Adventure Book (Sept10)

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    Your Adventure starts here...

    A400. Prologue

    Evil events have overtaken the Universe! The Timelords and your homeplanet of Gallifrey have been destroyed in the last, great Time War. You

    managed to escape just in time and now, in a new regeneration, arestanding next to the central console of your TARDIS as it flies through thetwisting miasma of the Time Vortex.

    To start the game, first determine the Qualities and Traits of thisregeneration by reading Your Character (r301) in the Rules Booklet.Then return here to find if you have anything lying around the console.

    Roll 1D6: 1-2: e182; 3-4: e183; 5-6: e184.

    Your thoughts turn to your last companion your friend who gave her life so that you could reach the TARDISand escape and you lower your head sadly. But what destination co-ordinates did you set for the TARDIS? Youshake your head to clear it short term amnesia from your regeneration no doubt.

    Now find out how an Adventure is played by reading Adventures (r305). You may also wish to read aboutEnemies (r304).

    You watch as a loud wheezing, groaning sound suddenly fills the air as the TARDIS starts to materialise. As thesound dies away, you check the controls of the TARDIS to see where you are.

    Roll 1D6: 1: a401; 2: a403; 3: a406; 4: a426; 5: a432; 6: a443.

    Now you straighten your new clothes (much better than your last incarnation anyway) and step outside theTARDIS to begin your adventure.

    Choose your first Action by reading Actions in Adventures (r306).Dont forget that after each Action you roll onthe Encounter Matrix (r307) to see if an encounter has occurred. If it has, the relevant table in this Adventure

    booklet will lead you to a new event.

    If you wish to return to the TARDIS during the Adventure, go to e001c. At the end of the Adventure, go to e001.

    All the Adventures listed have their respective Eras (important for many events and rules) and preceded by aTARDIS number used when you make TARDISrolls to reach that particular Adventure when Setting the Controls(e001a). If an Adventure does not have a number it means that you cannot set the TARDIS to go there.

    A401. Earth - 2005(8; Post Modern Era)

    You have landed in the middle of London that is bustling with tourists and shoppers. Red London buses and blacktaxi cabs drive along the packed roads through familiar landmarks. Everything looks so normal and ordinary, butnot everything is as it seems...

    Special:If this is your first adventure your first Character event will automatically be e090 and when the Enemy is

    revealed, gain an additional +1DM.Any Human Characters withoutAwareare -1 to all Qualities here.

    Enemy (D6): 1: v522; 2: v500; 3: v503; 4: v504; 5: v513; 6: v516

    Character (D6): 1: e041; 2: e049; 3: e050; 4: e244; 5: e025; 6: e104

    Event 1 (D6): 1: e151; 2: e080; 3: e075 4: e103; 5: e076; 6: e002

    Event 2 (D6): 1: e035; 2: e034; 3: e160; 4: e038; 5: e223; 6: e002

    Plot (D6):1: e139; 2: e161; 3: e210; 4: e166; 5: e157; 6: e150.

    Location (D6): 1: e091; 2: e091; 3: e255; 4: e255; 5: e252; 6: e252.

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    A402.Platform One - 5,000,000,000 (10; Dark Night Era)

    You have landed on Platform 1, a huge and luxurious space station that orbits the Earth as the great and thegood gather to watch the end of the world - Earth is about to be destroyed by the Sun expanding to form a redgiant star. But perhaps danger is even closer...

    Special:Human Allies or TARDIS Characters are +1 Bravery here. If you encounter a Character of unspecifiedrace, it will be an alien roll 1D6 and on a 1-3 gains Creature.

    Enemy (D6): 1:v520; 2: v501. 3: v542. 4: v533. 5: v503; 6: v526

    Character (D6): 1: e074; 2: e026; 3: e266; 4: e098; 5: e024; 6: e053

    Event 1 (D6): 1: e152; 2: e080; 3: e151; 4: e160; 5: e034; 6: e002

    Event 2 (D6): 1: e033; 2: e267; 3: e296; 4: e089; 5: e215; 6: e002

    Plot (D6):1: e154; 2: e148; 3: e155; 4: e140; 5: e142; 6: e150.

    Location (D6): 1: e055; 2: e055; 3: e102; 4: e070; 5: e097; 6: e257

    A403. Earth - 1869 (9; Victorian Era)

    You have landed in Victorian Cardiff. It is a dark and cold evening, and a light dusting of snow covers thecobbled streets that are lit by the soft glow of gas lamps. A hansom cab rattles past you as your breath curls in thechilly air. Time to experience living history...

    Special:If this is your first adventure your first Character event will automatically be e118 and when the Enemy is

    revealed, gain an additional +1DM.Any MachineEnemies or Characters are -1 to all Qualities here.

    Enemy (D6): 1: v514; 2: v502. 3: v506. 4: v507. 5: v515; 6: v513

    Character (D6): 1: e244; 2: e105; 3: e207; 4: e050; 5: e052; 6: e130

    Event 1 (D6): 1: e076; 2: e151; 3: e124; 4: e080; 5: e223; 6: e002

    Event 2 (D6): 1: e229; 2: e208; 3: e205; 4: e107; 5: e135; 6: e002

    Plot (D6):1: e157; 2: e137; 3: e176; 4: e132; 5: e133; 6: e150.

    Location (D6): 1: e093; 2: e028; 3: e236; 4: e236; 5: e258; 6: e259

    A404. Earth - 2006 (8; Post Modern Era)

    You have landed in the middle of London that is bustling with excitement and activity. A spacecraft has crashedthrough Big Ben and landed in the Thames. Is this the day when man officially meets an alien race for the firsttime? Or have the aliens in London been here longer...?

    Special:You may automatically perform Investigate actions and see e139 on your first Event 1 roll.

    Enemy (D6): 1: v514; 2: v503; 3: v519; 4: v504; 5: v511; 6: v531

    Character (D6): 1: e090; 2: e031; 3: e041; 4: e244; 5: e104; 6: e025

    Event 1 (D6): 1: e076; 2: e035; 3: e075; 4: e103; 5: e080; 6: e002

    Event 2 (D6): 1: e151; 2: e160; 3: e177; 4: e116; 5: e223; 6: e002

    Plot (D6):1: e159; 2: e161; 3: e162; 4: e166; 5: e210; 6: e150.

    Location (D6): 1: e158; 2: e158; 3: e158; 4: e252; 5: e091; 6: e255.

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    A405. Earth - 2012 (8; Post Modern Era)

    (Museum)You have landed in the middle of a top secret underground museum in the heart of the Utah desert. Thechambers are huge and filled with all manner of alien artefacts in large glass display cases. Security is bound tobe high especially considering whats here...

    Special:You may roll twice to see what you find each time you roll on e070. A Character with Historymay Relax

    here as an Action and gain 1 point on a roll of 8+.Enemy (D6): 1: v522; 2: v508; 3: v500; 4: v516; 5: v503a; 6: v518.

    Character (D6): 1: e136; 2: e136; 3: e081; 4: e024; 5: e104; 6: e299

    Event 1 (D6): 1: e096; 2: e036; 3: e120; 4: e075; 5: e034; 6: e002

    Event 2 (D6): 1: e151; 2: e097; 3: e035; 4: e033; 5: e069; 6: e002

    Plot (D6):1: e132; 2: e142; 3: e159; 4: e139; 5: e150; 6: e210.

