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    Welcome to the Doctor Who Solitaire Story Game...

    Some points in History are fixed

    (The Doctor The Waters of Mars)

    The Doctor has always enjoyed visiting Earth at various points in history as well as mingling with the famous, andinfamous, characters that he found there. From writers like William Shakespeare, scientists like Isaac Newton, or

    even the monarchy like Queen Victoria, the Doctor has always been known to namedrop some of hisacquaintances to his companions.

    This expansion for the Doctor Who Solitaire Story Game offers some new adventures set within Earths varioushistorical eras, some new Enemies that are intent on disrupting the timelines for their own personal gains, severalnew historical figures that you can meet, and some more events such as Goals, Plots and locations to encounter.

    How to Use this Expansion

    The content of this revised expansion should just fit right into the basicgame with no modifications apart from that in e001a and e012 as

    described below. However, you may wish to include the new Enemiesfrom this Expansion to be able to be encountered in Adventures from thebasic game. Since the Demoreans, Mortimus and Moon all haveTemporal capabilities, they can be encountered in virtually anyAdventure location. If a roll dictates, they could simply replace Enemiesthat you have previously encountered in the game. The Silurians can bea replacement for any Sea Devils (v525) encounter.

    New Adventures

    Since there are now far more Adventures within Earths history, the lines Modern Earth History and Older Earth

    History in e001a are now obsolete. Replace them by the following references where all the Adventures from boththe Adventure Book and this expansion have been included and Adventures separated into their distinct Eras:

    Prehistory (7+): ya01

    Antiquity Era (8+): 1-2: a428; 3-4: a439; 5-6: ya09

    Renaissance Era (8+): 1: a418; 2: a420; 3: a425; 4: ya04; 5: ya06; 6: ya07

    Victorian Era (8+): 1: a403; 2: a417; 3: a429; 4: a437; 5: ya02; 6: ya08

    Modern Era (8+): 1: a408; 2: a426; 3: a443; 4: a446; 5: ya05; 6: roll again

    Silurian Earth (1993): replace result 6 on e012.

    Meeting Your Heroes (optional)

    Just like there are fixed points in Time that the Doctor can never (or atleast shouldnt) alter there are important people from history that shouldbe allowed to live their lives as history dictates. They certainly shouldntdie from a Silurian attack or being exterminated by a Dalek!

    If a Character you meet is an important historical celebrity such asShakespeare, Dickens or Newton (anyone that you gain a Luck point formeeting) and is then killed in the Adventure, then unless they are aVictim, you must lose Luck points equal to the number of Traits they

    possess. On average this is 5 Luck points, so treat them gently!

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    YA01. Earth 200,000,000 BC (7; Prehistory Era)

    (Wilderness) You have landed on Earth during prehistory the world as it was before the great continental drift.The ground is marshy and huge mosquitoes hover around the long ferns. Although there might not be quite asmuch oxygen as usual and its rather warm, it could be a great place to study dinosaurs...

    Special:If the Silurians or Sea Devils are the Enemy here take an immediate -1DM when revealed. If you have aCompanion with Scienceand History gain a point.

    Enemy (D6): 1: yv04; 2: yv04; 3: v525; 4: v525; 5: v513; 6: v519

    Character (D6): 1: e071; 2: e071; 3: e032; 4: e020; 5-6: None.

    Event 1 (D6): 1: e121; 2: e256; 3: e095; 4: e078; 5: e112; 6: e002

    Event 2 (D6): 1: e256; 2: e289; 3: e038; 4: e085; 5: e265; 6: e002

    Plot (D6):1: e133; 2: e131; 3: e238; 4: e260; 5: ye12; 6: e150

    Location (D6): 1: e217; 2: e217; 3: ye01; 4: ye01; 5: ye01; 6: e158

    YA02. Earth 1885 (9; Victorian Era)(Holiday) You have landed in the city of Dehli, India - at the height of the British Raj. Night is just falling,mosquitoes are buzzing around you as the Sun sets across the banks of the river Yamuna. As you explore the cityyou realise that 1885 was the year of the Great Monsoon when the Yamuna broke its banks...

    Special: The first time you roll for an Event (2), see instead ye02.

    Enemy (D6): 1: yv03; 2: v525; 3: yv01; 4: v543; 5: v502; 6: v524

    Character (D6): 1: e244; 2: e207; 3: e130; 4: e081; 5: e039; 6: e105

    Event 1 (D6): 1: e121; 2: e076; 3: e206; 4: e051; 5: e151; 6: e002

    Event 2 (D6): 1: e079; 2: e213; 3: e145; 4: e223; 5: e152; 6: e002

    Plot (D6):1: e133; 2: e137; 3: e132; 4: e134; 5: e251; 6: e150

    Location (D6): 1: e273; 2: e066; 3: ye13; 4: e254 5: e055; 6: e065

    YA03. Silurian Earth 1993 (Present Era)

    (Dimensional) (Wilderness) The TARDIS lands in what appears to be a primeval jungle, but you soon make aterrifying discovery - the ruins of London, now crumbling away and infested by vines, creepers and foliage.Pterodactyls soar above and dinosaurs crash through the jungle. Mankind is no longer the dominant species...

