to 
  crash on Earth centuries earlier. Though 
  the crew do not survive, the Smartsuits are 
  still active, going into emergency mode as 
  soon as the unwitting locals put them on. 
  The Smartsuits work their wearers to death 
  building a galactic transmitter to call for 
  help. The player characters must help the 
  locals resist the suits, but the transmitter has 
  already caught something’s attention…
  SMARTSUIT ZOMBIE
  AWARENESS
  3
  PRESENCE
  1
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  1
  STRENGTH
  3
  The Smartsuit Zombie is a Ganymede Systems 
  Series Twelve Smartsuit that uses the corpse 
  inside it as a skeleton for mobility.
  SKILLS
  Athletics 4, Fighting 3, Subterfuge 2, Survival 2.
  TRAITS
  Climbing (Major Good): The Smartsuit zombie 
  gains a +4 bonus to climbing rolls using its 
  magnetic boots, and may climb sheer and 
  smooth surfaces.
  Natural Weapon – Electric shock: The Smartsuit 
  zombie can deliver an electric shock that does 
  (S/L/L) damage. 
  Special – Override: By touching another 
  Smartsuit, the Smartsuit zombie can override 
  the wearer’s control. This usually results in the 
  wearer being electrocuted by their own suit.
  Tough: The Smartsuit zombie isn’t armoured, but 
  the suit material is strong. Reduce damage by 2.
   
  STORY POINTS: 3
  OXYGEN
  
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  ‘I’m doing what everybody does when the world is in 
  danger. I’m calling the Doctor!’
  B  SYNOPSIS
  Carnathon, around 1010; A virtual reality that 
  simulates Earth, 2017
  On a distant planet, around one millennium in the 
  past, the Doctor was attending the execution of the 
  greatest criminal in the Galaxy: Missy. He promised 
  to look after her body for one thousand years, but 
  he had also promised his wife not to kill her — so 
  he imprisoned her in a vault, and tried to teach 
  her to be good. In 2017 the Doctor was sat outside 
  Missy’s prison confessing his blindness when he 
  received an email on his sonic sunglasses…
  At night, the Pope and his entourage visited the 
  Doctor. They asked him to help them understand 
  a secret ancient document named Veritas (Latin 
  for ‘The Truth’), as everyone who translated it had 
  committed suicide. 
  Bill’s date was rudely interrupted by an entire 
  papal entourage, so she agreed to go with the 
  Doctor and Nardole to Vatican City. They entered 
  the labyrinthine Haereticum where the Veritas was 
  kept, led by a cardinal named Angelo. At the heart 
  of the Haereticum they discovered a strange portal 
  of blinding white light that quickly dissipated. 
  Angelo checked for security breaches whilst the 
  rest of the team went to the cage that held the 
  Veritas.
  Bill, the Doctor and Nardole found a priest named 
  Piero in the cage, who apologised for sending 
  something before brandishing a gun and running. 
  As the team investigated, the portal reopened, and 
  a skeletal hand pulled Angelo through. Bill and 
  Nardole discovered that Piero had sent the Veritas 
  to CERN, and heard a gunshot ring out. The Doctor 
  sent Nardole and Bill to check on Piero so that 
  he could read the dangerous book alone. Using 
  advanced technology he temporarily restored his 
  sight, but found himself surrounded by a group of 
  skeletal figures. He escaped them with the laptop 
  containing the Veritas, but he began to go blind 
  again. 
  Bill and Nardole discovered Piero’s body, just as 
  another portal opened. They stepped inside to find 
  themselves in a circular room with projectors in 
  the centre and more portals on the walls. Stepping 
  through one, they found themselves in CERN. All 
  the scientists drinking whilst a countdown ticked 
  around them — they were ready to commit suicide. 
  The scientists believed that the world was not real 
  and showed that whenever two or more people 
  said a random number out loud, the numbers 
  always matched. 
  Bill and Nardole ran to escape the explosion, but 
  Nardole was still distraught. Back in the circular 
  room, he realised the projectors weren’t just for 
  the portals, they were projecting all of 
  reality. When he stepped outside the 
  projectors light the hologram that 
  was Nardole disintegrated.   
     
  Bill stepped through another 
  portal into the Oval Office, finding 
  the president after they had 
  committed suicide. The Doctor 
  was sat at the Resolute Desk, 
  having just finished listening to 
  the text-to-speech Veritas. He 
  confirmed that the world was a 
  simulation, a creation by an alien 
  race that wished to conquer 
  Earth. 
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  They did this to study every living person on the 
  planet so that they could learn how to subjugate 
  them. Everyone who read the Veritas killed 
  themselves to escape the simulation and hinder 
  the alien invaders. 
  The skeletal figures, known as the Monks, were 
  the invaders. They confronted the simulated Time 
  Lord, but the Monks had fallen into his trap — he 
  sent an email of his simulation memory file to the 
  real Doctor to warn himself of the danger, which 
  promptly arrived on his sonic sunglasses… 
  CONTINUITY
  • 
  Missy is revealed as the prisoner in the 
  Vault. She references the Doctor’s ‘bliss on 
  Darillium.’ Given that this event takes place 
  around 1017, it suggests that not only do Time 
  Lords tend to meet each other in the relative 
  present, but they tend to stay in synch with 
  each other timewise.
  • 
  The Vault in which Missy is locked is a Quantum 
  Fold Chamber. It must be guarded by another 
  Time Lord in case the interred ‘relapses.’ 
  The creators of the chamber understood 
  that dead Time Lord internees have a habit 
  of regenerating or otherwise surviving their 
  executions – the Master/Missy most of all.
  • 
  Despite 
  the 
  TARDIS 
  translation 
  circuit, 
  Cardinal Angelo translates so that the Pope 
  and the Doctor can communicate. Could this 
  be a glitch in the Monks’ programming?
  • 
  The Doctor is a friend of Pope Benedict IX, 
  who happened to be female. She founded the 
  Haeriticum, where church secrets are kept.
  • 
  The Monk’s plan to run a simulation of Earth 
  prior to invasion is strikingly similar to that 
  of the Kraal (see The Android Invasion in The 
  Fourth Doctor Sourcebook).
  • 
  The Doctor once left a message to his 
  unsuspecting self, although that was a later 
  incarnation rather than a simulation (see 
  Battlefield in The Seventh Doctor Sourcebook).
  • 
  A simulated version of the Doctor has 
  participated in his adventures before. He 
  once created an avatar to go into the Matrix of 
  Gallifrey, and in another adventure he and his 
  companion Leela created microscopic clones 
  to purge a virus in the Doctor’s brain (see The 
  Deadly Assassin and The Invisible Enemy in 
  The Fourth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  This adventure can seem like something of a cheat; 
  the player characters are informed of a grand, 
  world-affecting secret. Anyone who discovers 
  this secret suddenly becomes suicidal. The player 
  characters also learn that they are being observed, 
  and when they finally confront their observers it is 
  revealed that their entire existence is a simulation. 
  If they’re smart, they have an opportunity to 
  contact their real selves to prepare for the coming 
  invasion, but that might not feel very heroic.
  Used carefully, this type of adventure enables 
  the Gamemaster to craft more dangerous plots 
  than usual, as the ‘killing’ of player characters 
  in the Doctor Who Roleplaying Game usually 
  means things aren’t what they seem. This raises 
  the stakes sufficiently and, so long as there is a 
  good resolution, the players should appreciate the 
  change of pace.
  One possible way to run a similar scenario is to 
  have the player characters fleeing incarceration 
  by a corporation or alien race. The enemy has 
  stolen a TARDIS and needs to capture a Time Lord 
  (a player character) to ‘prime’ it. During their 
  escape, the player characters realise that they 
  are Gangers (see The Rebel Flesh in The Eleventh 
  Doctor Sourcebook) who were created to force the 
  Time Lord Ganger to prime the TARDIS, with the 
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  THE TWELFTH DOCTOR SOURCEBOOK
  companions used as leverage to ensure that they 
  don’t simply abscond with the TARDIS. 
  Similarly, the player characters could be androids 
  designed by the Kraal (see The Android Invasion 
  in The Fourth Doctor Sourcebook) who slowly 
  uncover their true nature and defeat the plan from 
  within, contacting their true selves to warn them of 
  the impending invasion.
  But What’s the Point?
  One of the dangers with an adventure like this one 
  is the possibility that the players are going to feel 
  cheated in the end. After all, they’ve just spent a 
  session or three playing what they thought were 
  their characters, only to discover that they are 
  avatars in some alien’s video game. While some 
  players may enjoy the reveal, others may think that 
  the Gamemaster was having a bit of fun at their 
  expense and won’t appreciate it.
  When running an adventure like this it’s important 
  to do two things. First, drop hints that things 
  aren’t what they seem. No simulation is perfect 
  and player characters should have the chance to 
  notice changes in small details. The Monks aren’t 
  likely to put the wrong person in the US Presidency 
  or change a television line-up, but they may use 
  the wrong colours or tastes for certain things, or 
  not worry about who just got injured on a football 
  roster and therefore shouldn’t be playing that 
  day’s match.
  Second, there should be a point to the adventure. 
  The simulated Doctor was able to deduce the 
  Monks’ plan and send a warning to his true self. 
  In a Doctor Who Roleplaying Game adventure, 
  that may not be enough. The player characters 
  should be able to gather usable intelligence on the 
  Monks, discover a weakness, or even plant a virus 
  that wreaks havoc when they do try to conquer the 
  world. Even if the Monks change their plans, the 
  research of the wily player characters could earn 
  them quite a sum of Story Points. Provided the 
  charade pays off, most players should be satisfied 
  with the outcome.
  Another potential option is to use this structure 
  to rescue a failing adventure. What if a player 
  character is in an inescapable situation, only to 
  find the beam of a Dalek Exterminator ray passes 
  straight through them? Constructed correctly — 
  with hints of the false reality given as soon as things 
  start to go awry — the most disastrously unlucky 
  sessions can be turned into successes, rewarding 
  the player characters with information and Story 
  Points for their next (hopefully victorious) session. 
  FURTHER ADVENTURES
  • 
  Déjà vu – The player characters find themselves 
  trying to stop an invasion of Earth. After much 
  devastation the invasion almost succeeds, 
  only for UNIT to unleash a superweapon from 
  the Black Archive to end the invasion in the 
  eleventh hour. The world is saved — until the 
  player characters find themselves on Earth 
  before the invasion, but this time the aliens are 
  set on securing the Black Archive first. Can 
  the player characters’ facsimiles break the 
  cycle and dissuade the aliens from attacking 
  Earth altogether?
  • 
  Bonds Reforged – While unaware of their 
  condition, 
  the 
  facsimiles 
  of 
  the 
  player 
  characters bury the hatchet with an old enemy, 
  enjoy new jobs outside of the TARDIS, or 
  otherwise find their condition more pleasant 
  than their real-world selves. Should they find 
  some way to transmit that to their true selves 
  in order to give them a chance at happiness or 
  new opportunities? Is it worth losing peace to 
  end the programme?
  