    Location (D6): 1: e070; 2: e070; 3: e070; 4: e158; 5: e094; 6: e102

    A406. Earth - 12005 (9; Far Future Era)

    You have landed on Earth during the glorious second Roman Empire where technology mixes with antiquity.Roman centurions armed with blasters fly in hover-chariots over the city whilst the population watch roboticgladiatorial games in enormous coliseums.

    Special:If this is your first adventure your first Character event will automatically be e114 and when the Enemy isrevealed, gain an additional +1DM.If any TARDIS Character has Historygain 1 Luck on your first Explore action.If you are directed to e059 see e058 instead.

    Enemy (D6): 1: v537; 2: v509; 3: v531; 4: v513; 5: v503; 6: v504.

    Character (D6): 1: e081; 2: e125; 3: e017; 4: e026; 5: e072; 6: e048

    Event 1 (D6): 1: e076; 2: e080; 3: e121; 4: e151; 5: e112; 6: e002

    Event 2 (D6): 1: e223; 2: e035; 3: e051; 4: e208; 5: e115; 6: e002

    Plot (D6):1: e154; 2: e159; 3: e132; 4: e173; 5: e134; 6: e150

    Location (D6): 1: e066; 2: e108; 3: e255; 4: e209; 5: e028; 6: e218

    A407. Lanos - 2587 (10; Expansion Era)

    (Wilderness) You have landed on the hostile jungle planet of Lanos. As you step from the TARDIS, mist swirls

    eerily about you and over the twisted alien trees and foliage. Creature noises echo through the humid night andsomething flies through the darkness overhead.

    Special:Any Explore, Move and Follow Actions have -1 to the roll. If you encounter a Character of unspecifiedrace, roll 1D6 and on a result of 4-6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v504. 2: v503; 3: v519; 4: v508; 5: v512; 6: v530.

    Character (D6): 1: e071; 2: e020; 3: e018; 4: e081; 5: e053; 6: e054.

    Event 1 (D6): 1: e095; 2: e078; 3: e079; 4: e077; 5: e077; 6: e002

    Event 2 (D6): 1: e151; 2: e256; 3: e160; 4: e034; 5: e198; 6: e002

    Plot (D6):1: e132; 2: e173; 3: e153; 4: e260; 5: e162; 6: e150.Location (D6): 1: e064; 2: e158; 3: e068; 4; e217; 5; e066; 6: e067.

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    A408. Earth - 1941 (9; Modern Era)

    You have landed in London during the Second World War and at the height of the Blitz. London at night is intotal blackout with only a few lonely searchlights. Barrage balloons soar quietly over the city and in the distancean air-raid siren sounds.

    Special:If you roll an Event 1, in addition to that Event, Allies must make a Bravery roll or separate and be frozen

    for 1 turn and see e139.Enemy (D6): 1: v543; 2: v510; 3: v507; 4: v524; 5: v518; 6: v514.

    Character (D6): 1: e023; 2: e021; 3: e081; 4: e050; 5: e048; 6: e110.

    Event 1 (D6): 1: e035; 2: e151; 3: e080; 4: e059; 5: e206; 6: e002

    Event 2 (D6): 1: e116; 2: e223; 3: e038; 4: e065; 5: e034; 6: e002

    Plot (D6):1: e150; 2: e149; 3: e157; 4: e179; 5: e288; 6: e173.

    Location (D6): 1: e091; 2: e255; 3: e158; 4: e028; 5:e259; 6: e199

    A409. Earth - 2006 (8; Post Modern Era)

    (Holiday)Temporal. You have landed in Cardiff in the pleasant and attractive Bay area. Tourists and shopperswalk around either taking in the warm autumn sunshine or relaxing in one of the many cafes and restaurants. Andsince a Time Rift runs through Cardiff, its the perfect place to refuel the TARDIS!

    Special:Any TARDIS Damage is automatically repaired here. Roll twice on e107 if encountered.

    Enemy (D6): 1: v516; 2: v503a; 3: v502; 4: v515; 5: v521; 6: v513

    Character (D6): 1: e049; 2: e050; 3: e041; 4: e021; 5: e244; 6: e032

    Event 1 (D6): 1: e076; 2: e103; 3: e034; 4: e103; 5: e080; 6: e002

    Event 2 (D6): 1: e151; 2: e038; 3: e206; 4: e107; 5: e205; 6: e002

    Plot (D6):1: e148; 2: e161; 3: e260; 4: e210; 5: e154; 6: e150.

    Location (D6): 1: e073; 2: e073; 3: e073; 4: e252; 5: e255; 6: e255.

    A410. Raxacoricofallapatorius 2006 (10; Post Modern Era)

    You have landed on the incredible home planet of the Slitheen. Huge and elegant buildings connected bysuspended ramps and walkways rise from lush green forests and fetid swamps. But conditions can be harsh as theSlitheen also have the death penalty for criminals...

    Special: Any Slitheen here are +1 in number, and take an additional -1DM if they are the Enemy. If youencounter a Character of unspecified race, it will be an alien roll 1D6 and on a 1-4 it will be a Slitheen, gains+1 Brawn and Creature.

    Enemy (D6): 1: v503; 2: v503; 3: v503; 4: v503; 5: v516; 6: v533.

    Character (D6): 1: e026; 2: e023; 3: e054; 4: e042; 5: e048; 6: e042.

    Event 1 (D6): 1: e112; 2: e078; 3: e079; 4: e076; 5: e095; 6: e002

    Event 2 (D6): 1: e145; 2: e256; 3: e177; 4: e035; 5: e027; 6: e002

    Plot (D6):1: e210; 2: e140; 3: e142; 4: e154; 5: e159; 6: e162.

    Location (D6): 1: e108; 2: e070; 3: e102; 4: e255; 5: e067; 6: e055.

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    A411. Justicia - 2501 (10; Expansion Era)

    You have landed on one of the six worlds of Justicia a penal system for difficult and dangerous criminals ofEarth colonies. Advanced technology is used to keep prisoners in line in labour camps. Escaping from Justicia issaid to be impossible...

    Special:Any Escape rolls here are made at a -1 penalty. If you encounter a Character of unspecified race, roll1D6 and on a result of 4-6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v503; 2: v503; 3: v504; 4: v520; 5: v516; 6: v533

    Character (D6): 1: e285; 2: e081; 3: e054; 4: e042; 5: e023; 6: e048

    Event 1 (D6): 1: e112; 2: e036; 3: e061; 4: e120; 5: e059; 6: e002

    Event 2 (D6): 1: e177; 2: e096; 3: e215; 4: e035; 5: e097; 6: e002

    Plot (D6):1: e149; 2: e159; 3: e162; 4: e139; 5: e210; 6: e150

    Location (D6): 1: e108; 2: e108; 3 e297; 4: e102; 5: e094; 6: e094

    A412. Earth Orbit - 200,100 (10; Far Future Era)

    You have landed on what used to be Satellite 5. Now it is the Game Station broadcasting hundreds of differentlethal games non-stop across the galaxy and holding the Earth in thrall. But what is the Bad Wolf Corporation,and who really runs it?

    Special:For your first Event rolled (1 or 2) on the Encounter matrix (r207), see e120.

    Enemy (D6): 1: v532; 2: v511; 3: v527; 4: v503; 5: v509; 6: v520.

    Character (D6): 1: e050; 2: e024; 3: e017; 4: e087; 5: e285; 6: e043.