    Special:Silurians are +1 to all Qualities here. At the end of every turn, unless at a Location, see e121. Take a -1

    penalty to any Talk rolls with Characters (-2 if Troops).

    Enemy (D6): 1: yv04; 2: yv04; 3: yv04; 4: yv04; 5: v525; 6: yv02.

    Character (D6): 1: e022; 2: e048; 3: e023; 4: e031; 5: e032; 6: e285

    Event 1 (D6): 1: e151; 2: e095; 3: e077; 4: ye11; 5: e112; 6: e002

    Event 2 (D6): 1: e145; 2: e229; 3: e101; 4: e116; 5: e256; 6: e002

    Plot (D6):1: e279; 2: e260; 3: ye14; 4: e235; 5: e153; 6: e150.

    Location (D6): 1: e217; 2: e217; 3: ye01; 4: ye01; 5: e064; 6: e064.

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    YA04. Earth 1505 (9; Renaissance Era)

    (Holiday) You have landed on Earth in Florence at the start of the sixteenth century and at the beginning of theRenaissance. In this Italian city of art and culture anything is possible so perhaps you can explore its windingstreets and elegant plazas without getting into any trouble?

    Special:If you have History, you may add +1 (not cumulative) to any Relax action here.

    Enemy (D6): 1: yv03; 2: yv02 3: v506; 4: v544; 5: v507; 6: v505Character (D6): 1: ye03; 2: e048; 3: e081; 4: e207; 5: e123; 6: e125

    Event 1 (D6): 1: ye14; 2: e076; 3: e101; 4: e112; 5: e151; 6: e002

    Event 2 (D6): 1: ye11; 2: e268; 3: e287; 4: e107; 5: e135; 6: e002

    Plot (D6):1: ye12; 2: e132; 3: e137; 4: e154; 5: e157; 6: e150

    Location (D6): 1: e028; 2: e065; 3: e066; 4: e093; 5: e209; 6: e218

    YA05. Earth 1952 (9; Modern Era)

    (Holiday) You have landed in the fabulous city of Monaco in Monte Carlo and on the French Riviera. The rich andglamorous roar through the streets in luxury sedans around you whilst as dusk falls, the city lights up and the lureof the incredible hotels and casinos is almost palpable.

    Special: Each Character without Charismamakes your group -1 to any Character (not Enemy) Talk options.

    Enemy (D6): 1: yv02; 2: v543; 3: v523; 4: v522; 5: v516; 6: yv01

    Character (D6): 1: ye06; 2: e018; 3: e021; 4: e207; 5: e110; 6: e244

    Event 1 (D6): 1: e206; 2: e035; 3: e151; 4: e152; 5: e213; 6: e002

    Event 2 (D6): 1: e038; 2: e145; 3: e223; 4: e116; 5: e034; 6: e002

    Plot (D6):1: ye12; 2: e134; 3: e154; 4: e179; 5: e288; 6: e150

    Location (D6): 1: ye13; 2: ye13 3: ye13; 4: e055; 5: e144; 6: e255

    YA06. Earth 1710 (9; Renaissance Era)

    You have landed in rural England on a bright Spring morning. A light mist hangs in the still chilly air and flowersburst from the hedgerows. Along the rough track next to the TARDIS you hear the call of a pheasant whilst arounda bend you can smell the unmistakeable aroma of burning wood.

    Special:Any Character here without Historyis -1 Brains in this Adventure.

    Enemy (D6): 1: yv01; 2: v544 3: v529; 4: v528; 5: v524; 6: v517

    Character (D6): 1: ye04; 2: e081; 3: e202; 4: e203; 5: e207; 6: e039

    Event 1 (D6): 1: ye14; 2: e051; 3: e226; 4: e101; 5: e078; 6: e002

    Event 2 (D6): 1: ye11; 2: e038; 3: e268; 4: e177; 5: e208; 6: e002

    Plot (D6):1: ye12; 2: e133; 3: e137; 4: e148; 5: e260; 6: e150

    Location (D6): 1: e093; 2: e158; 3: e236; 4: e254 5: e254; 6: e259

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    YA07. Earth 1794 (9; Renaissance Era)

    The TARDIS has landed in Paris during one of the bloodiest years following the French Revolution. Soldiers, spiesand traitors fill the streets and taverns. Plots, counter-plots and suspicion mix with fops and beggars in this land offear where everyone wants to escape being guests of madam guillotine...