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  ‘The Monks are our friends.’
  B  SYNOPSIS
  Turmezistan, 2017; Argofuel Research Operations, 
  Yorkshire 2017; Bristol University, 2017
  A 5,000-year-old pyramid appeared on the border 
  of Turmezistan, between American, Chinese and 
  Russian forces. The UN Secretary-General called 
  for the Doctor to step in, both to mediate between 
  the three armies as President of Earth, and as the 
  only person who could figure out how a seemingly 
  ancient pyramid appeared overnight.
  After flying over with the Doctor and Nardole, 
  Bill figured out that the pyramid must be alien 
  technology disguising itself — if somewhat 
  ostentatiously — and the Doctor agreed, walking 
  towards it. A Monk greeted the blind Doctor, 
  informing him they would conquer Earth and would 
  be asked to do so. As the Monk left, all phones on 
  Earth struck 11:57, three minutes to midnight on 
  the Doomsday Clock.
  The Doctor called together the three army leaders, 
  telling them the Monks had come when humanity 
  was at its weakest. He convinced them to coordinate 
  an attack against the pyramid, but the Monks 
  showed the futility of their actions by harmlessly 
  landing the military bombers and somehow 
  grounding a nuclear submarine. Realising shows of 
  force were pointless, the Doctor led Bill, Nardole, 
  the Secretary-General and the military leaders to 
  speak with the Monks inside the pyramid. 
  The Monks showed them the simulation machine 
  they used to study humanity. They told them that by 
  modelling the future they could keep humanity safe 
  forever. All they had to do was consent to allow the 
  Monks to help them, or the world would become 
  lifeless in less than a year. After being shown the 
  future, the Secretary-General offered his consent 
  to the Monks, but they disintegrated him as his 
  consent was made through fear, not love. 
  After seeing the simulation and the death of the 
  Secretary-General the three armies declared 
  peace, but the Doomsday Clock remained the same. 
  The Doctor realised the military element was a 
  distraction, but from what? Nardole suggested 
  bacteria or a plague, and together they limited the 
  search to 428 bio-chemical trials — too many to 
  track manually. The military leaders decided the 
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  situation was hopeless and went to negotiate with 
  the Monks. 
  The Doctor refused to give up. Knowing the Monks 
  would be watching the labs too, he blinded them 
  by hacking the CCTV and turning of the cameras. 
  The Monks turned the cameras back on in a single 
  lab, Argofuel Research Operations. The Doctor 
  arrived and discovered an accidentally engineered 
  bacteria that destroyed any form of life in seconds. 
  He worked quickly with a scientist there, creating 
  a bomb to blow up the inner lab and destroy the 
  world-threatening bacterium. 
  As the Doctor set the charge, the three military 
  leaders were disintegrated by the Monks — their 
  consent was calculated, not out of love. As the 
  bomb’s countdown started ticking, the Doomsday 
  Clock began to reverse. The Doctor was still in 
  the blast zone but couldn’t open the combination 
  lock to escape. He finally confessed his blindness 
  to Bill. It made it impossible for him to escape, 
  sacrificing his life for humanity.
  Bill consented to the Monks, giving Earth for the 
  Doctor’s sight to save his life. They accepted… 
  Bill sat talking to the memory of mother, trying to 
  recall her past. She had suddenly found herself in 
  a world where the Monks ruled humanity, always 
  had, and always would. Their huge statues dotted 
  the planet, dominating even the skyline of Bristol. 
  She knew their regime, that anyone questioning 
  their benevolent rulership (including admitting 
  they had mysteriously appeared only a few months 
  ago) was killed. She remembered sacrificing the 
  world for the Doctor, but everything was wrong 
  — the Doctor even seemed to be on their side, 
  appearing in their propaganda broadcasts. 
  Nardole interrupted her reverie — awkward, 
  considering she was talking to her imaginary 
  mother — having finally recovered from exposure 
  to the Argofuel bacteria. He had found the Doctor’s 
  location, broadcasting from a prison ship. 
  They infiltrated the ship together and snuck 
  into the Doctor’s office, but he immediately 
  called the guards and held them at gunpoint. 
  The Doctor explained himself: he agreed with 
  the Monks. He said that leaving humanity 
  to its own free will would have ended in 
  destruction, and the Monks brought peace and 
  order (though he admitted he wasn’t keen on the 
  way they were going about it). She tried to use 
  coded messages to see if he was being held under 
  duress, but he called her out, pushing her to the 
  edge. Bill grabbed a gun from one of the guards 
  and shot the Doctor.
  In the throes of a regeneration, the Doctor 
  clapped and congratulated Bill — it had all 
  been a ruse! He was making sure Bill wasn’t 
  a trap set by the Monks, checking she was 
  definitely part of the resistance. The Doctor 
  had swayed the guards to his side and filled 
  the guns with blanks. With Bill back on the 
  team, there was only one recruitment left 
  before the plan could begin. 
  The Doctor and Bill snuck past the Monks 
  into the Vault below Bristol University to 
  talk with Missy. The imprisoned Time Lord 
  had dealt with the Monks on another planet 
  and revealed that their psychic control 
  stemmed from the first connection they 
  made — Bill. The linchpin’s link to the 
  Monks was amplified around the world by 
  their statues and beamed into the minds 
  of the populace. Last time, Missy killed 
  the linchpin and ruined the Monk’s plans. 
  The Doctor refused that option, rallying the 
  resistance to strike at the Monk’s HQ. 
  The Doctor reasoned that there must be a 
  major transmitter feeding the Monk’s lies into 
  the population’s brains. If he controlled the 
  transmitter, he could reverse the process by 
  broadcasting the truth. 
  They led the resistance break in at the Monk’s 
  HQ, but when the Doctor linked himself to the 
  transmitter it proved too powerful, fighting back 
  and knocking him out. Bill risked her life against 
  the transmitter, the power of her love for her 
  
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  mother amplified by the psychic link. The Monks 
  were defeated, their control broken. They fled from 
  Earth, erasing all records — physical and mental 
  — of their invasion. 
  CONTINUITY
  • 
  Once again, the nation of Turmezistan features 
  in the Doctor’s adventures (see The Zygon 
  Invasion). It is apparently located at the edges 
  of American, Chinese and Russian influence.
  • 
  An alien race, the Axons, also appeared on 
  Earth during a tumultuous time and offered to 
  solve the world’s problems (see The Claws of 
  Axos in The Third Doctor Sourcebook).
  • 
  Missy has encountered the Monks before. She 
  ended their control of a planet by throwing their 
  linchpin into a volcano. She also expresses 
  remorse for those she’s killed — the first time 
  the Master ever has.
  • 
  After the Monks are defeated, they erase 
  themselves from history. They are likely 
  helped by the fact that humanity tends to 
  forget events that seem incongruous with their 
  own history. The Doctor pointed this out during 
  a secret Dalek invasion of Earth in 1963 (see 
  Remembrance of the Daleks in The Seventh 
  Doctor Sourcebook) by referencing the Yeti in 
  the Underground and the Loch Ness Monster 
  in the Thames (see The Web of Fear in The 
  Second Doctor Sourcebook and the Terror of 
  the Zygons in The Fourth Doctor Sourcebook, 
  respectively). 
  B  RUNNING THE ADVENTURE
  This adventure can be run in two parts, but the 
  second may not be necessary to play. In the first, 
  an alien race offers to protect the Earth from what 
  they claim is an imminent apocalypse. It’s up to the 
  player characters to discover what this ominous 
  event is and try to stop it. 
  If they fail, then they’ll need to beg the alien race 
  for help. This second part only occurs if the player 
  characters (or someone else) submits to the 
  invaders. The world is then reshaped in the aliens’ 
  image, and it’s up to the player characters to set 
  things right.
  This adventure can be taken alongside Extremis as 
  an example of how to twist a disastrous session 
  or two into a success. If a Gamesmaster were to 
  run a single adventure against the Monks and the 
  player characters were to fail, that session could 
  be twisted to reveal it was a simulation. The real 
  player characters could then face off against the 
  Monks with the additional information from the 
  first session. If they fail a second time, they still 
  have a chance to fight back as part of the resistance 
  in the Monks’ altered world. 
  Consider how much the Monks would change; 
  would people remember all of their previous 
  adventures clearly? Would they remember their 
  friends? Would they even remember who they used 
  to be? 
  Another way to run this adventure would be to 
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  have the characters arrive on Earth after someone 
  had made the decision to submit to a benevolent 
  conqueror. What would an Earth run by Silurians 
  look like? What if the Ice Warriors helped humanity 
  through an ice age only to remain their rulers? 
  What if the Cybermen offered ‘upgrades’ to humans 
  suffering an ecological crisis? How can the player 
  characters free such a world from alien rule, and 
  do the humans (or whoever else lives there) really 
  want them to?
  Love and Consequences
  The Monks’ entire plan hinges on somebody 
  submitting to their rule out of love, and that person 
  turns out to be Bill. Her love for the Doctor overrides 
  all other concerns — though she probably knows in 
  the back of her mind that the Doctor will find some 
  way out of this — and the Monks are able to use 
  this to take over the world.
  Gamemasters should be careful about using stuff 
  like this as the linchpin of an adventure. Players are 
  rarely as emotionally invested as the characters 
  they portray, and they’re likely to decide that it’s 
  better to sacrifice one of their own for the greater 
  good than to play the Monks’ game. So, what is a 
  Gamemaster to do?
  One way to handle it is through Story Points. If 
  the Gamemaster offers enough Story Points then 
  a player may decide to act appropriately, but the 
  problem with Story Points is that the Gamemaster 
  can’t force them on a player. If the player decides 
  to play along then they get the points; if they don’t, 
  then the Gamemaster can’t tell them that they do 
  and award the Story Points; they just don’t work 
  that way.
  A better option is to find a different linchpin. This 
  could be a dependent or someone that loves a 
  player character enough to trade the world for 
  their safety. This allows the adventure to run pretty 
  much as intended, using a significant other or fan 
  type NPC. It could even be a supporting character 
  doing it for reasons unknown to the player 
  characters. In this case, the player characters 
  need to discover who the linchpin is and either 
  figure out how to unplug them or, if it comes to it, 
  use Missy’s solution for dealing with linchpins.
  Using the Doomsday Clock
  The Doomsday Clock was created in 1947 as a 
  gauge of how close the world is to global nuclear 
  war. It has since been expanded to include 
  other types of man-made catastrophes as 
  well. The members of the Bulletin of the 
  Atomic Scientists’ Science and Security 
          WHAT WAS THE MONKS’ PLAN?
  The Monks created a virtual simulation to determine the best time to swoop in and 
  offer humanity salvation, requiring true love and total submission in return. Once that 
  is achieved, the Monks reshape the world in their image, creating a false history where 
  they’ve always been integral to human progress. They do this through a submitting 
  linchpin (in this case Bill) and placing neural relays statues all over the globe to 
  strengthen the false narrative. But why?
  The Monks never reveal their justification for conquering Earth. There are hints that 
  the Monks need specific resources — fashion has changed dramatically, giving the 
  gathered people a more uniform appearance — but that’s pure speculation. The 
  Monks have superior technology, but mostly use it to keep an illusory control rather 
  than dominating through force.
  This ambiguity gives a Gamemaster a lot of room to play with. Why did the Monks 
  conquer Earth? Are they a dying race and, despite their superior technology, would 
  eventually be overwhelmed by humanity’s greater numbers? Are they the vanguard 
  for another conquering species? Or perhaps the relationship is more symbiotic, and 
  the Monks need something from Earth in order to maintain themselves? Are the 
  Monks humans from the future, coming back in time to make the changes that they 
  think Earth needs in order to survive? The possibilities are endless!
  