    Event 1 (D6): 1: e112; 2: e117; 3: e120; 4: e097; 5: e096; 6: e002

    Event 2 (D6): 1: e117; 2: e296; 3: e143; 4: e116; 5: e177; 6: e002Plot (D6):1: e173; 2: e150; 3: e210; 4: e140; 5: e159; 6: e260.

    Location (D6): 1: e257; 2: e257; 3: e097; 4: e097; 5: e144; 6: e102.

    A413. Earth 2006 (8; Post Modern Era)

    (Holiday) You have landed in the middle of London at the end of a cold Christmas Eve afternoon. Weak sunlightfilters through clouds as the city prepares for a holiday, bustling along with last minute shopping and jobs. But forsome people, this will be a Christmas like no other..

    Special:If you Defeat the Enemy here and have a Native Companion with Friends, gain 2 Luck points.

    Enemy (D6): 1: v506; 2: v504; 3: v500; 4: v503; 5: v526; 6: v519

    Character (D6): 1: e049; 2: e031; 3: e022; 4: e047; 5: e109; 6: e122

    Event 1 (D6): 1: e076; 2: e037; 3: e037; 4: e103; 5: e080; 6: e002

    Event 2 (D6): 1: e151; 2: e034; 3: e079; 4: e160; 5: e035; 6: e002

    Plot (D6):1: e142; 2: e139; 3: e210; 4: e173; 5: e133; 6: e150.

    Location (D6): 1: e144; 2: e158; 3: e142; 4: e091; 5: e094; 6: e255.

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    A414. Krop Tor 4102 (10; Twilight Era)

    (Wilderness) You have landed in the cargo area of a remote base on a hostile planet at the edge of the galaxy.Outside, a howling storm rages in the thin atmosphere. Above the planet and totally outside the normal laws ofphysics, sits the raging maelstrom of a black hole

    Special:For your first Location Event in this Adventure see e068. If you have 2 Sciencehere, you gain an extra

    +1 to Research Actions using Science. If you encounter a Character of unspecified race, roll 1D6 and on a resultof 6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v537; 2: v512; 3: v511; 4: e534; 5: v546; 6: v519.

    Character (D6): 1: e023; 2: e020; 3: e024; 4: e081; 5: e100; 6: e053.

    Event 1 (D6): 1: e151; 2: e112; 3: e135; 4: e079; 5: e256; 6: e002

    Event 2 (D6): 1: e097; 2: e215; 3: e116; 4: e035; 5: e205; 6: e002

    Plot (D6):1: e132; 2: e131; 3: e142; 4: e141; 5: e162; 6: e150.

    Location (D6): 1: e218; 2: e158; 3: e064; 4: e217; 5: e067; 6: e297.

    A415. New Earth - 5,000,000,053 (10; Dark Night Era)

    You have landed on the colony world of New Earth, five billion years in the future and the second hope ofmankind. Unfortunately, instead of being in the fabulous city of New, New York, you have landed in the dankand dirty under-city. And its raining...

    Special: If you ever have less than 3 Characters, all Actions are -1 to the roll. If you encounter a Character ofunspecified race, roll 1D6 - on a result of 5-6 it will be alien roll another 1D6 and on 1-3 it also gains Creature.

    Enemy (D6): 1: v538; 2: v501; 3: v527; 4: v520; 5: v509; 6: v511

    Character (D6): 1: e048; 2: e099; 3: e119; 4: e044; 5: e244; 6: e264.

    Event 1 (D6): 1: e265; 2: e097; 3: e076; 4: e033; 5: e078; 6: e002

    Event 2 (D6): 1: e035; 2: e036; 3: e181; 4: e089; 5: e034; 6: e002

    Plot (D6):1: e173; 2: e157; 3: e153; 4: e210; 5: e162; 6: e150.

    Location (D6): 1: e028; 2: e263; 3: e263; 4: e263; 5: e263; 6: e064

    A416. Earth 2007 (8; Post Modern Era)

    (Holiday) You have landed on top of a tall office block overlooking the Thames in London, late on a coldDecember afternoon. Below you, crowds of people scurry about preparing for their own special Christmas. But

    something dangerous is approaching the Earth this Christmas night...

    Special:At the end of an Adventure here, you score 1 Luck point for each Ally with you or gain 3 Luck points ifyou let a Companion native to this era leave.

    Enemy (D6): 1: v504; 2: v519. 3: v522. 4: v500. 5: v506; 6: v523

    Character (D6): 1: e109; 2: e047; 3: e106; 4: e225; 5: e031; 6: e122

    Event 1 (D6): 1: e037; 2: e223; 3: e213; 4: e037; 5: e034; 6: e002

    Event 2 (D6): 1: e035; 2: e160; 3: e145; 4: e103; 5: e253; 6: e002

    Plot (D6):1: e210; 2: e139; 3: e148; 4: e260; 5: e142; 6: e150.

    Location (D6): 1: e091; 2: e255; 3: e255; 4: e144; 5: e252; 6: e297.

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    A417. Earth 1879 (9; Victorian Era)

    You have landed in the glens of Scotland as the sun begins to vanish beneath the horizon and a chill wind beginsto pick up around you. A full moon begins to shine in the gathering darkness and a mist starts to descend.Perhaps you should seek shelter for the evening?

    Special: If you roll for an Enemy event on the Event Matrix, add +1 to any initial encounter roll that does notdetermine number of Enemies.

    Enemy (D6): 1: v529; 2: v507. 3: v517. 4: v502. 5: v524; 6: v521

    Character (D6): 1: e130; 2: e030; 3: e207; 4: e118; 5: e105; 6: e081

    Event 1 (D6): 1: e079; 2: e151; 3: e229; 4: e112; 5: e078; 6: e002

    Event 2 (D6): 1: e124; 2: e269; 3: e035; 4: e101; 5: e177; 6: e002

    Plot (D6):1: e132; 2: e133; 3: e141; 4: e157; 5: e150; 6: e288.

    Location (D6): 1: e093; 2: e209; 3: e064; 4: e259; 5: e236; e254.

    A418. Earth 1744 (9; Renaissance Era)You have landed in France in the middle of the Renaissance. Standing before you is a huge palace set inbeautifully tended gardens filled with ornate marble statues. As the dusk slips away, torches are lit and it lookslike a masque is underway

    Special: If you have visited here before, or you have no TARDIS here, one Ally is +2 to all Qualities.

    Enemy (D6): 1: v502; 2: v505. 3: v507. 4: v515. 5: v529; 6: v517

    Character (D6): 1: e207; 2: e203; 3: e211; 4: e021; 5: e081; 6: e202

    Event 1 (D6): 1: e129; 2: e152; 3: e226; 4: e229; 5: e206; 6: e002

    Event 2 (D6): 1: e145; 2: e213; 3: e112; 4: e206; 5: e101; 6: e002Plot (D6):1: e154; 2: e148; 3: e134; 4: e137; 5: e150; 6: e133.

    Location (D6): 1: e065; 2: e065; 3: e254; 4: e254; 5: e254; 6: e259

    A419. Diagmar Cluster 5044 (10; Twilight Era)

    You have landed on a badly damaged spaceship a freighter or survey vessel of some kind - two galaxiesaway from Earth. Computer terminals lie smashed, cables trail across a dusty floor and dim control panels arebroken. The ship appears to be deserted...