    Special:Any Talk rolls with Characters are made at a -1 penalty (-2 with any Troops). Rolls on e058 are madewith a -1 penalty.

    Enemy (D6): 1: yv01; 2: yv02; 3: v517; 4: v505; 5: v529; 6: v507.

    Character (D6): 1: e203; 2: e202; 3: e207; 4: ye05; 5: e125; 6: e048

    Event 1 (D6): 1: e051; 2: e152; 3: e226; 4: ye14; 5: e206; 6: e002

    Event 2 (D6): 1: e177; 2: e145; 3: e229; 4: e287; 5: e116; 6: e002

    Plot (D6):1: e288; 2: e154; 3: e153; 4: e134; 5: e137; 6: e150

    Location (D6): 1: e255; 2: e255; 3: e093; 4: e028; 5: e108; 6: e259

    YA08. Earth 1835 (9; Victorian Era)

    (Wilderness) You have landed on the Galapagos Islands, a desolate outcrop of rocks and jungle shrouded in mistand fear. It is late afternoon as you trek through the lush vegetation surrounded by tropical birdsong. But thecentre of the island may hold a terrible secret a secret that drives men totally insane...

    Special: If a TARDIS Character has Scienceand Historyhere they gain 1 Luck point on their first Explore Action.All Explore and Move Actions are at -1 to the roll.

    Enemy (D6): 1: yv04; 2: yv04; 3: v525; 4: v525; 5: v519; 6: v528

    Character (D6): 1: ye07; 2: e081; 3: e030; 4: e029; 5: e039; 6: e018

    Event 1 (D6): 1: e079; 2: e077; 3: e095; 4: e135; 5: e151; 6: e002

    Event 2 (D6): 1: ye02; 2: e256; 3: e289; 4: e229; 5: e085; 6: e002

    Plot (D6):1: e157; 2: e141; 3: e131; 4: e176; 5: e159; 6: e150

    Location (D6): 1: e217; 2: e217; 3: e158; 4: e064; 5: e273; 6: e066

    YA09. Earth 47 BC (9; Antiquity Era)

    (Holiday) You have landed in Rome at the height of the Roman Empire. The majesty that is the coliseum towersover the magnificent city as senators mix with soldiers in streets lined with marble statues. But can you avoid theconspiracies and politics? Or worse, the terrible slave traders...?

    Special:Romans Gain +1 to all Move Actions. Add +1 to any number of Troopsyou encounter.

    Enemy (D6): 1: yv01; 2: yv02; 3: yv03; 4: v504; 5: v529; 6: v537

    Character (D6): 1: ye08; 2: e072; 3: e125; 4: e123; 5: e207; 6: e212

    Event 1 (D6): 1: ye14; 2: ye11; 3: e051; 4: e112; 5: e076; 6: e002

    Event 2 (D6): 1: e145; 2: e268; 3: e213; 4: e038; 5: e116; 6: e002

    Plot (D6):1: ye12; 2: e154; 3: e132; 4: e137; 5: e235; 6: e150

    Location (D6): 1: e055; 2: e255; 3: e065; 4: e066; 5: e108; 6: e218

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    YV01. The Demoreans

    You have encountered the Demoreans reptilian shape-shifting aliensthat live off the energies created by Time paradoxes (DM 0; Goals: 1-2:ye09; 3-4: e234; 5-6: ye10). Demoreans often impersonate importanthuman leaders and attack with psychic energy blasts if discovered.

    Roll 1D6 for each non-MachineAlly in your group. If the result is a 1 (ora 2 if the Character is a Bureaucrat) then the Ally is enveloped in a redglow before being revealed as a grinning Demorean. You need only rollonce per Ally.

    Roll 1D3 for the number of Demorean you encounter (this includes any Allies that are revealed to be Demoreanimposters), adding 1 if the Turn number is 5+ or 2 if the Turn number is 9+. Each Demorean is Brains 8, Brawn 5,Bravery 5. Roll another 2D6 and if the result is lower than the Turn number then one of the Demoreans is aDemorean Priest - Brains 9, Brawn 4, Bravery 7. Each Demorean is +1 to all Qualities for each Temporaleventyou have in this Adventure.

    If you kill a Demorean roll 1D6 and on a result of 6 (or 5 if a Priest) then see yv01a below.

    Choose from options below:Fight: Combat occurs but the Demoreans will attack using psychic power so they use their Brains value against

    your Bravery values (adding any Dominationyour Characters possess). If you wish to surrender, see belowwith -1 to the roll. If you later wish to escape the combat, see the Evade option below. If you win a fightagainst the Demoreans, gain a +1 DM. If you can Oppose and a Demorean Priest is here, you haveinstead Defeated them. See yv01a below.