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  Board change the hands to reflect changes in the 
  geopolitical environment that moves the world 
  closer or farther from catastrophe, represented by 
  midnight. When the clock was created, it was set at 
  seven minutes to midnight. In early 2019 it was at 
  two minutes to midnight.
  It’s likely that UNIT has its own version of a 
  doomsday clock, one that also considers the 
  likelihood of alien invasion. Protocols change, and 
  UNIT is given more power the closer that the clock 
  ticks towards midnight, including the protocol to 
  make the Doctor President of Earth. 
  Doomsday clocks are good devices to use in an 
  adventure because they provide the urgency of a 
  countdown without being tied to a particular unit 
  of time. The player characters’ actions determine 
  whether the clock ticks towards or away from 
  midnight. They don’t (usually) have to perform 
  those actions within a specific time. This means 
  that as the player characters accomplish a goal 
  the Gamemaster can then tell them which way the 
  minute hand moved (let’s face it; it’s never going to 
  be the hour hand!).
  FURTHER ADVENTURES
  • 
  Anticipated 
  Interference 
  – 
  The 
  player 
  characters arrive on a world where the Monks 
  are in control. While it should be relatively 
  easy to find the psychic link and break it, the 
  player characters find that the Monks are hot 
  on their tail from the moment they arrive. It’s 
  impossible for a simulation to account for the 
  appearance of time travellers, so how did the 
  Monks know that the player characters were 
  coming? Who are the Monks working with?
  • 
  I Remember! – The Monks have gone, but 
  they haven’t been as thorough erasing their 
  fingerprints as they’d thought. Someone who’d 
  been working with them remembers, and 
  they’ve secured some of the Monks’ advanced 
  technology. Can the player characters discover 
  who has retained their memories and stop 
  them before they use their gadgets for some 
  nefarious plan?
  THE MONKS
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  2
  The Monks are an alien race that resemble 
  mummified corpses in priestly robes. While they 
  are technologically superior to the planets they 
  conquer, they prefer to be welcomed instead of 
  feared.
  SKILLS
  Convince 2, Fighting 2, Knowledge 5, Marksman 
  3, Medicine 4, Science 4 (Biology, Chemistry 6), 
  Subterfuge 3, Survival 4, Technology 5.
  TRAITS
  Alien
  Alien Appearance
  Bio-Chemical Genius: A Monk gains Area of 
  Expertise in the Science skill for Biology and 
  Chemistry; they can create biological or chemical 
  gadgets through jiggery-pokery.
  Fear Factor (1): The Monks gain a +2 bonus to 
  inspire fear.
  Forcefield (Major): The Monks can generate 
  a force field around themselves that reduces 
  damage by two success levels.
  Natural Weapons – Lightning: The Monks can 
  fire a lightning blast that does (4/L/L) damage.
  Psychic
  Shapeshift: The Monks can shift into several 
  different forms and duplicate other people.
  Telepathy: A Monk can create a mental link to 
  read minds or converse telepathically.
  Teleport: A Monk can shift to another known 
  location with an Awareness + Resolve roll. Failure 
  just means they don’t move.
  STORY POINTS: 7-9
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  ‘This is Alpha Centauri! Welcome to the universe!’
  B  SYNOPSIS
  Mars, 1881
  The Doctor took Bill and Nardole to NASA to watch 
  the landing of a new probe on Mars. It was capable 
  of beaming images back to Earth from beneath 
  the ice of the Martian poles. The first image was 
  surprising: an arrangement of rocks spelling ‘GOD 
  SAVE THE QUEEN’. 
  Hopping back in the TARDIS, the team travelled 
  to Mars in 1881 when the message was placed. 
  Beneath the surface they were shocked to discover 
  a campfire — oxygen in the Martian tunnels. The 
  group were separated by a tunnel collapse; Bill 
  met a British Army officer; the Doctor found a one-
  eyed Ice Warrior, and Nardole accidentally took the 
  TARDIS back to modern day Bristol. 
  The British Army squad turned out to be working 
  with the Ice Warrior, who they named ‘Friday’. The 
  Colonel, Godsacre, found the alien’s ship stranded 
  in South Africa and helped to repair it to return 
  to Mars. As recompense, Friday promised them 
  a fortune of gemstones in the Martian mines, but 
  they had discovered nothing in the months they had 
  been there, and the Ice Warrior civilization seemed 
  to have disappeared. 
  A private pried a jewel from the ancient 
  sarcophagus, awakening the Ice Queen Iraxxa. She 
  instantly declared war on the panicking British 
  Army. The Doctor thought it may have been the 
  entrance to an elaborate hibernation area for an Ice 
  Warrior hive. Officer Catchglove denied the Doctor 
  access and dismissed his concerns — this was the 
  property and purview of the British Empire. 
  The Ice Queen Iraxxa awoke from hibernation when 
  a private pried a jewel from her sarcophagus, 
  declaring war on the panicking British Army. 
  Catchglove commanded his men to kill Iraxxa, but 
  Colonel Godssacre overruled, allowing the Doctor 
  to negotiate. The Ice Warriors had hibernated for 
  too long, through the death of the surface of Mars. 
  Their only chance for survival was cooperation 
  with the humans. Unfortunately, a jumpy soldier 
  fired at Iraxxa, earning her ire and starting a 
  battle. The British Army retreated whilst Iraxxa 
  opened the hive, reviving a portion of her legion of 
  Ice Warriors. Catchglove exposed Godsacre as a 
  former deserter, taking command and imprisoning 
  the Doctor, Bill and the former Colonel. 
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  Friday freed the Doctor, Bill and Godsacre, hoping 
  that they would be able to prevent a massacre 
  of the humans who saved him. Godsacre fled, 
  apologising, knowing he had no stomach for battle. 
  The freshly wakened Ice Warriors began the 
  battle, completely overwhelming the British Army 
  and prompting Catchglove to abandon his men. 
  Bill parleyed with Iraxxa whilst the Doctor laid his 
  trap, but at a crucial moment Catchglove returned 
  with a knife to Iraxxa’s throat. 
  Taking the Ice Queen hostage, he planned to desert 
  the planet and trap everyone else on Mars, but he 
  was stopped by a bullet — Godsacre faced his fear 
  and returned to save his soldiers. He offered his 
  life to Iraxxa to spare his men, even after rescuing 
  her from Catchglove. She was impressed by his 
  honour and bravery, and spared his life, provided 
  he pledge allegiance. The two species found peace 
  through joining in arms.   
  CONTINUITY
  • 
  This is the first Ice Warrior story set on 
  Mars. This adventure also shows when the Ice 
  Warriors disappeared from the planet prior 
  to 2059 (see The Waters of Mars in The Tenth 
  Doctor Sourcebook). It can also be implied that 
  the Queen’s Ice Warriors were the ones that 
  rescued Ice Warrior Grand Marshal Skaldak 
  in 1983 (see Cold War in The Eleventh Doctor 
  Sourcebook). In all cases, the Ice Warriors are 
  believed to have slept for 5,000 years, meaning 
  that the Ice Warriors went into hibernation 
  around 3000 BCE.
  • 
  Ice Warrior royalty is seen for the first time. Ice 
  Warrior sonic weapons kill by compressing and 
  twisting victims into a cube-like shape.
  • 
  The 
  Doctor 
  rigs 
  up 
  intergalactic 
  communications for the new alliance to 
  help them find a new world. Alpha Centauri 
  welcomes the Ice Warriors, asking for a 
  physical marker to pick up the survivors: ‘GOD 
  SAVE THE QUEEN’. Centauri was previously 
  seen as an ambassador to Peladon in the future 
  (see The Curse of Peladon and The Monster of 
  Peladon in The Third Doctor Sourcebook).
  • 
  Nardole releases Missy so that she can help 
  him pilot the TARDIS back to the Doctor. Missy 
  seems worried about the Doctor’s health.
  B  RUNNING THE ADVENTURE
  This adventure seems like a parallel universe at 
  first — Victorian soldiers on Mars? — but it quickly 
  becomes evident that this is an actual event going 
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  on in real history. This isn’t the result of an Earth 
  inventor designing a spacecraft about a century 
  early — although it could have — but instead is 
  the result of a crashed Ice Warrior bringing the 
  soldiers who found him and nursed him back to 
  health to Mars.
  This provides the bare bones for any number 
  of ‘historical anomaly’ adventures. The player 
  characters could find Roman gladiators being 
  forced to perform in an alien arena, medieval 
  knights imposing their rule and religion on an iron 
  age world, or a modern mercenary unit becoming 
  embroiled in the politics of the Draconian Empire.
  In all cases, the player characters must discover 
  how and why the humans were transported to 
  another world, solve the problem, and hopefully 
  bring the survivors back to their home. In some 
  cases, the survivors may prefer to remain in their 
  new home — how the player characters handle 
  that depends on the circumstances!
  Matters of Diplomacy
  This adventure highlights one of the Doctor’s 
  hallmarks, that talking is always preferable to 
  fighting. Talking is especially hard in this case 
  because Iraxxa wants to establish her dominance 
  in the face of primitives (her knowledge of Earthling 
  attitudes being Bronze Age, with the Victorian 
  soldiers doing little to show otherwise) while the 
  soldiers are looking to find treasure. Each side is 
  in the way of the other but it’s clear that the Ice 
  Warriors are going to win in the end.
  Still, this adventure is a reminder that talking 
  is often better than fighting. The Doctor feels 
  sympathy for the humans — even when they’re 
  acting badly — but he knows that they cannot 
  win a military victory. Though largely ignored, he 
  influences Friday and Godsacre enough that they 
  help him stop the fighting before a bloodbath, 
  leading to Godsacre’s heroism saving Iraxxa.
  This is not to say that diplomacy will always 
  succeed. The Doctor’s various attempts to unite 
  the humans and Silurians have largely ended in 
  failure, but when the player characters take time 
  to put the weapons down and talk it could end the 
  hostilities momentarily and provide some hope for 
  a better future. 
  VICTORIAN SOLDIER
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  3
  SKILLS
  Athletics 2, Fighting 2, Marksman 3, Medicine 
  1, Survival 3.
  TRAITS
  Obligation (Major): Soldiers are always 
  on duty for Queen and Country.
  Special: Each Soldier may be 
  individually different and could have 
  any traits available to a normal human 
  of their Technology Level (4). The traits 
  in Paternoster Investigations are 
  particularly suitable for Victorian Soldiers. 
  EQUIPMENT: Rifle (3/6/9), Revolver (2/5/7), 
  Knife (2/5/7)
   