    Special: If you roll for a Character event on the Encounter Matrix, roll 1D6 and have this type of encounter

    instead: 1-2: Enemy; 3-4: Location; 5-6: Character. If you encounter a Character of unspecified race, roll 1D6and on a result of 5-6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v542; 2: v505. 3: v545. 4: v514. 5: v530; 6: v527

    Character (D6): 1: e032; 2: e019; 3: e021; 4: e295; 5: e017; 6: e100

    Event 1 (D6): 1: e033; 2: e069; 3: e096; 4: e097; 5: e151; 6: e002

    Event 2 (D6): 1: e036; 2: e267; 3: e035; 4: e089; 5: e101; 6: e002

    Plot (D6):1: e155; 2: e153; 3: e162; 4: e140; 5: e150; 6: e260

    Location (D6): 1: e257; 2: e065; 3: e065; 4: e065; 5: e102; 6: e147

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    A420. Earth 1599 (9; Renaissance Era)

    (Holiday)You have landed in London during Elizabethan times and the sun is rising over the Thames. The city isdirty and smells, but it is also filled with life and excitement. Taverns, shops, theatres and more take your pick!Its time to explore a fascinating period in history...

    Special: If you have a Companion with CharismaandAwarehere, gain a Luck point. On e080, instead of rollingthe dice automatically see e201.

    Enemy (D6): 1: v506; 2: v517; 3: v521; 4: v529; 5: v502; 6: v504

    Character (D6): 1: e048; 2: e081; 3: e201; 4: e202; 5: e207; 6: e203

    Event 1 (D6): 1: e229; 2: e112; 3: e223; 4: e051; 5: e135; 6: e002

    Event 2 (D6): 1: e101; 2: e035; 3: e124; 4: e151; 5: e208; 6: e002

    Plot (D6):1: e132; 2: e133; 3: e157; 4: e141; 5: e148; 6: e150

    Location (D6): 1: e093; 2: e093; 3: e258; 4: e236; 5: e028; 6: e259

    A421. Earth 1987 (9; Present Era)(Dimensional) You have materialised in suburban London during the end of the twentieth century. It is a greySaturday afternoon and clouds gather overhead. Nothing really seems to be happening and the parks are quietand deserted. But you can feel something strange in the air

    Special: Each turn, before you choose an Action, roll 1D6 and add +1 if the Turn number is 5 or greater, and +2if the Turn number is 9 or greater. If the result of the roll is 6+, see e101.

    Enemy (D6): 1: v515; 2: v529; 3: v506; 4: v513; 5: v516; 6: v521

    Character (D6): 1: e022; 2: e003; 3: e040; 4: e049; 5: e050; 6: e269

    Event 1 (D6): 1: e270; 2: e151; 3: e103; 4: e112; 5: e205; 6: e002

    Event 2 (D6): 1: e135; 2: e287; 3: e107; 4: e223; 5: e229; 6: e002

    Plot (D6):1: e176; 2: e157; 3: e150; 4: e279; 5: e235; 6: e238

    Location (D6): 1: e259; 2: e259; 3: e073; 4: e028; 5: e236; 6: e259

    A422. Askanka 2963 (10; Imperial Era)

    (Holiday) You have landed on the frozen planet of Askanka also know by locals as Woman Wept because ofthe shape of the fabulous ice crystals and waves of ice hundreds of feet tall that are found across the planet. Youcan choose to relax in a sumptuous hotel made from ice or explore the amazing tundra.

    Special:Against all Enemies except Ice Warriors (v526) you gain a +1DM when you first encounter them.If youencounter a Character of unspecified race, roll 1D6 and on a result of 4-6 it will be an alien roll another 1D6and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v533; 2: v526; 3: v503; 4: v539; 5: v514; 6: v500

    Character (D6): 1: e244; 2: e232; 3: e119; 4: e026; 5: e087; 6: e271

    Event 1 (D6): 1: e151; 2: e034; 3: e112; 4: e035; 5: e078; 6: e002

    Event 2 (D6): 1: e079; 2: e085; 3: e088; 4: e215; 5: e256; 6: e002

    Plot (D6):1: e173; 2: e140; 3: e210; 4: e260; 5: e161; 6: e150

    Location (D6): 1: e255; 2: e255; 3: e070; 4: e055; 5: e158; 6: e147

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    A423. Earth Orbit 200,000 (10; Far Future Era)

    You have landed on Satellite 5 information and media centre that broadcasts to all corners of the Fourth Greatand Bountiful Human Empire. But its not exactly as you remember it people seem strangely muted. DoesSatellite 5 hold a dark secret? Just who or what occupies the top floor?

    Special: The first time you roll for an Event (1 or 2) on the Encounter matrix (r307) see instead e120. You have -1to any Evade or Hide rolls here.

    Enemy (D6): 1: v532; 2: v500; 3: v539; 4: v533; 5: v527; 6: v516.

    Character (D6): 1: e087; 2: e041; 3: e023; 4: e017; 5: e271; 6: e244

    Event 1 (D6): 1: e151; 2: e033; 3: e089; 4: e096; 5: e045; 6: e002

    Event 2 (D6): 1: e160; 2: e267; 3: e034; 4: e296; 5: e177; 6: e002

    Plot (D6):1: e150; 2: e155; 3: e140; 4: e157; 5: e260; 6: e272

    Location (D6): 1: e102; 2: e257; 3: e257; 4: e097; 5: e070; 6: e144

    A424. Birostris Prime 4007 (10; Twilight Era)(Wilderness) You have landed on the alien planet of Birostris Prime where an orange sun reflects off the water thatlaps up the beach in front of you. Amazing and exotic rock formations form a truly alien landscape whilst strangecreatures soar through the mists.

    Special: If you have a Human Companion with Awarehere, gain 1 Luck point. If you encounter a Character ofunspecified race, roll 1D6 - on a result of 4-6 it is an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v520; 2: v546; 3: v540; 4: v533; 5: v518; 6: v523

    Character (D6): 1: e018; 2: e020; 3: e053; 4: e246; 5: e242; 6: e081

    Event 1 (D6): 1: e151; 2: e095; 3: e088; 4: e034; 5: e219; 6: e002

    Event 2 (D6): 1: e160; 2: e256; 3: e215; 4: e085; 5: e219; 6: e002

    Plot (D6):1: e162; 2: e154; 3: e131; 4: e153; 5: e272; 6: e150.

    Location (D6): 1: e158; 2: e217; 3: e217; 4: e068; 5: e297; 6: e064

    A425. Earth 1692 (9; Renaissance Era)

    You have landed in Port Royal in the Caribbean Sea. The port is full of pirates, buccaneers, tall ships andadventure. Noisy and smoky taverns offer rum and strange tales of the high seas. Truly a wretched hive of scumand villainy! Just the place to relax...

    Special: If Sea Devils are the Enemy, take a -1DM. A roll of 7 on e093 indicates a brawl (result 2)

    Enemy (D6): 1: v504; 2: v525; 3: v517; 4: v505; 5: e540; 6: v502.