    Surrender: Roll 1D6 with +1 to the roll if a Demorean Priest is here: 1-3: The Demoreans just laugh and their eyesglow with a pale light as they attack! See the Fight option; 4-6: See e061.

    Evade: The Demoreans can move fairly fast when they want to so you must make Running8 rolls to escape. If youfail, or choose not to escape, you must choose another option.

    Hide: You must make Thief8 rolls before combat starts and before any other option. If you fail, or choose not toescape, you must choose another option.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-5: Discovered: choose anotheroption with -1 to the roll; 6-8: Lose quarry event ends; 9+: e082.

    Talk: You may try to bluff your way out of trouble and escape by making a Brains roll with your Brains reducedby 2 for each Demorean here. If you succeed gain a +1DM or reveal the Goal if a Priest is here. If you failchoose to Fight, Evade (-1 to Running rolls) or Surrender.

    Confront: If you can Oppose and there is a Priest here, you can instead try and convince the Demoreans that youknow enough about their scheme to stop it. Make a Brains roll (add 1 to your Brains for each Dominationyou possess) with your total reduced by 3 and by an extra 1 for each Temporalevent. If you succeed youhave Defeated the Demoreans. See also yv01a below. If you fail, choose to either Surrender or Fight.

    yv01a. Rift Key

    (Equipment) This small device harnesses the energy of a Time Rift and ishow Demoreans jump through them.

    If you wire a Rift Key into the TARDIS with an Engineering10 roll yougain +1 to Setting the Controls (e001b). Alternatively, when rolling one107 you may roll twice and choose the desired result. You may destroya Rift Key to cancel any one Temporal Event in an Adventure. If you

    have a Rift Key you gain a +1DM when Demoreans are the Enemy inthe Adventure.

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    YV02. Mortimus

    You have encountered Mortimus a meddling renegade Time Lord thathas somehow escaped the last Time War (DM 0; Goals: 1-2: ye09; 3-4:e233; 5-6: e240). Mortimus (Brains 11, Brawn 4, Bravery 7) cannotresist interfering with history for his own gain and amusement. Take anextra -1DM penalty if on Earth in Present Era or earlier.

    Roll 1D6:

    1-2: Mortimus is alone

    3-4: Mortimus has two hired thugs as bodyguards, each Brains 4, Brawn7, Bravery 6 (Minion).

    5-6: Mortimus is accompanied by a robot servant Brains 5, Brawn 8, Bravery 7 (Machine, Minion).

    If you Defeat Mortimus (except by killing him) you may roll once on e005.

    Choose from options below:

    Fight: If Mortimus is alone he will attempt to evade (by rolling 8+ on 2D6) at the end of each combat round.

    Otherwise combat occurs normally. If you wish to surrender or evade then see the options below. If you wina fight against Mortimus, gain a +1 DM. If you can Oppose and kill Mortimus then you have Defeated himbut you gain no points from this Adventure.

    Surrender: Mortimus rubs his hands in glee. See e061. Roll 1D6 and on a result of 5-6 roll for a Goal event ashe cant resist gloating over his plans.

    Evade: You may escape automatically if Mortimus is alone, otherwise you must make Running8 rolls. If you fail,or choose not to escape, you must choose another option.

    Hide: You must make Thief8 rolls before combat starts and before any other option. If you fail, or choose not toescape, you must choose another option.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8-9: yv02a; 10+: e082.

    Talk: You may try to bluff your way out of trouble and possibly lear n some of the renegades plans. Make anopposed Brains roll. If you succeed, gain a+1DM or reveal the Goal but if you fail take a -1DM and chooseanother option. If you succeed and you can Oppose then you have outwitted Mortimus and Defeated him.

    Sabotage TARDIS: This option can only be chosen if you can Oppose and you make a Tracking9 roll. If yousucceed then see yv02a below.

    yv02a. Mortimus TARDIS

    Unlike your TARDIS, Mortimus has one with a functioning chameleoncircuit even though it often looks like an old stone sarcophagus.

    If you have followed Mortimus here, then you watch as he disappearsinside his TARDIS roll 1D6:

    1-2: The TARDIS disappears as his plans get closer to completion eventends and take a -1DM.

    3-4: You overhear his plans roll for a Goal event.

    5-6: He leaves the doors open. You may try to sabotage the TARDIS as below or leave now.

    If you plan to sabotage the TARDIS, then you must have Thief and make an Engineering10 roll. If you succeed

    then you have Defeated Mortimus. If you fail then you are caught his defence systems and captured see e061.

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    YV03. Hephaestus

    You have discovered that an old scientist from the future is posing asHephaestus, the god of smiths. (DM 0; Goals: 1-2: e234; 3-4: e178; 5-6: e222). Stranded in the past by his temporal experiments, he is tryingto find a way to get back to his own time. Although not malicious, hisunscrupulous attempts to create a society advanced enough to supporthis research are a threat to Earth's history.