  TECH LEVEL: 4  
  STORY POINTS: 2
  
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  FURTHER ADVENTURES
  • 
  The Queen Wants YOU! -  Colonel Godsacre has 
  far exceeded Queen Iraxxa’s expectations and 
  is now the General of her Foreign Legion — a 
  ragtag group of humans and aliens who serve 
  the Ice Warriors in the hopes of becoming full 
  subjects of the Empire. Godsacre has recently 
  sent a scouting team to a planet to recruit a 
  new soldier, but due to a faulty engine and 
  local suspicion the scouting group is attacked 
  as invaders. Can the player characters help 
  before the Ice Warriors arrive and defend the 
  honour of their Legion with prejudice?
  • 
  The Abandoned – When Iraxxa left Mars in 
  1881 she didn’t take everyone. A colony of 
  ‘dishonourables’ was left behind. When this 
  group awakens, they realise that Mars is a lost 
  cause and prepare to attack Earth with the 
  machinery the Ice Warriors didn’t take with 
  them. The player characters arrive in London 
  at the turn of the twentieth century, only to 
  discover that H.G. Wells — an old friend of the 
  Doctor’s — may have written one of his most 
  famous books as an autobiography…
  ICE QUEEN IRAXXA
  Slow (Minor): Iraxxa’s speed is halved in Earth-
  like environments when wearing her armour.
  Weakness (Major): Iraxxa prefers the cold and 
  can’t stand intense heat. She gets a -2 to all 
  actions when the temperature rises to 32°C 
  and takes 4 levels of attribute damage as the 
  temperature rises to 100°C.
  Voice of Authority (Minor Good Trait): Iraxxa gets 
  a +2 bonus to Presence and Convince rolls.
  TECH LEVEL: 6 
   STORY POINTS: 8
  AWARENESS
  3
  PRESENCE
  6
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  The Ice Queen Iraxxa has been hibernating while 
  waiting for an opportunity to revive her people. 
  Unfortunately for her, that revival happened thousands 
  of years later than she thought. Iraxxa is arrogant but 
  noble; she has a warrior’s heart, but she can forgive if 
  the condemned is worthy.
  SKILLS
  Athletics 2, Convince 5, Fighting 3, Knowledge 4, 
  Marksman 4, Survival 3, Technology 2.
  TRAITS
  Alien
  Alien Appearance: Iraxxa looks like a reptilian 
  humanoid.
  Armour (Minor): Iraxxa wears a slimmer version 
  of Ice Warrior bio-armour. This armour reduces 
  damage taken by 8. Wearing the armour in Earth-
  like atmospheres lowers her Coordination by 2.
  Arrogant (Minor Good): +2 bonus to resist fear and 
  hopelessness; -1 to social interactions with those 
  considered ‘inferior.’
  Cyborg
  Natural Weapon (Sonic Gun): Iraxxa has a sonic gun 
  attached to her forearm. It does (4/L/L) damage and 
  contorts the victim’s body into a cube.
  EMPRESS OF MARS
  
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  ‘There you were wrong. The crows aren’t sulking. 
  The crows are remembering.’
  B  SYNOPSIS
  Aberdeen, United Kingdom, 2nd Century
  The Doctor couldn’t convince Bill that the legendary 
  Ninth Legion of the Imperial Roman army were 
  annihilated in battle, so he decided to take her and 
  Nardole to check in person. Bill headed off to a 
  river to find evidence on her own, whilst the Doctor 
  teamed up with Nardole. 
  Bill came upon a Pictish girl honouring the graves 
  of her parents. As soon as she noticed Bill she 
  leapt up, drawing her swords and screaming a 
  battle cry. Whilst fleeing through the woods Bill 
  fell into a hole, finding herself at the end of a young 
  Legionnaire’s blade — she had found the Ninth 
  Legion! Or at least, what was left of it…
   
  The Doctor found a stone cairn whilst explaining 
  to Nardole that crows could talk. They discovered 
  a dead Legionnaire whose bones seemed to have 
  disintegrated in seconds. Following a trail, they 
  found a field choked with hundreds of Legionnaire 
  corpses, not long deceased. Whilst examining the 
  grisly scene, they were ambushed by a well-armed 
  group of Picts. 
  The lone Legionnaire explained to Bill that he 
  was one of the few survivors whilst leading her 
  through the woods towards his comrades. The 
  Legionnaire seemed frightened of something in the 
  night, saying that the Picts attacked them with a 
  monster. A strange beast appeared from between 
  the trees, wrapping neon tentacles around the 
  Legionnaire and devouring him. Bill ran to the cave 
  where the remainder of the Legion hid, the young 
  warriors blocking the entrance behind her — but 
  not before the beast’s tentacle lashed her. As they 
  explained that the beast was attracted to light, she 
  discovered a black slime where the tentacle hit, 
  then fell unconscious.
  Holding the Doctor and Nardole at spear-point, 
  Kar — the Picts young leader — announced herself 
  as a Gatekeeper, summoner of the beast that 
  destroyed the Ninth Legion. The Time Lord and his 
  assistant escaped, heading into the cairn to find 
  the ‘Gate’ the Picts spoke of. The Doctor stepped 
  inside a strange blue portal, seeing a multitude of 
  strange beasts swimming in the light. He exited 
  after a few seconds, but outside the cairn two 
  days had passed. He immediately identified it as 
  an interdimensional temporal rift. 
  Kar told the Doctor they called what was beyond 
  the portal ‘the eater of light’, and that each 
  generation they sent a warrior through the portal 
  to face it. But this time, Kar released a creature 
  to destroy the Ninth Legion. In Earth’s light 
  it became more and more powerful, and 
  eventually it would allow the other beasts 
  through. The Picts explained that their 
  ancestors couldn’t fully imprison the 
  eater of light, but the cairns they built 
  restricted the portal so that it could 
  only open once per generation. Each 
  gatekeeper fought back the beast by 
  poisoning the light using primitive 
  prisms 
  with 
  optical 
  cancellation 
  properties. 
  Bill awoke in the Legionnaires cave after two 
  days of sunlight had burned off the beast’s black 
  slime. The beast continued to circle their cave, 
  growing more powerful as it consumed more 
  light. Bill rallied the terrified young centurions, 
  leading them through a tunnel system to the 
  Pictish village. 
  The Romans and Picts squared off, but once 
  they realised they could understand each other 
  (thanks to the TARDIS Translation circuit) they 
  recognised they were all children fighting wars 
  they didn’t understand. The Doctor brought them 
  all together, explaining that the creatures would 
  continue to eat the light, until the sun and all the 
  stars were devoured. 
  The Doctor explained that the Gate-Keepers plan 
  had worked in the past as the creatures could only 
  come through one at a time; a single Pict fighting 
  off a beast for a few minutes would mean decades 
  of safety on Earth. Luring the creature back to 
  the cairn, the Doctor, the Picts and the Romans 
  worked together to poison the light and drive the 
  beast back into the portal. 
  The Doctor revealed his final plan: he would go 
  into the portal and fight the eater of the light. His 
  life span was long enough to defend the Earth for 
  THE EATERS OF LIGHT
  
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  millennia. But Kar and the Legion wouldn’t let him 
  — they knew they could defend the Earth by working 
  together, and felt it was their responsibility. 
  Together they formed the Warriors of Light, their 
  music echoing as they defended Earth over untold 
  time. 
  CONTINUITY
  • 
  Crows are revealed as a sentient, language-
  speaking species. Kar’s brother teaches 
  the crows to say her name in memoriam, 
  explaining their distinctive call. 
  • 
  When the Time Travellers return to the 
  TARDIS, Nardole and Bill are surprised to 
  see Missy. The Doctor was having her fix the 
  engines, bio-locking her out of the controls 
  to keep her imprisoned. She cries when she 
  hears the music of the Warriors of the Light. 
  • 
  Nardole tells a very different story of what 
  happened to the crew of the Marie Celeste (see 
  The Chase in The First Doctor Sourcebook 
  for the truth), but he admits that he’s telling 
  it ‘the way he heard it.’ It is probable that 
  Enzomodons could have eaten the crew of 
  another ship, given that they communicate by 
  digesting each other. 
  • 
  The Doctor previously visited 2nd century 
  Britain when he was locked in the Pandorica 
  Box in Stonehenge (see The Pandorica Opens 
  in The Eleventh Doctor Sourcebook). He’d 
  also visited Rome a few decades earlier (see 
  The Romans in The First Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  As with Robin Hood, this adventure is about 
  discovering what happened to semi-mythical 
  figures, in this case the Legio IX Hispana or ‘the 
  Ninth Legion.’ The legion disappeared around the 
  turn of the 2nd century, but no one is quite sure 
  what happened to them. Bill argued she had a 
  better idea than the Doctor, convincing him to take 
  her there.
  As with the last adventure, historical soldiers 
  — Pict and Roman — are fighting something not 
  of this world. In this case the extra-terrestrial 
  creature has come to Earth and can’t be negotiated 
  with, only forced back into its dimension and kept 
  from sneaking through again.
  The structure is quite simple: arrive in the 
  historical locale, discover that the traditional 
  historical interpretation is incorrect, discover the 
  truth of the extra-terrestrial activity, and save 
  THE EATERS OF LIGHT
  
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  everyone’s lives. In this case, the monster helps to 
  add a subtext of bringing together disparate — even 
  warring — cultures to fight a greater evil, showing 
  that they are not so different and that ultimately we 
  are all children of time. 
  If there’s one criticism of this adventure from the 
  point of view of player characters, it’s that they 
  play a less active role in the resolution. The Doctor 
  genuinely wanted to sacrifice himself, and the 
  player characters may be put in the uncomfortable 
  position of either doing the same or manipulating 
  others. 
  A 
  Gamemaster 
  could 
  consider 
  the 
  possibility of a third option which enables the 
  player characters to find a way to permanently 
  close the gate.
  Monsters in the Past
  From Grendel to St George’s Dragon, from 
  Minotaurs in Crete to giants in Britain, from 
  Thunderbirds in North America to shapeshifters in 
  East Asia, history is filled with strange monsters 
  that befuddle and slaughter unsuspecting humans. 
  As this adventure shows, such creatures may have 
  an alien origin. Examples from the Doctor’s own 
  adventures include the Devil (see The Daemons 
  in The Third Doctor Sourcebook) and the Loch 
  Ness Monster (see the Terror of the Zygons in The 
  Fourth Doctor Sourcebook).
  There are two ways to present monsters as 
  aliens in the past. The first is to use them like this 
  adventure; the aliens are mindless creatures that 
  have found their way to Earth and must be dealt 
  with. The Gamemaster should probably make them 
  a little more ‘alien’ than they are portrayed in myth 
  although some creatures, like basilisks, already 
  have potent traits that make them dangerous and 
  worthy of an adventure.
  The second option is to use an alien race. Some 
  alien races already have traits that match the 
  myth. Zygons, for example, are shapeshifters, 
  and Silurians look like humanoid dragons (not to 
  mention the actual dinosaurs they live alongside). 
  KAR
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  2
  STRENGTH
  2
  Kar is a young Pict who allowed an Eater of 
  Light into the world to destroy a Roman Legion. 
  As the Keeper of the Gate she accepted her 
  responsibility and walked into the Eaters’ 
  dimension, to hold them back along with help 
  from the remaining Legionnaires.
  SKILLS
  Athletics 3, Convince 2, Fighting 
  3, Knowledge 2, Marksman 3, 
  Subterfuge 2, Survival 3.
  TRAITS
  Impulsive (Minor Bad): Kar is an 
  impulsive teenager who doesn’t think 
  things through before acting.
  Voice of Authority (Minor Good Trait): +2 
  bonus to Presence and Convince rolls.
  EQUIPMENT: Spear (4/6/8)
  TECH LEVEL: 2  
  STORY POINTS: 5
  ROMAN LEGIONNAIRE DESERTER
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  3
  These remnants of the Ninth Legion broke ranks 
  when they saw the Eater of Light. They survive 
  by hiding, finally summoning the courage to help 
  Kar keep the Eaters at bay by fighting at her 
  side.
  SKILLS
  Athletics 3, Fighting 3, Marksman 2, 
  Subterfuge 3, Survival 3.
  TRAITS
  Cowardly (Minor Bad): -2 penalty to any fear roll.
  EQUIPMENT: Segmented Armour – reduces damage 
  by 5, Gladius (3/5/7)
  TECH LEVEL: 2  
  STORY POINTS: 3-4
  