    Character (D6): 1: e207; 2: e203; 3: e081; 4: e018; 5: e048; 6: e125

    Event 1 (D6): 1: e078; 2: e035; 3: e051; 4: e076; 5: e112; 6: e002

    Event 2 (D6): 1: e079; 2: e256; 3: e116; 4: e121; 5: e223; 6: e002

    Plot (D6):1: e141; 2: e132; 3: e288; 4: e153; 5: e133; 6: e150

    Location (D6): 1: e093; 2: e093; 3: e209; 4: e108; 5: e273; 6: e273

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    A426. Earth 1962 (9; Modern Era)

    (Holiday)You have landed in a sleepy old village in rural England. The sun is shining over the village green andyou can just hear the church bells sound in the distance as the morning starts. But does the village contain aterrible secret? Why do the villagers fear the dark?

    Special: If this is your first adventure your first Character event will automatically be e224 and when the Enemy is

    revealed, gain an additional +1DM. Due to the local gossip in the village, you may Seek Information as anAction using Charismawithout having had a Plot event.

    Enemy (D6): 1: v529; 2: v502; 3: v524; 4: v528; 5: v515; 6: v521.

    Character (D6): 1: e207; 2: e072; 3: e050; 4: e275; 5: e249; 6: e203.

    Event 1 (D6): 1: e205; 2: e223; 3: e151; 4: e035; 5: e038; 6: e002

    Event 2 (D6): 1: e208; 2: e101; 3: e124; 4: e250; 5: e229; 6: e002

    Plot (D6):1: e132; 2: e131; 3: e157; 4: e133; 5: e150; 6: e141.

    Location (D6): 1: e093; 2: e259; 3: e254; 4: e254; 5: e064; 6: e236.

    A427. Sanctuary 2765 (11; Imperial Era)

    (Wilderness) You have landed on the remote planet called Sanctuary. Covered in temperate forests andmountains, there is no technology or population but only myths of an order of mysterious monks that inhabit ahuge monastery high on a plateau and that guard a terrible secret.

    Special:When you roll for a Character event from the Event Matrix, roll 1D6 first: 1-3: Character event; 4-5:Location event; 6: Enemy event. You may only Research using Medicinehere. If you encounter a Character ofunspecified race, roll 1D6 - on a result of 4-6 it is an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v509; 2: v520; 3: v517; 4: v519; 5: v536; 6: v512.

    Character (D6): 1: e072; 2: e053; 3: e029; 4: e030; 5: e048; 6: e039.

    Event 1 (D6): 1: e079; 2: e035; 3: e151; 4: e088; 5: e095; 6: e002

    Event 2 (D6): 1: e101; 2: e085; 3: e205; 4: e208; 5: e005; 6: e002

    Plot (D6):1: e150; 2: e132; 3: e131; 4: e159; 5: e176; 6: e148.

    Location (D6): 1: e066; 2: e066; 3: e066; 4: e218; 5: e064; 6: e065.

    A428. Earth 40 BC (9; Antiquity Era)

    You have landed in Ancient Egypt and the time of the Pharoahs. The sand of the desert stretches for miles aroundand the dusty heat is almost unbearable. But perhaps you can find an oasis or an Egyptian city to explore. Orperhaps the Pyramids themselves deserve to be investigated?

    Special: The first time you roll for an Event (1 or 2) on the Encounter Matrix (r307), see instead e121.

    Enemy (D6): 1: e504; 2: v534; 3: v512; 4: v536; 5: v537; 6: v519.

    Character (D6): 1: e072; 2: e123; 3: e081; 4: e212; 5: e125; 6: e029.

    Event 1 (D6): 1: e079; 2: e078; 3: e051; 4: e151; 5: e035; 6: e002

    Event 2 (D6): 1: e089; 2: e208; 3: e095; 4: e223; 5: e268; 6: e002

    Plot (D6):1: e154; 2: e173; 3: e150; 4: e131; 5: e132; 6: e137.

    Location (D6): 1: e255; 2: e255; 3: e066; 4: e108; 5: e064; 6: e218.

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    A429. Earth 1913 (9; Victorian Era)

    You have landed in the grounds of a boyspublic school just before the Great War. Immaculately dressed pupilsscurry through the panelled corridors whilst teachers wearing capes and mortar boards stride proudly behindthem. The pride of Britain...

    Special: Native Characters with Bureaucratalso gain Troop.

    Enemy (D6): 1: v528; 2: v523; 3: v516; 4: v524; 5: v543; 6: v521Character (D6): 1: e269; 2: e275; 3: e207; 4: e224; 5: e249; 6: e244

    Event 1 (D6): 1: e268; 2: e038; 3: e270; 4: e206; 5: e112; 6: e002

    Event 2 (D6): 1: e287; 2: e116; 3: e208; 4: e135 5: e145; 6: e002

    Plot (D6):1: e210; 2: e235; 3: e251; 4: e133; 5: e137; 6: e150.

    Location (D6):1: e298; 2: e259; 3: e236; 4: e253; 5: e144; 6: e102.

    A430. Callis IV 5000 (10; Twilight Era)

    (Wilderness) You have on the snow deserts of a remote planet. Outside is a driving blizzard and freezing cold,but there are also incredible glaciers and a beautiful ice sculpted landscape. Is the planet totally deserted or is thesnow and ice a hiding place for something more sinister...?

    Special: Any Follow or Move Actions are at -1 to the roll. If Ice Warriors are the Enemy, take a -1DM. If youencounter a Character of unspecified race, roll 1D6 and on a result of 4-6 it will be an alien roll another 1D6and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v526; 2: v504; 3: v514; 4: v520; 5: e527; 6: v512

    Character (D6): 1: e232; 2: e295; 3: e071; 4: e081; 5: e017; 6: e021.

    Event 1 (D6): 1: e151; 2: e095; 3: e112; 4: e078; 5: e079; 6: e002

    Event 2 (D6): 1: e256; 2: e215; 3: e088; 4: e160; 5: e085; 6: e002

    Plot (D6):1: e162; 2: e140; 3: e260; 4: e132; 5: e153; 6: e150.

    Location (D6): 1: e068; 2: e068; 3: e297; 4: e158; 5: e147; 6: e217

    A431. Earth 2007 (8; Post Modern Era)

    You have landed on a cold October afternoon in the rural suburbs of London. Driving rain makes it feel cold andthere are dark, oppressive clouds overhead. You run from the TARDIS but still get soaked to the skin. Is it yourimagination, but are you being watched?

    Special: Before your Action on your first turn see e079. If you can make an Aware9 roll then gain a +1DM whenyou have any Temporal events.

    Enemy (D6): 1: v515; 2: v528; 3: v529; 4: v502; 5: v522; 6: v524

    Character (D6): 1: e225; 2: e106; 3: e269; 4: e050; 5: e049; 6: e224

    Event 1 (D6): 1: e112; 2: e270; 3: e103; 4: e151; 5: e079; 6: e002

    Event 2 (D6): 1: e229; 2: e135; 3: e124; 4: e101; 5: e192; 6: e002

    Plot (D6):1: e157; 2: e131; 3: e176; 4: e279; 5: e238; 6: e150.

    Location (D6): 1: e236; 2: e236; 3: e258; 4: e259; 5: e065; 6: e297

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    A432. Earth Orbit 2008 (9; Post Modern Era)

    (Holiday) You have landed on The Titanic, a vast and luxurious space cruiser that is a holiday resort amongst thestars. Gamble, eat, and relax - all in first class. The aliens aboard are celebrating Christmas - but will the spaceliner survive to see the dawn?

    Special: If this is your first adventure your first Character event will automatically be e271 and when the Enemy isrevealed, gain an additional +1DM.On a result of 8+ on a Relax action, you may also see Shore Leave (e281).If you encounter a Character of unspecified race it will be an alien.