    Roll 1D6 to find what you have encountered. Add +1 each time youhave previously rolled here, +1 if Turn 5+ or +2 if Turn 9+. Also add +2if you can Oppose:

    1: e107; 2: e072; 3: e123; 4-5: e101; 6-7: e032.

    8-9: You have encountered Hephaestus (Brains 9, Brawn 3, Bravery 7). He is with 1D3+1 Priest-Scientists - eachBrains 6, Brawn 3, Bravery 5 (Minion).

    10-11: You have encountered Hephaestus (Brains 9, Brawn 3, Bravery 7). He is with 1D6+1 cyborg soldiers -each Brains 3, Brawn 7, Bravery 6 (Minion).

    12+: You have encountered Hephaestus alone Brains 9, Brawn 3, Bravery 7.

    If you have encountered Hephaestus, choose from options below:

    Fight: Hephaestus has a gas gun that reduces the Brawn of all Humans by 3 for this encounter. You may laterchoose to Evade or Surrender. He will escape automatically after one combat round if his total Brawn isless than yours. If you win a fight against Hephaestus then gain a +1DM or if you can Oppose then heis instead Defeated.

    Evade: You must make Running8 rolls before combat starts. If you fail, or choose not to escape, you mustchoose another option.

    Hide: Make Thief 8 rolls before other options. If you fail, or choose not to hide, choose another option.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-5: Discovered: choose anotheroption with -1 to the roll; 6-7: Lose quarry event ends; 8-9: e082; 10+: e144.

    Surrender: Roll 1D6: 1-2: Hephaestus is not interested and attacks; 3-5: e061; 6+: e062. If you are capturedor enslaved, roll for a Goal event as he cannot resist gloating over his plans.

    Talk: You may try to persuade Hephaestus that you are not a threat. If you can make a Brains roll (with -3 forHephaestus, -1for each Minionand -2 if you have Time Agent Allies) then you succeed gain a +1DMor roll for a Goal event or see yv03a. If you fail then you must choose another option.

    Confront: You may only choose this option if you can Oppose. You attempt to get Hephaestus to return to hisown time by making an opposed Brains roll. If you have found an undamaged Time Portal (e065) orstabilised his wormhole (yv03a), gain +2 to the roll, but if you have Time Agent Allies, take a -2penalty. If you succeed then he is Defeated, but if you fail take a -1DM and choose another option.

    yv03a. Malfunctioning Wormhole

    (Temporal) Hephaestus has been unable to find the wormhole that hecreated and that originally brought him here. You may attempt to find thewormhole as a Move Action by making a Tracking9 roll (although youmay add +2 if you have a Time Detector and +1 if you have Time Agentsas Allies).

    Once you know Hephaestus Goal then you may try to stabilise the

    wormhole. You can do this by having Brains 20,Awareand 2 Science.If the wormhole is stabilised it can be used as a Time Portal (see e065).

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    YV04. The Silurians

    You have encountered the Silurians - reptiles that were once the rulers ofEarth millions of years ago (DM 0; Goals: 1-2: e172; 3-4: e231; 5-6:e180). Now millennia later, the Silurians wish to reclaim their planet.

    Roll 1D3 for the number of Silurians you encounter, adding +1 if the

    Turn number is 5+ or +2 if the Turn number is 9+. Each Silurian isBrains 4, Brawn 8, Bravery 5. Roll another 1D6 and if the result is lowerthan the number of Silurians then they are accompanied by a Silurianleader - Brains 8, Brawn 7, Bravery 7. If the Goal is e231 or e180, thenthe Silurians are also with a Silurian scientist Brains 8, Brawn 8,Bravery 6.

    Any time you have e095 or e256, then see yv04a below instead. Any caves you encounter function as a Si lurianbase (+1 to number encountered; any Defeat Enemy or Rescue Actions are made with +1 to roll, all Escape rollshave a -1 penalty). Due to race fear, all Humans in your group are -1 to all Qualities in encounters here.

    Choose from options below:

    Fight: Combat occurs but if the Silurians have greater total Brawn than you have total Bravery, one Human inyour group with less than 6 Bravery is scared to death. If you wish to surrender, see below with -1 to theroll. If you later wish to escape, see option below. If you win a fight against the Silurians, gain a +1DM. If you can Oppose and a Silurian leader is here, you have instead Defeated them, but lose a point.

    Surrender: Roll 1D6 with +1 to the roll if a Silurian leader is here: 1-3: The Silurians third eyes begin to glowred as they attack! 4-6: e061. If you escape, see e217 immediately.

    Evade: The Silurians can move fairly fast when they want to so you must make Running8 rolls to escape. Ifyou fail, or choose not to escape, you must choose another option.