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  Not all these aliens have to have nefarious 
  purposes. A Minotaur might be an alien scout 
  who crash-landed, now being starved and held in 
  a labyrinth for a King’s amusement. Whenever a 
  potentially violent monster like this is encountered 
  it could be a kill-or-be-killed situation; what if the 
  King was forcing the Minotaur to fight? What if 
  a regent captured an alien ‘Hydra’ baby, using it 
  as leverage to force the mother to eliminate their 
  political rivals? 
  FURTHER ADVENTURES
  • 
  Another Keeper, Another Gate – The basic 
  premise of this adventure works very well 
  in other times and locations. In Colonial 
  America, a First Nations Keeper may be 
  holding the Eaters at bay only to be threatened 
  by Europeans. A Keeper in Germany may be 
  threatened as the Thirty Years’ War rages 
  across her land. Treasure hunters may 
  accidentally open a closed dimensional portal 
  while searching through the ruins of Great 
  Zimbabwe. The possibilities are endless.
  • 
  A Warning of Crows – While he was prevented 
  from being the Gatekeeper, the Doctor had a 
  point. Kar and the Legionnaires can only hold 
  off the Eaters of Light for so long — a few 
  more centuries beyond the present, maybe? 
  At some point in the future, the cairn will be 
  unguarded again. This time, the cairn site may 
  be buried below a megalopolis — the only hint 
  of the trouble to come is that the crows start 
  saying ‘help’ instead of ‘Kar.’ Can the player 
  characters find someone or something to 
  guard the gate?
  EATER OF LIGHT
  ‘scratched.’ They fall unconscious until enough 
  exposure to sunlight burns away the black mark 
  they receive from the tentacle.
  Special – Light Feeding: For each day in sunlight, 
  the Eater’s Coordination and Strength each 
  increase by one. For every two hours of night, the 
  Eater’s Coordination and Strength each decrease 
  by one, to a minimum of its starting score.
  Weakness (Minor Bad): The Eater of Light takes 
  a -2 to rolls when operating at night.
  Weakness (Major Bad): Hitting the Eater of Light 
  with refracted light gives it the Slow trait.
  STORY POINTS: 6-8
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  1
  STRENGTH
  5
  These tentacled creatures from another dimension 
  feed on light. 
  SKILLS
  Athletics 3, Fighting 4, Subterfuge 3, Survival 4.
  TRAITS
  Alien
  Alien Appearance
  Alien Senses (Minor Good): +4 to Awareness when 
  following sound waves.
  Armour: The Eater of Light has a strong hide. 
  Reduce all damage by 5.
  Environmental (Major Good): The Eater of Light 
  suffers no ill effects from any environment.
  Fear Factor (2): The Eater of Light is a giant 
  tentacled reptile that can disintegrate people. It gets 
  a +4 to inspire fear.
  Natural Weapon (Bite): The Eater of Light can bite 
  its enemies. This causes (5/7/9) damage.
  Natural Weapon (Tentacle): The Eater of Light 
  destroys its enemies with a degenerative energy 
  exuded from its tentacles. It does (S/L/L) damage. If 
  the target receives an S result, then they were only 
  THE EATERS OF LIGHT
  
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  ‘People get the Cybermen wrong. There’s no evil 
  plan, no evil genius. Just parallel evolution.’
  B  SYNOPSIS
  A Mondasian Colony Ship, the edge of a Black Hole
  The TARDIS doors swung open on the deck of a 
  gargantuan ship and an unexpected figure emerged; 
  a woman in sharp Victorian attire claiming to be 
  ‘Doctor Who’. A distress signal began to sound 
  as Bill and Nardole followed Missy onboard, 
  complaining to the Doctor over earpieces. Nardole 
  discovered the colony ship was over 400 miles long 
  and 100 miles wide, currently reversing away from 
  the gravitational pull of a black hole. The test to 
  see if Missy had become good had begun.
  A crewmember named Jorj rushed in, holding 
  ‘Doctor Who’ and her companions at gunpoint 
  whilst asking if they were human. In a panic, he 
  recognised that there were lifts on the way to 
  the deck whilst Bill confessed her humanity. The 
  Doctor interrupted his ‘test’, leaving the TARDIS to 
  try to reason with Jorj, but to no avail — Jorj shot 
  Bill in the chest.
  Strange humanoids emerged from the lifts 
  attached to intravenous drips. Their faces were 
  entirely covered by wraps, but they somehow 
  lifted Bill onto a gurney. They vocalized they would 
  ‘repair’ Bill using robotic voice boxes as they 
  returned to the lift.  
  The Doctor interrogated Jorj and learned that the 
  ship had a skeleton crew of 50 only two days ago, 
  but since some were taken into the lifts thousands 
  of vital signs had appeared on the lower levels. 
  This was possible through time dilation: the gravity 
  of the black hole was causing time to move slower 
  at the bottom of the ship than at the top. 
  Bill drifted into consciousness with a mechanical 
  heart, technology replacing the hole blasted 
  through her chest. As she explored the strange 
  hospital on the 1056th floor of the ship she found 
  many more of the strange humanoids. They were 
  attached to the same intravenous drip as her, and 
  occasionally repeated single words or phrases, 
  ‘pain’ or ‘kill me’. 
  An eccentric man named Razor helped her escape 
  from the other hospital patients, and they struck 
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  a fast friendship. He showed her the decrepit city 
  outside the hospital and explained that the ship 
  was old, unable to support the population unless 
  they ‘evolved’. Razor also showed Bill a video of 
  the top of the ship, live footage of the Doctor and 
  company imperceptibly moving due to the extreme 
  time dilation. 
  A decade passed as Bill worked as a janitor in the 
  hospital — her heart would stop working if she left 
  — and watched the Doctor with Razor whenever 
  she could. When the Doctor finally entered the 
  elevator, Razor promised to take her to meet 
  him. He betrayed her, taking her to a conversion 
  laboratory to be fully upgraded. 
  The Doctor, Missy and Nardole reached the 
  1056th floor at last. Razor greeted Missy when 
  she discovered the ship was from Mondas, and 
  revealed his identity — he was the Master, Missy’s 
  previous incarnation! The Doctor and Nardole 
  found the reason the Master was on the ship: Bill 
  Potts, the first Mondasian Cyberman. 
  The Master and Missy captured the Doctor, 
  revealing floor 1056 had been transformed into a 
  gargantuan Cyberfactory. Whilst both incarnations 
  gloated, the Doctor sprang his trap, revealing 
  he had reprogrammed the Cyberman hive mind 
  to convert Time Lords as well as humans. Missy 
  knocked out the Master — she had secretly been 
  on the Doctor’s side all along — as Nardole 
  arrived in a shuttle to rescue them. A Cyberman 
  almost electrocuted the Doctor, but he was 
  saved by another Cyberman straining against its 
  programming — Bill Potts. 
  Nardole’s shuttle got them to floor 507, a solar farm 
  capable of producing food that was by constant 
  assaults from the Proto-Cybermen. Bill struggled 
  against her programming as she realised what 
  she had become, whilst the Doctor and Nardole 
  prepared for the inevitable advanced Cyberman 
  assault. Missy and the Master abandoned the 
  Doctor, but they double-crossed each other, the 
  Master killing his previous incarnation because he 
  couldn’t stand turning into someone ‘good’. 
  Nardole came up with a plan to hold off the assault, 
  but the Doctor knew it wouldn’t be enough. He 
  charged Nardole with defending the Mondasian 
  civilization as they headed toward the top of the 
  ship whilst he and Bill stayed behind to hold off the 
  advanced Cybermen. 
  The Doctor succeeded in stemming the Cyber 
  horde, but at the cost of his life. Bill held him 
  and shed a tear, but it wasn’t her own — Heather, 
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  the Pilot, returned, now fully in control of her 
  shapeshifting and time-space travelling form. 
  She brought the pair of them to the TARDIS and 
  converted Bill into the same substance as her, 
  making them both appear human. They set off to 
  travel time and space together, leaving the Doctor 
  regenerating in the TARDIS.
  CONTINUITY
  • 
  The 
  colony 
  ship 
  comes 
  from 
  Mondas, 
  indicating that Mondasians attempted to 
  escape their fate (see The Tenth Planet in The 
  First Doctor Sourcebook). It’s likely they had 
  already started cybernetic experiments and 
  the Master helped them along on the colony 
  ship.
  • 
  Missy claims that ‘Doctor Who’ is the Doctor’s 
  real name. WOTAN also addressed the Doctor 
  by this name (see The War Machines in The 
  First Doctor Sourcebook).
  • 
  The Master disguises himself so that Bill 
  wouldn’t recognize Prime Minister Harold 
  Saxon.
  • 
  Missy may have utilised what she’d learned 
  as ‘Razor’ when creating the Earth Cybermen 
  (see Dark Water).
  • 
  The Doctor previously lost a companion to 
  several years’ worth of time in The Girl Who 
  Waited (see The Eleventh Doctor Sourcebook), 
  when Amy walked into the wrong room of the 
  Two Streams Facility. He technically also did 
  this to Amy when he first met her as a pre-teen 
  – she waited for him and he didn’t return until 
  she was an adult.
  • 
  This is the first time in the Doctor’s adventures 
  that multiple incarnations of the Master 
  have met. This may be the only time that two 
  incarnations have, as the Master wonders why 
  Missy doesn’t remember this adventure. He 
  may not know of the idea of a personal timeline 
  being out of synch.
  • 
  The Doctor implies that Donald Trump is the 
  President of the United States of America and 
  that he, or people like him, tend to find their 
  way to power on any given human world.
  • 
  The Doctor indicates that there are several 
  separate races of Cybermen that aren’t 
  related to each other, much as several alien 
  races (including Gallifreyans) look completely 
  human. Furthermore, the Doctor suggests that 
  the Cybermen from Mondas (see The Tenth 
  Planet in The First Doctor Sourcebook), Telos 
  (see The Tomb of the Cybermen in The Second 
  