    Enemy (D6): 1: v533; 2: v539; 3: v500; 4: v503; 5: v527; 6: v505

    Character (D6): 1: e244; 2: e074; 3: e266; 4: e026; 5: e266; 6: e110

    Event 1 (D6): 1: e151; 2: e267; 3: e213; 4: e152; 5: e120; 6: e002

    Event 2 (D6): 1: e034; 2: e206; 3: e267; 4: e085; 5: e160; 6: e002

    Plot (D6):1: e140; 2: e148; 3: e155; 4: e251; 5: e260; 6: e150.

    Location (D6): 1: e257; 2: e257; 3: e097; 4: e070; 5: e055; 6: e065

    A433. Torajii System 4108 (10; Twilight Era)

    You have landed on the SS Pentalliona battered cargo vessel orbiting a large yellow sun. The metal corridorsare grimy and dark. Is it your imagination or is it getting hotter?

    Special:Whenever your DM increases positively (from +1 to +2 etc), unless from an Enemy DM, increase the Turnnumber by 1. If a Living Star (v542) is the Enemy, take -1DM penalty. If you encounter a Character of unspecifiedrace, roll 1D6 and on a result of 6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v542; 2: v505; 3: v530; 4: v520; 5: v533; 6: v546

    Character (D6): 1: e019; 2: e018; 3: e020; 4: e017; 5: e100; 6: e119

    Event 1 (D6): 1: e151; 2: e034; 3: e096; 4: e112; 5: e033; 6: e002

    Event 2 (D6): 1: e267; 2: e089; 3: e296; 4: e069; 5: e036; 6: e002

    Plot (D6):1: e260; 2: e155; 3: e132; 4: e142; 5: e140; 6: e150.

    Location (D6): 1: e257; 2: e257; 3: e102; 4: e102; 5: e097; 6: e094.

    A434. Alternate Earth 2007 (Post Modern Era)

    (Dimensional) You have landed in what appears to be London in the early twenty first century, but you soonrealise that this is a very different city with enormous zeppelins that hover above it. You have slipped through the

    dimensions to an alternate worldSpecial: If the Cybermen are the Enemy here take a -1DM. You may not contact any Friends native to PostModern Earth in this Adventure.

    Enemy (D6): 1: v514; 2: v515; 3: v518; 4: v527; 5: v523; 6: v514.

    Character (D6): 1: e243; 2: e244; 3: e284; 4: e285; 5: e081; 6: e041.

    Event 1 (D6): 1: e112; 2: e034; 3: e035; 4: e113; 5: e076; 6: e002

    Event 2 (D6): 1: e278; 2: e103; 3: e101; 4: e115; 5: e116; 6: e002

    Plot (D6):1: e157; 2: e210; 3: e134; 4: e173; 5: e154; 6: e150.

    Location (D6): 1: e028; 2: e297; 3: e255; 4: e147; 5: e055; 6:e144.

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    A435. Lemeria 2279 (10; Colonial Era)

    (Holiday)You have landed in Reef City 1 a fabulous and beautiful undersea city. The city is home to manydifferent races that use the city as a base to explore the incredible ocean world that surrounds it. Take an aqua-pod and tour the fabulous coral reefs or relax in fantastic bars and restaurants in this amazing resort.

    Special: Any Relax Action is made with +1 to the roll. If you encounter a Character of unspecified race, roll 1D6and on a result of 3-6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v503; 2: v516; 3: v538; 4: v520; 5: v540; 6: v533

    Character (D6): 1: e024; 2: e050; 3: e207; 4: e266; 5: e026; 6: e244.

    Event 1 (D6): 1: e151; 2: e076; 3: e095; 4: e219; 5: e112; 6: e002

    Event 2 (D6): 1: e223; 2: e035; 3: e256; 4: e205; 5: e198; 6: e002

    Plot (D6):1: e140; 2: e148; 3: e210; 4: e179; 5: e288; 6: e150.

    Location (D6): 1: e252; 2: e255; 3: e073; 4: e064; 5: e255; 6: e055.

    A436. The Moon 2018 (9; Post Modern Era)You have landed on a medical station on the Moon. As mankind starts to explore the solar system, the mooncolony serves as a natural quarantine and hospital. But has something infiltrated the base?

    Special:Any Scientists without Medicine have their Sciencetrait replaced by Medicine. If any of your Charactersare Wounded, you may Heal as an Action by spending 1 Luck point per Character.

    Enemy (D6): 1: v535; 2: v500; 3: v540; 4: v504; 5: v514; 6: v526.

    Character (D6): 1: e106; 2: e054; 3: e023; 4: e020; 5: e119; 6: e017.

    Event 1 (D6): 1: e151; 2: e034; 3: e035; 4: e036; 5: e194; 6: e002

    Event 2 (D6): 1: e033; 2: e069; 3: e089; 4: e113; 5: e145; 6: e002

    Plot (D6):1: e140; 2: e149; 3: e162; 4: e260; 5: e159; 6: e150.

    Location (D6): 1: e102; 2: e102; 3: e102; 4: e097; 5: e158; 6: e147.

    A437. Earth 1868 (9; Victorian Era)

    You have landed in the American old west where cowboys ride the range whilst prospectors chase gold in thehills. The sun beats down on the red rocks, tall spiky cacti and mountains of this magnificent vista. In the distanceyou think you can see the buildings of a small town.

    Special:Any Character with Marksmanhas +1 Brawn.

    Enemy (D6): 1: v534; 2: v502; 3: v507; 4: v513; 5: v524; 6: v543.

    Character (D6): 1: e202; 2: e050; 3: e071; 4: e110; 5: e224; 6: e246.

    Event 1 (D6): 1: e027; 2: e076; 3: e121; 4: e051; 5: e078; 6: e002

    Event 2 (D6): 1: e223; 2: e151; 3: e226; 4: e085; 5: e229; 6: e002

    Plot (D6):1: e132; 2: e137; 3: e141; 4: e235; 5: e153; 6: e150.

    Location (D6): 1: e093; 2: e067; 3: e217; 4: e236; 5: e218; 6: e258.

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    A438. New Earth - 5,000,000,023 (10; Dark Night Era)

    You have landed on the colony world of New Earth in the far future. In front of you is the enormous city of New,New York with its famous recreated skyline. Hover cars of all descriptions whiz overhead.

    Special:If you have 2 Medicine, you here, you gain an extra +1 to Research actions using Medicine. If any ofyour Characters are Wounded, you may Heal as an Action by spending 1 point per Character. If you encountera Character of unspecified race, roll 1D6 and on a result of 5-6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v538; 2: v501; 3: v541; 4: v520; 5: v540; 6: v535

    Character (D6): 1: e098; 2: e099; 3: e026; 4: e044; 5: e039; 6: e264

    Event 1 (D6): 1: e120; 2: e080; 3: e129; 4: e194; 5: e076; 6: e002

    Event 2 (D6): 1: e036; 2: e089; 3: e096; 4: e035; 5: e179; 6: e002

    Plot (D6):1: e210; 2: e149; 3: e162; 4: e260; 5: e272; 6: e150.

    Location (D6): 1: e055; 2: e144; 3: e102; 4: e263; 5: e070; 6: e102.