    Hide: You must make Thief8 rolls before combat starts and before any other option. If you fail, or choose notto escape, you must choose another option.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8-9: ye01; 10+: e082.

    Talk: You may try to confuse the Silurians and try to escape. If you can make a Brains roll with your Brainsreduced by 1 for each Silurian (a leader reduces it by 3, a scientist by 2), then you succeed gain a+1DM, or reveal the Goal if a leader is here. If you fail, choose to Fight, Evade or Surrender.

    Broker Peace This option can only be chosen if you can Oppose and there is a Silurian leader here. Make aBureaucrat 11 roll. You must have a -2 penalty for each Fight you have had with Silurians in thisAdventure and -1 for each Troopwith you. If you succeed, the Adventure is over and you gain anadditional 2 points. If you fail, choose to Evade, Surrender or Fight.

    yv04a. Carnosaur

    The Silurians often trained dinosaurs to use as guards, fighting beasts ormethods of transport, controlling their pets using high frequency soniccontrol devices.

    You must escape from the Carnosaur by making Running 7 rolls,although take a -1 to the roll if you are in caves. Any non- MachineCharacter who fails the roll is put in a random selection (although anyVictims or Thiefare first choice) to be killed. Then make further Runningrolls until everyone has escaped or been killed.

    You may destroy the Carnosaur if you have 30 Brawn and either 2 Marksman or 2 Demolitions. You mayalternatively deactivate the control conditioning if you have 28 Brains and 3 Science.

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    ye01. Silurian City

    (Location) You have discovered an enormous and incredible Silurian city carved within the rocks. If the Silurians arealready revealed as the Enemy here, take a -1DM and roll 1D6: 1-2: Enemy encounter; 3-4: yv04a; 5-6: e061.

    If the Silurans are not the Enemy here, then you encounter a group of 1D3 Silurians each Brains 4, Brawn 8, Bravery 5(Creature, Running, Thief, Tracking, Troop). Due to race fear, all Humans in your group are -1 to all Qualities inencounters here. Choose from the options below:

    Fight: Combat occurs but if the Silurians have greater total Brawn than you have total Bravery, one Human in yourgroup with less than 6 Bravery is scared to death. If you wish to surrender, see below with -1 to the roll. Ifyou later wish to escape the combat, see option below.

    Surrender: Roll 1D6: 1-2: The Silurians third eyes begin to glow red as they attack! 3-6: See e058. If you escapesee e217 immediately.

    Evade: The Silurians know all the passages in their city so you must make Running8 rolls to escape. If you fail, orchoose not to escape, you must choose another option.

    Hide: You must make Thief9 rolls before combat starts and before any other option. If you fail, you must chooseanother option.

    Talk: You try to communicate with the Silurians. Make a Charisma roll:

    2-5: The Silurians attack you.6-9: The Silurians regard suspiciously and escort you from the city.10+: The Silurians take you to their leader see ye01a below.

    ye01a. Audience with Silurian Elder

    You are brought before the Silurian Elder. Roll 1D6 adding any BureaucratTraits:

    1-2: Unfortunately the Silurian Elder is a vengeful tyrant and you are immediately seized and imprisoned see e058 witha -1 to the roll. If there is no current Enemy, then the Silurians become the Enemy (yv04). Any Silurian leaderencountered there is instead Brains 5, Brawn 9, Bravery 8. Any Talk options have a -2 penalty when he is present.

    3: The Silurian Elder listens politely and maybe able to offer some advice. Roll 1D6 and if the result is 3+, then roll for aPlot event. You are then escorted from the city.

    4-5: The Elder listens with interest and offers some advice roll for a Plot event. You are also free to explore the Siluriancity. Gain a +1 to Planning or Research Actions here. If any Character in your group has both Scienceand History,they may spend a turn exploring Silurian culture and gain 1 point.

    6: The Elder decides to help. Roll for a Plot event and gain 1D3 Silurians (see above for Qualities and Traits) as allies.

    7: The Elder declares you a friend to the Silurians - roll for a Plot event. You are free to explore the Silurian city. Gain a+1 to Planning or Research Actions here. If any Character in your group has both Scienceand History, they mayspend a turn exploring Silurian culture and gain 1 point. The Elder also becomes your Ally Brains 8; Brawn 7;

    Bravery 7 (Bureaucrat, Computers, Creature, History, Laser, Science, Victim).

    ye02. Monsoon

    (Danger)You watch in horror as the skies turn black and the winds begin to pick up. Roll 1D6 now and each turn afteryou have resolved any Encounters. Add +1 (cumulative) to each subsequent roll:

    1-3: The rains start - make a Bravery roll for each non-Machinecharacter. If they fail, the character catches cold,and becomes Wounded. On further turns if you wish to complete an Action, any characters who haven't yetcaught cold must risk it.