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  Doctor Sourcebook) and Planet 14 (see The 
  Invasion in The Second Doctor Sourcebook) 
  were three separate races of Cybermen. 
  • 
  The Doctor also notes that the different races of 
  Cybermen are the result of parallel evolution, 
  which is why one race of Cybermen may look 
  like another. In this adventure, the Cybermen 
  evolve through three different models that 
  have been seen before as other races.
  • 
  This adventure is similar to Genesis of the 
  Daleks (see The Fourth Doctor Sourcebook) 
  in that the Doctor is present for the creation 
  of a deadly adversary and has to settle for 
  slowing them down a bit rather than stopping 
  them while saving his own life and that of his 
  companions.
  • 
  Bill ironically spends more time with the 
  Master than she does with the Doctor due to 
  time dilation. 
  • 
  The Doctor refuses to regenerate. The 
  Master previously refused to regenerate (see 
  Last of the Time Lords in The Tenth Doctor 
  Sourcebook), although that obviously didn’t 
  stick.
  B  RUNNING THE ADVENTURE
  This adventure sees the return of two adversaries: 
  The Master and the original (sort of) Mondasian 
  Cybermen. The adventure also includes their 
  ‘upgrades,’ Missy and the later Cyberman models 
  (see the Doctor Who Roleplaying Game for these; 
  several of the sourcebooks also include other models 
  of Cybermen that could appear in this adventure).
  At its most basic, this adventure is one of survival 
  under the most depressing circumstances. The 
  Doctor can’t stop the Cybermen, he can only slow 
  them down. Bill, as far as the Doctor is concerned, 
  is already lost. The two Masters, on the verge of 
  redemption, kill each other rather than help the 
  Doctor. 
  Nardole is bought a few years’ freedom, but in time 
  the Cybermen will catch up to him and those he 
  protects (perhaps the setup for a potential campaign 
  for some helpful time travellers?).
  As grim as this is, it provides a good model for a 
  Gamemaster that wants to establish a dangerous 
  new threat for her players. The player characters 
  appear at the dawn of the new alien race and find 
  themselves poorly equipped to deal with them. 
  They must simply survive, in the hopes that the 
  next time they encounter the new race they’ll be 
  better prepared to deal them a crushing blow.
  PROTO-CYBERMEN
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  4
  Proto-Cybermen are an intermediate step 
  between Human and Cyberman. They are 
  hospital patients whose body parts are being 
  replaced with cybernetics but have yet to 
  become full Cybermen.
  SKILLS
  A Proto-Cyberman may retain any of the skills it 
  had when it was fully human, but is equally likely 
  to forget them all.
  TRAITS
  Cyborg
  Fear Factor (1): Proto-Cybermen are scary as 
  they look like bandaged hospital patients. They 
  get a +2 when actively trying to scare someone.
  Networked: Proto-Cybermen have a built-in 
  distress beacon and wireless power transfer 
  systems.
  Slow: Proto-Cybermen are slow and often 
  dragging medical equipment along with them — 
  their speed during chases is reduced to 1.
  Weakness: Proto-Cybermen need the hospital 
  to survive. They take 4 levels of damage for every 
  round they spend not being able to draw power 
  from the hospital.
  TECH LEVEL: 6  
  STORY POINTS: 2
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  Companion Growth
  This adventure sees Bill spend a decade without 
  the Doctor as she waits for his timestream to catch 
  up to hers. Over that time, she grows and changes, 
  most notably into a cyborg and later the first of a new 
  race of Cybermen. She then accepts Heather’s gift 
  and becomes like her, capable of altering her form 
  limitlessly and travelling through time and space 
  unaided. Even when you can adventure anywhere, 
  any when, playing the same unchanging character 
  could get dull. Time Lords regenerate on occasion, 
  but humans tend to stay the same; after all, how is 
  a year or two in the TARDIS really going to affect 
  a player character’s statistics? It’s easy enough 
  to have players swap out new characters, but in 
  some cases a player may wish to portray the 
  same character in a new light.
  A temporal effect of some sort is the perfect 
  way for a character to return changed. This 
  could be part of the adventure — a character 
  steps into a temporal anomaly and re-
  emerges five years older — or it could be 
  something planned. 
                    THE MASTER/RAZOR
  Obsession (The Doctor) 
  Percussive Maintenance 
  Photographic Memory 
  Reverse the Polarity of the 
  Neutron Flow 
  Selfish 
  *Tailored Regeneration: 
  The Master can control his 
  regeneration as it happens, 
  allowing him to tailor his new 
  form however he pleases. 
  Technically Adept: The Master is a 
  gifted scientist and engineer. 
  Time Lord 
  Time Lord Engineer 
  *Time Lord (Experienced) 
  Time Traveller (All) 
  Voice of Authority: When he 
  delivers his evil monologue 
  (and he will), people are 
  compelled to listen. 
  *Vortex Born: The Master can 
  re-roll a failed test involving time 
  travel.
  *Block Transfer Specialist: 
  +3 to any roll involving 
  mathematics, including any 
  repairs or restructuring of a 
  TARDIS. This trait also adds +1 
  to Jiggery Pokery rolls. 
  Vortex
  TECH LEVEL: 6  
  STORY POINTS: 2
  *These traits are found in The 
  Time Traveller’s Companion.
  AWARENESS
  4
  PRESENCE
  6
  COORDINATION
  4
  RESOLVE
  6
  INGENUITY
  10
  STRENGTH
  3
  While he doesn’t know it yet, this is the Master at the 
  end of his ‘Mr Saxon’ incarnation. He no longer suffers 
  from the sound of drums in his head and he was forced 
  out of Gallifrey.
  SKILLS
  Athletics 3, Convince 6, Craft 2, Fighting 2, Knowledge 
  6, Marksman 3, Medicine 4, Science 5, Subterfuge 
  expertise (Disguise +2), Survival 5, Technology 5, 
  Transport 4
  TRAITS
  Adversary (The Doctor, the Daleks) 
  Boffin: The Master is every bit as ingenious at 
  making gadgets as the Doctor. 
  Charming: There’s no denying it, the Master is quite 
  the smooth talker, even as he’s killing you. 
  Eccentric: The Master is prone to outbursts of 
  murderous rage, especially when things don’t go his 
  own way. 
  Feel the Turn of the Universe
  Hypnosis (Special) 
  Impulsive: The Master doesn’t always think through 
  his actions, and the Doctor has baited him into a 
  trap on more than one occasion.
  Indomitable: The Master is not easily put down – 
  time and time again he returns to plague the Doctor. 
  
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  Perhaps a young companion decided to join UNIT for 
  a while before re-joining her time travelling friends, 
  or perhaps the companion wanted a few decades 
  of a regular life before re-joining his friends as an 
  early retiree. The possibilities are endless and add 
  a lot of new roleplaying dynamics to a TARDIS team 
  as they reconnect with a changed old friend!
  FURTHER ADVENTURES 
  • 
  The Cyber-Police – The Cybermen finally 
  caught up with Nardole and assimilated him. 
  Instead of making him part of their network, 
  however, the Cybermen were ‘corrupted’ by 
  Nardole. He’s turned them into a force for 
  good. The player characters receive a request 
  for help and are stunned to discover that 
  the distress signal came from a Cyber-ship 
  claiming to be on a mission of mercy. Can the 
  player characters trust these new Cybermen 
  before it is too late, or has one or more of the 
  Cybermen aboard reverted to form?
  • 
  The Return of Missy – Despite the timelines 
  being out of sync, Missy remembers meeting 
  herself and taking her own advice. With this 
  in mind, it’s possible that Missy is laughing as 
  she ‘died’ because she’d prepared for being 
  shot by herself (much as she did when the 
  Cyber-Brigadier shot her). If this is the case, 
  does Missy continue reforming in her new life 
  (which may or may not include a regeneration?) 
  or does she go back to her evil plots. In any 
  event, the player characters are going to be 
  in for a surprise when they meet the 
  ‘new’ Missy.
               FIRST CYBERMEN
  Weapon: The First Cybermen 
  have a large bulky and 
  cumbersome energy 
  projection weapon. Damage: 
  L [4/L/L]
  Slow: Cybermen are slow 
  and ponderous at the best of 
  times, their speed during chases 
  is reduced to 1.
  Technically Adept: Cybermen 
  are adept with a great deal 
  of technology and can quickly 
  gain familiarity with other 
  technologies.
  Networked: Cybermen have 
  a built-in distress beacon and 
  wireless power transfer systems.
  Code of Conduct: These 
  Cybermen do not kill needlessly.
  Weakness (Major): The First 
  Cybermen cannot tolerate 
  radiation and take 4 levels of 
  damage, that ignores armour, for 
  every round they are exposed to it.
  TECH LEVEL: 6 
  STORY POINTS: 2-4
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  5
  Frequently known as ‘Mondasian’ Cybermen, the First 
  Cybermen are usually the first version of Cybermen 
  created when a race of humans attempts to upgrade 
  themselves (it is very likely that the Cybus Industries 
  prototypes were also First Cybermen). First Cybermen 
  are distinguished from later models by their more 
  human-like appearance. They resemble humans 
  coming out of burn surgery.
  SKILLS
  Convince 2, Fighting 3, Marksman 2, Medicine 1, 
  Science 3, Survival 2, Technology 4, Transport 2.
  TRAITS
  Armour [Minor]: The first Cybermen were covered 
  in a flexible ‘ballistic cloth’ that reduced all damage 
  suffered by 5.
  Cyborg
  Fear Factor [3]: The First Cybermen gain a +6 when 
  trying to actively scare someone.
  WORLD ENOUGH AND TIME/THE DOCTOR FALLS
  