    A439. Earth 79 (9; Antiquity Era)

    You have landed in the ancient city of Pompeii in the shadow of the Mount Vesuvius. The warm sun beats downas traders and hawkers haggle in the bazaar whilst small children play in the streets all blissfully unaware thatthis is volcano day...

    Special:On turn 10, rather than roll on the Encounter Matrix, automatically see e289.

    Enemy (D6): 1: v537; 2: v536. 3: v504. 4: v529. 5: v512; 6: v544.

    Character (D6): 1: e081; 2: e072; 3: e053; 4: e125; 5: e123; 6: e207

    Event 1 (D6): 1: e051; 2: e080; 3: e121; 4: e112; 5: e268; 6: e002

    Event 2 (D6): 1: e135; 2: e208; 3: e287; 4: e289; 5: e205; 6: e002

    Plot (D6):1: e131; 2: e154; 3: e141; 4: e148; 5: e133; 6: e150.

    Location (D6): 1: e108; 2: e255; 3: e066; 4: e066; 5: e218; 6: e093.

    A440. Griffoth 2005 (9; Post Modern Era)

    You have landed on the legendary planet of the Graske. The surface of the Griffoth is covered with poisonousgases so the Graske live in a network of dark, twisting tunnels. The Graske are notoriously malicious and oftenkidnap unsuspecting members of other species. Will you be able to escape their grasp?

    Special:If the Graske are revealed to be the Enemy, take an immediate -2DM penalty (cumulative with the GraskeDM). All Graske are +1 to all Qualities here. If you encounter a Character of unspecified race, it will be an alienroll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v506; 2: v506; 3: v506; 4: v544; 5: v503; 6: v530.

    Character (D6): 1: e042; 2: e048; 3: e285; 4: e074; 5: e269; 6: e119.

    Event 1 (D6): 1: e027; 2: e034; 3: e096; 4: e265; 5: e036; 6: e002

    Event 2 (D6): 1: e036; 2: e069; 3: e145; 4: e191; 5: e035; 6: e002

    Plot (D6):1: e161; 2: e235; 3: e162; 4: e260; 5: e159; 6: e150.

    Location (D6): 1: e144; 2: e144; 3: e102; 4: e065; 5: e097; 6: e217.

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    A441. Alternate Earth 2008 (Post Modern Era)

    (Dimensional)You have landed in London, but soon discover that something is wrong. The city is under threat froma hostile force that has already tightening its grip. Slowly but surely, Earths future is being rewritten...

    Special: Immediately reveal the Enemy in addition to any Plot roll and then take a further -1DM penalty whenrevealed (cumulative with the Enemy DM). Take a further -1DM for each Temporal event.

    Enemy (D6): 1: v523; 2: v541; 3: v514; 4: v511; 5: v518; 6: v531.Character (D6): 1: e081; 2: e023; 3: e041; 4: e106; 5: e122; 6: e285.

    Event 1 (D6): 1: e103; 2: e120; 3: e223; 4: e034; 5: e101; 6: e002

    Event 2 (D6): 1: e145; 2: e278; 3: e287; 4: e115; 5: e116; 6: e002

    Plot (D6):1: e173; 2: e154; 3: e179; 4: e235; 5: e279; 6: e150.

    Location (D6): 1: e280; 2: e280; 3: e255; 4: e144; 5: e094; 6: e297.

    A442. Malcassairo 100,000,000,000,000 (12; Dark Night Era)

    (Wilderness) You have landed on the dark planet of Malcassairo in the far distant future and at the edge of theknown universe and knowledge. Legends speak of an ancient insect race, the Malmouth, which used to inhabitthe deep chasms and caves in spectacular hives. Are they now all dead..?

    Special:Whilst here, your Brains is reduced by 2 and all TARDIS Characters lose any History Trait until the endthe adventure. If you encounter a Character of unspecified race, roll 1D6 and on a result of 6 it will be an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v523; 2: v511; 3: v512; 4: v519; 5: v520; 6: v508.

    Character (D6): 1: e242; 2: e021; 3: e053; 4: e071; 5: e269; 6: e020.

    Event 1 (D6): 1: e079; 2: e035; 3: e085; 4: e151; 5: e113; 6: e002

    Event 2 (D6): 1: e215; 2: e033; 3: e005; 4: e287; 5: e256; 6: e002

    Plot (D6):1: e260; 2: e131; 3: e140; 4: e162; 5: e141; 6: e150.

    Location (D6): 1: e068; 2: e217; 3: e067; 4: e064; 5: e064; 6: e065.

    A443. Earth 1930 (9; Modern Era)

    You have landed in New York at the start of the Great Depression. The newly constructed Empire State Buildingtowers over the city as the rich are entertained in theatres and restaurants whilst men and women in Hoovervilletry to scratch out a meagre existence.

    Special:If this is your first adventure your first Character event will automatically be e110 and when the Enemy isrevealed, gain an additional +1DM.You may choose to Relax as an Action but with a -2 modifier to the roll.

    Enemy (D6): 1: v518; 2: v543; 3: v522; 4: v524; 5: v516; 6: v503.

    Character (D6): 1: e018; 2: e119; 3: e048; 4: e050; 5: e244; 6: e041.

    Event 1 (D6): 1: e151; 2: e080; 3: e223; 4: e206; 5: e113; 6: e002

    Event 2 (D6): 1: e034; 2: e079; 3: e035; 4: e038; 5: e116; 6: e002

    Plot (D6):1: e288; 2: e157; 3: e137; 4: e148; 5: e173; 6: e150.

    Location (D6): 1: e144; 2: e255; 3: e255; 4: e028; 5: e028; 6: e073.

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    A444. The Library 5009 (10; Twilight Era)

    (Museum) You have landed on the Library planet in the fifty-first century. The Library claims to have a copy ofevery book ever published in its planet-wide repository. Computer nodes in every area offer help and assistance,so why does the Library appear totally deserted...

    Special:If a Character with Computerscan make a Computers8 roll, then gain +1 to their Action for the turn. ACharacter with Historymay Relax here, gaining 1 Luck point on a roll of 8+.

    Enemy (D6): 1: v545; 2: v505; 3: v510; 4: v529; 5: v527; 6: v528.

    Character (D6): 1: e295; 2: e021; 3: e032; 4: e020; 5: e026; 6: e043.

    Event 1 (D6): 1: e206; 2: e151; 3: e268; 4: e270; 5: e035; 6: e002

    Event 2 (D6): 1: e294; 2: e116; 3: e296; 4: e229; 5: e045; 6: e002

    Plot (D6):1: e153; 2: e157; 3: e260; 4: e140; 5: e142; 6: e150.

    Location (D6): 1: e070; 2: e070; 3: e070; 4: e253; 5: e065; 6: e158.

    A445. Ood Sphere 4126 (10; Twilight Era)(Wilderness) You have landed on the cold, icy world of the Ood. In the far distance are vast, snow coveredmountains whilst two moons hang in the clear blue sky. Your breath steams in the freezing air that makes yourskin tingle. Perhaps in this icy landscape lie the secrets of the mysterious Ood?

    Special:Add one to the number of Ood you encounter and all are +1 to all Qualities. Move and Follow Actionshave -1 to the roll. If you encounter a Character of unspecified race, roll 1D6 and on a result of 6 it is an alien.

    Enemy (D6): 1: v533; 2: v526; 3: v504; 4: v546; 5: v512; 6: v528.