    4-6: The monsoon breaks. Each character must make a Running8 (9 if the Character is a Machineor Victim) roll to get

    to safety. If they fail roll 1D6, adding +1 if they are a TARDIS Character: 1-2: Washed away and drowned; 3:Seriously Wounded; 4-5: Wounded; 6: Cling to safety no effect.

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    ye03. Leonardo de Vinci

    You have met the famous inventor and painter Leonardo de Vinci! Gain aLuck point. He is Brains 10, Brawn 4, Bravery 6 (Aware, Charisma,Engineering, History, Science).You try to gain an audience with him to see ifhe knows anything useful. Make a Charismaroll:

    2-5: De Vinci is busy creating a new masterpiece although he cant getthe woman to sit still! Gain an extra Luck point but he wont bedisturbed and brushes you off.

    6-8: He listens to you and you have a long conversation - roll for a Plotevent. He then leaves back to another project.

    9+: He joins you as an Ally for the adventure and knows about strange tales that could be interesting- roll for a PlotEvent. If the Enemy Goal is Art Theft (e233) Leonardo gains Thief.

    ye04. Sir Isaac Newton

    You have met the famous scientist and mathematician Sir Isaac Newton. Gain

    a Luck point. He is Brains 11, Brawn 3, Bravery 6 (Aware, Bureaucrat,History, Science 2).You try to gain an audience with him to see if he knowsanything useful. Make a Scienceroll:

    2-4: Sir Isaac is furious at being disturbed and calls the local constables see e050 as if you have escaped capture.

    5-6: Newton does not want to be disturbed by some commoner andrefuses to speak with you.

    7-9: He listens to you and you have a long conversation - roll for a Plotevent. He then leaves to return to his studies.

    10+: He joins you as an Ally for the adventure and knows something that could be of interest- roll for a Plot Event. IfSir Isaac survives the Adventure he may become an excellent Tutor (see r311).

    ye05. Napoleon Bonaparte

    You have encountered Napoleon Bonaparte the troubled but renownedmilitary general of France followed by his men at arms. Napoleon is astridea huge horse and is Brains 7, Brawn 6, Bravery 8 (Bureaucrat, Gloating,History, Madman, Marksman, Tracking). Roll 1D6+2 for the number of troopswith him, each Brains 3, Brawn 6, Bravery 7 (Marksman, Minion, Troop),then choose an option below:

    Talk: Make a Charisma roll. If there is an Enemy here, add +1 to the roll.2-5: You are attacked. If you wish to surrender or try to escape the

    fight, see below. Napoleon does not fight unless attacked.6-7: You are allowed to surrender see 059 but with -1 to the roll, and attacked if you do not.8-10: After a cursory glance, Napoleon urges his horse forward and they depart event ends.11+: Napoleon will join you as an Ally if there is an Enemy here gain a point - otherwise he departs. If he

    makes a Brains roll then gain a Plot event. You must roll again here at the start of every other turn.

    Evade: Make Running 8 rolls, or choose another option.

    Surrender: Roll 1D6: 1-3: You are attacked anyway; 4-6: e059.

    Fight: Combat occurs as normal although Napoleon does not fight. You may later Evade, or Surrender with -1 to the roll.

    If Napoleon does not become an Ally, roll 1D6 and on a result of 3-6, he becomes a Minionof the Enemy. Take a -1DM

    and each time you have an Enemy encounter roll 1D6, adding +1 if the Turn is 9+: 1-2: Encounter Napoleon; 3-4:Encounter Enemy; 5-6: Encounter Enemy with Napoleon. Any Brains rolls in Enemy events are made with a -1 penalty.

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    ye06. Ian Fleming

    You have met Ian Fleming, the famous writer and creator of super spy JamesBond! Gain a Luck point. He is Brains 7, Brawn 5, Bravery 7 (Charisma,History, Marksman, Pilot, Thief, Tracking).You try to strike up a conversationand see if he knows anything useful. Make a Charisma roll with anyCharismafrom female Characters counting double:

    2-5: Fleming is too busy writing to talk with you.6-8: He listens to you and you have a long conversation - roll for a Plot

    event. He then leaves back to his writing.9+: He is interested by you and joins as an Ally for the Adventure roll

    for a Plot Event. If ever captured by an Enemy that has a Surrenderoption, automatically roll for a Goal event.

    ye07. Charles Darwin

    You have encountered the famous naturalist and writer Charles Darwin on his

    voyage of discovery. Gain a Luck point. He is Brains 8, Brawn 5, Bravery 7(Aware, History, Science, Tracking) and with 1D3+1 sailors, each Brains 3,Brawn 5, Bravery 5 (Pilot, Running, Troop). You try to engage him in debatemake a Science roll:

    2-5: Darwin is far too busy cataloguing the native species here andbrushes you off.