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  ‘You may be a Doctor, but I am the Doctor. The 
  original, you might say.’
  B  SYNOPSIS
  Antarctica, 1986; the Weapon Forges of Villengard; 
  Ypres, 1914
  A British Captain was in a stand-off with a German 
  during World War One when time froze. He explored 
  the battlefield in a frozen moment and saw a 
  mysterious glass-like humanoid. He suddenly 
  flickered through several locations whilst a voice 
  spoke ‘there is a timeline error’. 
  The First and Twelfth Doctors met in the South 
  Pole, both refusing to regenerate. As they argued 
  the snowstorm around them slowed to a stop, 
  frozen in time. The Captain walked towards the two 
  Time Lords as the Glass Avatar appeared behind 
  him in a bright light. The two Doctors hurried the 
  Captain into the TARDIS for safety. 
  After the Doctor gave the officer a glass of brandy, 
  the TARDIS was towed by a massive spaceship, 
  rendering it inoperable. A voice message beamed 
  in asking them to exit the capsule into the ‘chamber 
  of the dead’. The voice gave the Doctor a chance to 
  talk to an old friend in exchange for the Captain’s 
  life. The Twelfth Doctor ran out of the TARDIS and 
  was hugged by Bill Potts, but he refused to believe 
  it was really her.  
  The Glass Avatar revealed itself to be part of 
  ‘the Testimony’, an organisation that harvested 
  something from people at the moments of their 
  death. The Doctor realised the Glass Avatar must 
  once have been alive but could not figure out 
  what the Testimony collected, or why. The Doctor 
  refused to sacrifice the Captain to the unknown 
  and declined the Testimony’s offer, escaping with 
  his first incarnation, the Captain, and Bill. The 
  Testimony still had the Twelfth Doctor’s TARDIS, 
  so they ran to the First Doctor’s old blue box. 
  The Twelfth Doctor tried to find the original 
  human face of the Glass Avatar, but they needed 
  a database to match it to. The Doctor piloted the 
  TARDIS to the Weapon Forges of Villengrad, the 
  most comprehensive database in the galaxy; 
  a database that coincidentally also wanted the 
  Doctor dead. 
  TWICE UPON A TIME
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  As they explored, a Dalek mutant attacked the 
  Captain and was swatted away by the Doctor. The 
  two incarnations of the Time Lord dashed to a 
  tower as something inside fired at anything that 
  moved. The Twelfth Doctor stepped into the firing 
  line, demanding to be scanned, believing whoever 
  it was would want a chance to see him die. The 
  shooter relented, and the tower doors opened. 
  The Twelfth Doctor headed upstairs to meet with 
  the shooter, Rusty the Dalek. The Doctor convinced 
  Rusty to allow him to access the Dalek hive mind — 
  nothing would hurt the Daleks more than helping 
  him. He discovered the purpose of the Testimony: 
  future humans used time travel and mind scanning 
  technology to make copies of their memories in 
  their final moments, allowing them to live on as 
  the Glass Avatars. 
  Downstairs, Bill questioned the First Doctor and 
  discovered his motivations. She hugged him, 
  confessing that she was a Glass Avatar and had 
  been testing him on behalf of the Testimony. Each 
  side realised the other meant no harm. The Twelfth 
  Doctor recognised he had pulled the Captain 
  temporarily out of joint as he had tried to die in two 
  incarnations, an impossibility in one timeline. 
  Testimony and the two incarnations of the Doctor 
  returned the Captain to the point where he was to 
  die. He made one last request of the two Doctors: to 
  look after his family, the Lethbrige-Stewarts. The 
  Twelfth Doctor agreed to do so, and started right 
  then, adjusting the timeline so that Lethbridge-
  Stewart and his German foe met a few hours later 
  — just after the Christmas Armistice began. 
  The two Doctors said goodbye, with the First 
  returning to his own companions to regenerate. 
  The Glass Avatar of Bill bade farewell to the Doctor 
  with a final parting gift: she restored his memories 
  of Clara, who returned for a final goodbye alongside 
  Bill and Nardole. The Doctor accepted his fate, and 
  left the battlefield to regenerate alone…  
  CONTINUITY
  • 
  Bill notes that the Doctor’s TARDIS is bigger on 
  the outside than the First Doctor’s. The original 
  interior of the TARDIS is seen before the Doctor 
  began ‘changing the desktop theme.’
  • 
  Professor Helen Clay established The Testimony 
  Foundation, University of New Earth, on New 
  Earth in 5,000,000,012. The default appearance 
  of a Glass Avatar is based on her. 
  TWICE UPON A TIME
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  • 
  The 
  Testimony 
  Foundation 
  captures 
  a 
  person’s memories at time of death to create 
  a simulacrum. This is similar to Missy’s 
  Nethersphere (see Death in Heaven) except 
  that the simulacrum is put inside a Glass 
  Avatar rather than a Cyberman.
  • 
  The Doctor arrives in Antarctica just as the First 
  Doctor is heading to his TARDIS to regenerate 
  right after the destruction of Mondas (see The 
  Tenth Planet in The First Doctor Sourcebook). 
  The First Doctor is strong again due to being 
  in his regeneration cycle, and is manifesting 
  some decidedly 1960s mannerisms, probably 
  drawn from his attempts to blend in while 
  Susan was attending school (see An Unearthly 
  Child in The First Doctor Sourcebook). 
  His current incarnation finds this highly 
  embarrassing. 
  • 
  The Doctor doesn’t recall meeting his previous 
  self due to the timelines being out of sync.
  • 
  The sonic screwdriver is firmly established 
  as having been first used by the Doctor in his 
  second incarnation, as the First Doctor has no 
  idea what it is.
  • 
  The Doctor encounters Rusty the Dalek once 
  again at the abandoned Forges of Villengard 
  (see Inside the Dalek). Captain Jack Harkness’ 
  sonic blaster was made here.
  • 
  Archibald Lethbridge-Stewart is an ancestor 
  of Alistair Gordon Lethbridge-Stewart and his 
  daughter Kate Stewart.
  • 
  The Doctor accesses the roundel where River 
  had hidden alcohol (see The Husbands of River 
  Song) to get brandy for Captain Lethbridge-
  Stewart.
  B  RUNNING THE ADVENTURE
  As in the Doctor’s first adventure with Bill, this 
  adventure lacks a villain. The Testimony merely 
  wants to get Captain Lethbridge-Stewart back to 
  the point where he was about to die so that they 
  could copy his memories. They didn’t manipulate 
  events or put the Captain in danger; the Doctors 
  did that when they refused to regenerate.
  This adventure works if the players don’t have any 
  knowledge of the Testimony or Glass Avatars. It can 
  be run fairly straight, with the player characters 
  accidentally interrupting the Testimony and then 
  spending an adventure trying to prevent something 
  that isn’t very bad at all. 
  If your players do have foreknowledge then 
  rather than run the adventure as-is, the player 
  characters could have an opportunity to tap the 
  knowledge of lost friends by going forward in time 
  and requesting an audience with the Testimony. 
  This is a fun way to bring back old characters that 
  have died or even to tap more wizened versions of 
  interesting supporting characters. The Testimony 
  may have rules about time travel, so the player 
  
  156
  THE TWELFTH DOCTOR SOURCEBOOK
  characters are going to have to be crafty if they 
  want to get information that they weren’t supposed 
  to know!
  Oh, it’s You! How’ve You Been?
  Whenever one speaks of multi-Doctor adventures 
  it’s often forgotten that part of the fun is the 
  companions meeting earlier or later incarnations 
  of the Doctor as well as each other. Jamie and Peri 
  seemed to share some chemistry together (see 
  The Two Doctors in The Sixth Doctor Sourcebook) 
  and there was a lot of fun Doctor-companion 
  switch-ups in the Death Zone of Gallifrey (see The 
  Five Doctors in The Fifth Doctor Sourcebook). 
  While the First Doctor met the Twelfth Doctor 
  before his companions caught up with him, it could 
  make for a very fun campaign if Ben and Polly were 
  able to meet the later incarnation of the Doctor. 
  While this would have caused some disturbances 
  to the timeline, as Ben and Polly were incredulous 
  at the First Doctor’s regeneration, it might explain 
  why Polly accepted the new Doctor more easily 
  than Ben. Perhaps she shared the adventure 
  with the Twelfth Doctor and was mind-wiped to 
  preserve the timeline, but a lingering memory sat 
  in her subconscious?
  With the Doctor having a steerable TARDIS, it’s 
  certainly possible for him to return to some old 
  companions — while they’re still in their prime 
  — and take them on another adventure. This is 
  a great opportunity for players to revisit any old 
  favourites. Even if it seems impossible — Jamie 
  and Zoe’s memory wipe, Sarah Jane mentioning 
  that she hadn’t seen the Doctor since he dropped 
  her off, Rose living on a parallel Earth — the Doctor 
  always finds some way to break the rules. 
  After all, when Sarah Jane met the Tenth Doctor, 
  after being dropped off by the Fourth, she seems 
  to have forgotten that she’d met the Fifth Doctor 
  on Gallifrey’s Death Zone. Similarly, Jamie seemed 
  a bit older when he met the Sixth Doctor (and the 
  Second Doctor looked older than he should, too!) 
  and he knew about the Time Lords. This hints at 
  Jamie having more adventures with the Doctor 
  after his trial but before he was exiled to Earth.
  So throw the books open and let the players have 
  fun! Maybe the Doctor wants to take Ian and 
  Barbara on another adventure, visit his daughter 
  on a post-apocalyptic Earth, see how Ben and Polly 
  are doing, or once again interrupt Tegan’s job as a 
  flight attendant. 
  TWICE UPON A TIME
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  FURTHER ADVENTURES
  • 
  The Butterfly Effect – The Doctor interfered 
  a bit more than he should have in saving 
  Captain Lethbridge-Stewart. He massaged the 
  timeline so that the Captain and the German 
  soldier effectively stood immobile in a crater 
  for at least a couple of hours. Did anyone 
  notice? Also, the Captain and the German 
  soldier’s survival could have an unintended 
  impact on the future. What happens when the 
  player characters discover the future UNIT in 
  disarray and no Brigadier Lethbridge-Stewart 
  in sight, because the Captain instilled the 
  horrors of war in young Alistair so much that 
  the latter decided to become a maths teacher 
  instead of a soldier?
  • 
  Be Careful What You Wish For – The player 
  characters travel to the Testimony in order to 
  get crucial information they need to resolve 
  their current adventure. Unfortunately, during 
  their questioning of the appropriate glass 
  avatars, the player characters accidentally 
  learn something unpleasant about their own 
  future. Can the player characters ignore this 
  information, or are they willing to break the 
  laws of time to prevent it?
  THE FIRST DOCTOR
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  7
  STRENGTH
  1
  The First Doctor is at the end of his regeneration 
  cycle. He is filled with regenerative energy, which 
  helps him and his future incarnation pilot his 
  TARDIS with accuracy.
  SKILLS
  Convince 4, Craft 2, Fighting 2, Knowledge 4, 
  Marksman 1, Medicine 1, Science 5, Subterfuge 
  4, Survival 1, Technology 4, Transport 2.
  TRAITS
  Adversary (Daleks)
  Argumentative
  Boffin
  Bottom of the Class (Major)**
  Brave
  Code of Conduct
  Eccentric
  Epicurean Taste**
  Feel the Turn of the Universe
  Forgetful
  Impulsive
  Random Regenerator**
  Resourceful Pockets
  Technically Adept
  Time Lord
  Vortex
  ** indicates Traits that may be found in the Time 
  Traveller’s Companion. They may be ignored if 
  you do not have that supplement.
   
  TECH LEVEL: 10  
  STORY POINTS: 10
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  GLASS AVATAR
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Created by the Testimony, Glass Avatars are the 
  collected memories of a single individual. They 
  enable the individual’s descendants to know 
  about their lives. In every way that matters, a 
  Glass Avatar ‘is’ the person that it is mimicking. 
  The statistics here are for a ‘basic’ Glass Avatar. 
  Individual Avatars  would have all the traits and 
  skills of the person they’d copied.
  SKILLS
  Athletics 2, Convince 2, Knowledge 3.
  TRAITS
  Robot
  Gadget – Scan: A Glass Avatar can scan a 
  person’s memories and save them.
  Immortal (Special Good): The Glass Avatar will 
  never die.
  Immunity: The Glass Avatar is immune to all 
  forms of damage.
  Networked: The Glass Avatar is networked with 
  the Testimony.
  Shapeshift: The Glass Avatar can either look 
  completely like the original it copied or a 
  translucent glass-like version.
   
  TECH LEVEL: 8 
  STORY POINTS: 4-5
  ARCHIBALD HAMISH 
  LETHBRIDGE-STEWART
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Captain Archibald Hamish Lethbridge-Stewart 
  is an ancestor of Brigadier Alistair Gordon 
  Lethbridge-Stewart and Kate Stewart. He was 
  supposed to die on Christmas Day 1914, but the 
  Doctor adjusted the timeline so that he would 
  survive.
  SKILLS
  Athletics 2, Convince 3, Fighting 3, Knowledge 2, 
  Marksman 3, Survival 3.
  TRAITS
  Brave: Archibald gets a +2 bonus on all rolls 
  where he needs to show courage.
  Military Rank: Archibald is a Captain in the UK 
  Army.
  Obligation: British Army.
  Tough: Any damage that affects Archibald is 
  reduced by 2.
  Voice of Authority: Archibald gets a +2 bonus 
  on Presence and Convince rolls to get people to 
  follow his orders.
   