    Character (D6): 1: e232; 2: e244; 3: e018; 4: e285; 5: e100; 6: e100.

    Event 1 (D6): 1: e079; 2: e151; 3: e085; 4: e027; 5: e205; 6: e002

    Event 2 (D6): 1: e215; 2: e198; 3: e205; 4: e256; 5: e034; 6: e002

    Plot (D6):1: e139; 2: e142; 3: e140; 4: e288; 5: e132; 6: e150.

    Location (D6): 1: e064; 2: e217; 3: e068; 4: e297; 5: e297; 6: e297.

    A446. Earth 1926 (9; Modern Era)

    (Holiday) You have landed in the gardens of an elegant manor house in the roaring 20s. It is a glorious summerafternoon and the sun shines in a cloudless sky. The smell of grass is in the air and bees gently buzz about thebright flowerbeds. Perhaps a turn about the gardens or explore the lovely country house the choice is yours.

    Special:The first 2 Characters you meet will be related. If they are together, they are each +1 to all Qualities andthe second gains a +1 bonus to rolling for a Plot event if they become Allies. Any Plot or Goal events that requirea Brains total are increased by +5 Brains.

    Enemy (D6): 1: v543; 2: v529; 3: v522; 4: v510; 5: v524; 6: v516.

    Character (D6): 1: e249; 2: e207; 3: e105; 4: e050; 5: e244; 6: e110.

    Event 1 (D6): 1: e151; 2: e268; 3: e152; 4: e213; 5: e076; 6: e002

    Event 2 (D6): 1: e223; 2: e206; 3: e177; 4: e145; 5: e038; 6: e002

    Plot (D6):1: e251; 2: e272; 3: e134; 4: e288; 5: e148; 6: e150.

    Location (D6): 1: e253; 2: e253; 3: e253; 4: e259; 5: e055; 6: e055.

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    A447. Earth 2009 (8; Post Modern Era)

    You have landed in the suburbs of London on a crisp Autumn afternoon. A thin mist drifts through the cool air asred and gold leaves carpet the streets. Its very quiet almost too quiet and you have a nagging feeling thatsomething isnt quite right.

    Special:When you first find a Location, take an immediate -1DM penalty. If you then have Aware2 and canmake an Engineeringor Computers 10 roll, you find a teleport pod that will take you to the enemy spaceship highin orbit around the planet see e144.

    Enemy (D6): 1: v531; 2: v500; 3: v541; 4: v523; 5: v514; 6: v540.

    Character (D6): 1: e109; 2: e106; 3: e031; 4: e299; 5: e041; 6: e136.

    Event 1 (D6): 1: e103; 2: e034; 3: e076; 4: e223; 5: e265; 6: e002

    Event 2 (D6): 1: e278; 2: e145; 3: e160; 4: e115; 5: e116; 6: e002

    Plot (D6):1: e139; 2: e173; 3: e162; 4: e260; 5: e210; 6: e150.

    Location (D6): 1: e280; 2: e298; 3: e298; 4: e297; 5: e297; 6: e091.

    A448. Shan Shen 2797 (10; Imperial Era)

    (Holiday)You have landed on the famous market world of Shan Shen. The market is a heady mix of cultures, bothalien and human. Strange odours and perfumes mix with colours and fabrics, food and drink, fabric and fur It issaid that almost anything can be purchased in the crowded, exotic streets not everything legally...

    Special: If you Relax and gain a result of 8+, instead of events listed you may choose to visit the markets. Roll1D6: 1: Nothing; 2: Enemy event; 3: e198; 4: e276; 5: e250; 6: e200. If you encounter a Character ofunspecified race, roll 1D6 - on a result of 5-6 it is an alien roll another 1D6 and on a 1-3 it also gains Creature.

    Enemy (D6): 1: v544; 2: v543; 3: v506; 4: v513; 5: v517; 6: v533.

    Character (D6): 1: e053; 2: e269; 3: e098; 4: e026; 5: e048; 6: e242.

    Event 1 (D6): 1: e268; 2: e112; 3: e101; 4: e051; 5: e205; 6: e002

    Event 2 (D6): 1: e290; 2: e270; 3: e223; 4: e036; 5: e069; 6: e002

    Plot (D6):1: e279; 2: e131; 3: e235; 4: e176; 5: e148; 6: e150.

    Location (D6): 1: e028; 2: e028; 3: e065; 4: e252; 5: e108; 6: e073.

    A449. Midnight 2290 (10; Colonial Era)

    (Holiday) You have landed on the incredible crystalline resort planet of Midnight. The exposed surface of the

    planet is bathed in deadly Xtonic radiation due to its close proximity to its sun, but colonisers have developed afantastic Leisure Palace resort where visitors can just relax and enjoy the beauty of the planet in perfect safety.

    Special: If you choose to Relax as an Action and gain a result of 8+, instead of choosing the events listed youmay see e300. If you encounter a Character of unspecified race, roll 1D6 and on a result of 6 it will be an alien.

    Enemy (D6): 1: v500; 2: v503; 3: v535; 4: v539; 5: v538; 6: v542

    Character (D6): 1: e023; 2: e024; 3: e087; 4: e026; 5: e244; 6: e266

    Event 1 (D6): 1: e151; 2: e300; 3: e198; 4: e152; 5: e035; 6: e002

    Event 2 (D6): 1: e145; 2: e296; 3: e036; 4: e215; 5: e160; 6: e002

    Plot (D6):1: e140; 2: e260; 3: e288; 4: e210; 5: e142; 6: e150.

    Location (D6): 1: e102; 2: e065; 3: e097; 4: e055; 5: e070; 6: e297

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    A450.Gallifrey

    (Wilderness) You have materialised somewhere that you had thought destroyed your home planet of Gallifrey.But as you step from the TARDIS, you realise that Gallifrey is not as you remembered. The once burnt-orange skyis dark and blood-red and the silver-leafed forests are blackened and dead. To the south are the proud mountainsof Solace and Solitude, the once-white snow peaks now grey and forbidding. And above you lies the smokingruin that was the Capitol. What has happened here? How has Gallifrey survived? You set off to discover more,

    your hearts hammering in your chest.Special:If you successfully Defeat the Enemy in this Adventure then you have won the game. However if you failto Defeat the Enemy, the game is over and you have lost. In this Adventure you have a maximum time limit of 15turns and each phase of the Adventure lasts 5 turns rather than 4.

    You may Seek information here as an Action using only Computers and with -1 to the roll.

    When you roll a Goal for the Enemy, use the tables below rather than those listed in the usual Enemy page:

    Enemy v511: 1-3: e172; 4-6: g357. Enemy v541: 1-3: e171; 4-6: g357. Enemy v523: 1-3: e277; 4-6: g357.

    Enemy (D6): 1: v511; 2: v511; 3: v541; 4: v541; 5: v523; 6: v523.

    Character (D6): 1: e127; 2: g350; 3: e282a; 4: g361; 5-6: None.Event 1 (D6): 1: e193; 2: g351; 3: g354; 4: g360; 5: e294; 6: e002

    Event 2 (D6): 1: e143; 2: g355; 3: e107; 4: e268; 5: e290; 6: e002

    Plot (D6):1: g358; 2: g359; 3: e260; 4: e279; 5: e132; 6: e150.

    Location (D6): 1: e065; 2: g356; 3: eg356; 4: g353; 5: g353; 6: g352

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