    6-8: He is excited to discuss his theories and may know somethinguseful if he makes a Brains roll (with a +1 bonus) then roll fora Plot event.

    9+: Darwin and his crew will join you as Allis. If Darwin makes a Brains roll then gain a Plot event. Add +1to his Qualities in encounters with Creatures, Silurians or Sea Devils.

    ye08. Julius Caesar

    You have encountered the most famous of Romes political and militaryleaders Julius Caesar. Caesar is Brains 8, Brawn 7, Bravery 8 (Bureaucrat2, Charisma, History, Tracking). Roll 1D6+1 for the number of troops withhim, each Brains 3, Brawn 7, Bravery 7 ( Running, Tracking, Troop), thenchoose an option below:

    Talk: Make a Charisma roll. If there is an Enemy here, add +1 to the roll.

    2-5: You are attacked. If you wish to surrender or try to escape thefight, see below.

    6-7: You are allowed to surrender see 059 - but attacked if you do not.8-10: If you have Bureaucrat then Caesar converses with you before departing. Gain a Luck Point. Make a

    Brains roll for Caesar and if he succeeds then roll for a Plot event.11+: Caesar will join you as an Ally - gain a Luck point and if he makes a Brains roll, roll for a Plot event.

    Evade: Make Running 8 rolls, or choose another option.

    Surrender: Roll 1D6: 1-3: You are attacked anyway; 4-6: e058.

    Fight: Combat occurs as normal. You may later Evade, or Surrender with -1 to the roll.

    If Caesar does not become an Ally, roll 1D6 and on a result of 6, he becomes a Minion of the Enemy. Take animmediate -1DM and each time you have an Enemy encounter roll 1D6, adding +1 if the Turn is 9+: 1-2: Encounter

    Caesar; 3-4: Encounter Enemy; 5-6: Encounter Enemy with Caesar. Brains rolls in Enemy events have a -1 penalty.

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    ye09. Rewrite History

    (Goal 4) You discover that the Enemy wants to rewrite history and recreateEarth in their own image. If the Enemy is a Time Lord then you have -1 toBrains rolls made in Enemy encounters. At the end of each turn roll 1D6 with+1 for each Temporalevent and if the result is 6 or more then see ye19. 1Ifyou have Brains 25 and 2 History, then gain a +2DM. If you are Defeated in

    this Adventure any further Adventure in a later Era has an additional -1DM.

    ye10. Impersonate Historical Leader

    (Goal 4) You discover that the Enemy is trying to impersonate an important leader and then disrupt the Web of Time. Ifthe Enemy are the Demoreans, take a -1DM. If you encounter a Character with Bureaucrat2 then roll 1D6 and on aresult of 1-2 take a -1DM and instead have an Enemy encounter. If you have 25 Brains, 3 Aware, 3 Charisma andHistorygain a +2DM.

    ye11. Timeline Erasure

    (Temporal) Something is going terribly wrong! Due to the plans of the Enemy,or perhaps even by some natural, terrifying phenomena, the timelines arebeing rewritten almost before your eyes. At the end of each turn roll 2D6 witha -1 for any other Temporalevent. If the result is less than the current Turnnumber then one non-Time Lord Character in your group vanishes fromexistence. You may choose which Character although Victimsmust be chosenfirst. Lose 2 Luck points for any Companion killed in this way.

    ye12. Discover Anachronistic Artefact

    (Plot) You find an artefact that is certainly not of this time and shouldnt be here! If you can make either a History 8 rollor an Engineering10 roll, then gain a +1DM (and see e150 if succeed at both). If you have Aware, 2 HistoryandBrains 25, roll 1D6: 1-2: e069; 3: e191; 4: e197; 5: e181; 6: e250.

    ye13. Casino

    (Location) You have found a fantastic and luxurious casino. Men indinner jackets mix with beautiful women in long evening gowns sippingcocktails and champagne. Only Characters with Charisma may enter thecasino. Gain +1 to Relax actions in the casino. Each turn in the casinoyou may gamble by making Charisma8 rolls to get into a game then roll

    2D6 - if you roll a 7 or 11 or any doubles (except double 1) then win aLuck point. Any other result loses a Luck point. If you roll a 2, lose 2 Luckpoints. Whilst you are gambling roll 2D6 for any other encounter:

    2-7: No further encounter; 8-9: Character; 10-11: Plot; 12: Enemy.

    ye14. Dominated Population

    You have discovered that the Enemy is controlling the local population in some way either by technology or minddomination. Roll 1D6 for any Characters you meet with less than Brains 8 or Dominationand on a result of 1-4 theybecome Minionsof the Enemy. Use the Enemy event (revealing the Enemy if necessary) for the encounter options. If you

    manage to gain any DM by Talking to the Characters and you have Domination then you can release them from thecontrol and they become your Allies for the Adventure. This event counts as a Plot event.