  TECH LEVEL: 4  
  STORY POINTS: 6
  TWICE UPON A TIME
  
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  THE TWELFTH DOCTOR SOURCEBOOK
  A
  (Alternate) Adventures and Campaigns 
  20
  Albar Prentis (Tivolian) 
  83
  Archibald Hamish Lethbridge-Stewart 
  158
  (The) Aristotle 
  37
  Asildr 
  10, 13
  B
  Beast Beneath the Ice 
  122
  Bill Potts 
  8, 12
  Blurring the Line Between Fantasy 
  and Reality 
  23
  (The) Bootstrap Paradox 
  80
  But What’s the Point? 
  133
  But you can’t be the King Arthur! 
  41
  But You Have to Guard the Vault! 
  114
  C
  Chapter One: The Twelfth Doctor 
  and Companions 
  5
  Chapter Three: The Twelfth 
  Doctor’s Adventures 
  31
  Chapter Two: Playing in the Twelfth 
  Doctor’s Era 
  16
  (The) Caretaker 
  50
   
  Continuity 
  51
   
  Further Adventures 
  52
   
  Running the Adventure 
  52
   
  Synopsis 
  50
  Charm 
  30
  Chronodyne Generator 
  52
  Clara Oswald 
  8, 11
  Cloak 
  30
  (Adapted) Clockwork Robots 
  34
  Clothes Spray 
  30
  Colony Sarff 
  77
  Communicator Implant 
  118
  Companion Growth 
  151
  Companions 
  24
  (Gallifreyan) Confession Dial 
  78
  Cyber-Cloud 
  68
  (First) Cybermen 
  152
  D
  Danny Pink 
  8, 11
  Dark Water/Death in Heaven 
  66
   
  Continuity 
  67
   
  Further Adventures 
  69
   
  Running the Adventure 
  68
   
  Synopsis 
  66
  Deep Breath 
  32
   
  Continuity 
  33
   
  Further Adventures 
  34
   
  Running the Adventure 
  33
   
  Synopsis 
  32
  (Ms) Delphox 
  49
  (Using the) Doomsday Clock 
  137
  Downtime Between Adventures 
  26
  Dryad Lice 
  126
  E
  Eater of Light 
  146
  (The) Eaters of Light 
  143
   
  Continuity 
  144
   
  Further Adventures 
  146
   
  Running the Adventure 
  144
   
  Synopsis 
  143
  Eliza (Dryad Queen) 
  126
  Emojibot 
  119
  Empress of Mars 
  139
   
  Continuity 
  140
   
  Further Adventures 
  142
   
  Running the Adventure 
  140
   
  Synopsis 
  139
  Everyone’s Okay! 
  125
  Extremis 
  131
   
  Continuity 
  132
   
  Further Adventures 
  133
   
  Running the Adventure 
  132
   
  Synopsis 
  131
  F
  Face the Raven 
  97
   
  Continuity 
  98
   
  Further Adventures 
  99
   
  Running the Adventure 
  98
   
  Synopsis 
  97
  Faraday Cage 
  83
  (The) First Doctor 
  157
  Fisher King 
  83
  Flatline 
  60
   
  Continuity 
  61
   
  Further Adventures 
  62
   
  Running the Adventure 
  62
   
  Synopsis 
  60
  Food Cube 
  118
  (The) Foretold 
  59
  G
  (New) Gadget Traits 
  30
  (New) Gadgets and Traits 
  30
  Gallifrey Reborn 
  28
  (The) Ghost 
  112
  The Girl who Died 
  84
   
  Continuity 
  85
   
  Further Adventures 
  86
   
  Running the Adventure 
  85
   
  Synopsis 
  84
  Glass Avatar 
  158
  H
  Hand Mines 
  78
  Hard Decisions 
  18
  Hazandra, the Ghost of Love and Wishes 
  112
  Heaven Sent 
  100
   
  Continuity 
  101
   
  Further Adventures 
  102
   
  Running the Adventure 
  101
   
  Synopsis 
  100
  Hell Bent 
  103
   
  Continuity 
  103
   
  Further Adventures 
  105
   
  Running the Adventure 
  104
   
  Synopsis 
  103
  Historical Diversity 
  121
  Homing Arrow 
  41
  How to use this book 
  4
  The Husbands of River Song 
  106
   
  Continuity 
  107
   
  Further Adventures 
  108
   
  Running the Adventure 
  107
   
  Synopsis 
  106
  (King) Hydroflax 
  108
  I
  Ice Fish 
  122
  Ice Queen Iraxxa 
  142
  In the Forest of the Night 
  63
   
  Continuity 
  64
   
  Further Adventures 
  34
   
  Running the Adventure 
  64
   
  Synopsis 
  63
  Into the Dalek 
  35
   
  Continuity 
  36 
   
  Further Adventures 
  65
   
  Running the Adventure 
  37 
   
  Synopsis 
  35
  Introduction 
  4
  Invisibility Watch 
  30
  J
  Jac  
  93
  K
  Kantrofarri (Dream Crab) 
  73
  Kar  
  145
  (I am the) Karkus! Playing Superheroes 
  111
  Kill the Moon 
  53
   
  Continuity 
  54
   
  Further Adventures 
  55
   
  Running the Adventure 
  54
   
  Synopsis 
  53
  Knock Knock 
  123
   
  Continuity 
  124
   
  Further Adventures 
  125
   
  Running the Adventure 
  124
   
  Synopsis 
  123
  L
  Lake Ghost 
  82
  Last Christmas 
  70
   
  Continuity 
  71
   
  Further Adventures 
  73
   
  Running the Adventure 
  71
   
  Synopsis 
  70
  Left Behind 
  20
  Leonian 
  89
  Listen 
  43
   
  Continuity 
  44
   
  Further Adventures 
  45
   
  Running the Adventure 
  45
   
  Synopsis 
  43
  Lost in Time 
  21
  Love and Consequences 
  137
  (Captain) Lundvik 
  55
  M
  Mancini’s Family Restaurant 
  33
  Maebh Arden 
  65
  The Magician’s Apprentice/ 
  The Witch’s Familiar 
  74
   
  Continuity 
  76
   
  Further Adventures 
  78
   
  Running the Adventure 
  77
   
  Synopsis 
  74
  (The) Master/Razor 
  151
  Matters of Diplomacy 
  141
  Memory Worm 
  48
  INDEX
  
  160
  THE TWELFTH DOCTOR SOURCEBOOK
  Merry Men 
  42
  (The) Mire 
  86
  Missy 
  10, 14
  (The) Monks 
  138
  Monsters in the Past 
  145
  Mood Badge 
  118
  Movellan 
  115
  Mummy on the Orient Express 
  56
   
  Continuity 
  57
   
  Further Adventures 
  58
   
  Running the Adventure 
  58
   
  Synopsis 
  56
  N
  Nardole 
  9, 12
  Nether-Cyberman Control Bracelet 
  68
  Nether-Cybermen 
  69
  O
  Oh, it’s You! How’ve You Been? 
  156
  Osgood Box 
  93
  (The) Overnight Forest 
  65
  Oxygen 
  127
   
  Continuity 
  128
   
  Further Adventures 
  130
   
  Running the Adventure 
  129
   
  Synopsis 
  127
  P
  Paternoster Investigations 
  34
  Perkins 
  59
  (The) Pilot 
  113
   
  Continuity 
  113
   
  Further Adventures 
  114
   
  Running the Adventure 
  113
   
  Synopsis 
  113
  (The) Pilot 
  115
  Places to See, People to Annoy 
  19
  Professor and Student 
  21
  Prompt Cards 
  30
  Proto-Cybermen 
  150
  The Pyramid at the End of the World/
  The Lie of the Land 
  134
   
  Continuity 
  136
   
  Further Adventures 
  138
   
  Running the Adventure 
  136
   
  Synopsis 
  134
  Q
  (The) Quantum Shade 
  99
  R
  (The) Rescue Team 
  96
  (The) Return of Doctor Mysterio 
  109
   
  Continuity 
  110
   
  Further Adventures 
  111
   
  Running the Adventure 
  110
   
  Synopsis 
  109
  River Song 
  10, 13
  Robot of Sherwood 
  38
   
  Continuity 
  39
   
  Further Adventures 
  42
   
  Running the Adventure 
  40
   
  Synopsis 
  38
  Robot Knight 
  42
  Roman Legionnaire Deserter 
  145
  Rules of the Dreamscape 
  72
  Rusty and Blue 
  37
  S
  Sandmen as Plot Device 
  95
  Sheriff of Nottingham 
  41
  Shift Bomb 
  48
  Sleep No More 
  94
   
  Continuity 
  95
   
  Further Adventures 
  96
   
  Running the Adventure 
  95
   
  Synopsis 
  94
  Smartsuit 
  130
  Smartsuit Zombie 
  130
  Smile 
  116
   
  Continuity 
  117
   
  Further Adventures 
  119
   
  Running the Adventure 
  118
   
  Synopsis 
  116
  Sonic Sunglasses 
  30
  T
  Taking a Page from the First Doctor 
  22
  Taking it to the End 
  129
  Teller 
  49
  Thin Ice 
  120
   
  Continuity 
  121
   
  Further Adventures 
  122
   
  Running the Adventure 
  121
   
  Synopsis 
  120
  Time Heist 
  46
   
  Continuity 
  47
   
  Further Adventures 
  48
   
  Running the Adventure 
  47
   
  Synopsis 
  46
  (The Twelfth Doctor’s) TARDIS 
  15
  (The) Twelfth Doctor’s Companions 
  8
  Twice Upon a Time 
  153
   
  Continuity 
  154
   
  Further Adventures 
  157
   
  Running the Adventure 
  155
   
  Synopsis 
  153
  U
  Under the Lake/Before the Flood 
  79
   
  Continuity 
  81
   
  Further Adventures 
  82
   
  Running the Adventure 
  81
   
  Synopsis 
  79
  UNIT in the Twelfth Doctor’s Era 
  26
  V
  Vardy 
  119
  (The) Veil 
  102
  Victorian Soldier 
  141
  W
  We Don’t Need a Time Lord! 
  25
  What was the Monks’ Plan? 
  137
  What’s Old is New Again 
  17
  Where is Turmezistan? 
  92
  Who is the Doctor? 
  6
  World Enough and Time/The Doctor Falls 147
   
  Continuity 
  149
   
  Further Adventures 
  152
   
  Running the Adventure 
  150
   
  Synopsis 
  147
  The Woman Who Lived 
  86
   
  Continuity 
  88
   
  Further Adventures 
  89
   
  Running the Adventure 
  88
   
  Synopsis 
  87
  Whose Character is it Anyway? 
  48
  Z
  (The) Zygon Invasion/The Zygon Inversion 90
   
  Continuity 
  91
   
  Further Adventures 
  93
   
  Running the Adventure 
  91
   
  Synopsis 
  90
  INDEX
  
SOURCE: textdata/thevault/Doctor Who/Cubicle 7/Doctor Who (New) - The Twelfth Doctor Sourcebook.pdf