"TIMETRAP"
A _Doctor Who_ Role-Playing Game Adventure Module
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Presented by THE EARTHBOUND TIMELORDS [EBTL-Module #1]
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Written by Zepo [22 July 1997]
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*ADVENTURE SUMMARY*
The adventurers' TARDIS is captured by a mysterious time
tunnel and pulled to a location from which the TARDIS cannot
leave. The crew must investigate the location to discover why
the TARDIS is trapped, free their time/space vehicle, and take
the necessary action to keep other space travellers safe in the
future.
*HISTORY OF THE ADVENTURE*
This game was first developed and refereed by me in early
1985. It was the first adventure in my on-going Doctor Who role-
playing campaign that continues to this day. It was officially
refereed at Gen Con XXVI on 19, 20, and 21 August 1993. Gen Con
is the world's largest gaming convention and it is good to see
Doctor Who represented there each year.
This adventure was originally designed to be run with a
modified version of the _Doctor Who Role-Playing Game_ designed
by FASA. [Guy W. McLimore Jr. and Wm. John Wheeler, _The Doctor
Who Role-Playing Game_, (Chicago: FASA, 1985)] The original game
used a scale of 1 to 7 for ratings of difficulty. I have changed
most of the statistics here to a simple percentage for success
(up to a [100% chance]) so that you may adapt these numbers to
any role-playing game that you wish. In the spirit of this
adventure the average person has about 40 hitpoints [40 H.P.]
(aka. life points or structure points). Other objects have
hitpoints relative to this (for instance a Dalek has [60 H.P.]).
Any of the percentages given for the success of a skill can be
modified by the Game Master to reflect their particular role-
playing system, adventure party, characters or style of play.
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READ NO FARTHER IF YOU INTEND ON BEING A PLAYER IN THIS GAME--
THE FOLLOWING INFORMATION IS FOR GAME MASTERS/REFEREES ONLY !!!
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*>> IMPORTANT <<*:
Game Masters should read the ENTIRE module before running
this adventure. The plot is explained, but only familiarity with
all elements of the adventure will produce a successful game.
Many things can be happening at once and only by reading the
entire adventure beforehand will a Game Master be fully
prepared.
*GAME MASTER NOTE*
The Game Master should remember that he or she may change
any element of the adventure to suit their own role-playing
party. Nothing in these rules is concrete. As long as the Game
Master and the players play fairly and without any personal
grudges, changes made to this adventure should not affect game
play. Remember, this is ONLY A GAME, and everyone "wins" a well
run and played adventure!
*TIMELINE*
This adventure takes place some time after the events of
"Destiny of the Daleks"[BBC Serial Code-5J]. The Daleks and
Movellans are now actually at war, the stalemate having been
broken by the introduction of the Movellans' anti-Dalek virus
which the Movellans successfully deployed on the battlefield. It
also takes place before the events seen in "Resurrection of the
Daleks"[BBC Serial Code-6P] when the Daleks rescue Davros to help
them find a cure to the Movellan Virus used in biological warfare
against them. At this time, the Daleks have taken large losses
and have actively started a research campaign to find a cure for
the virus. The Daleks are also employing and trying to perfect
their time tunnel technology (as seen in "Day of the Daleks"[BBC
Serial Code-KKK] and in "Resurrection of the Daleks"[BBC Serial
Code-6P].
*GAME MASTER (Referee) PLOT SUMMARY*
The player's TARDIS is in flight when it is caught in a time
tunnel. The tunnel causes the TARDIS to lose control and in turn
pulls the Gallifreyan time vehicle toward the Asteroid Rurrsis.
The TARDIS materializes inside a complex built on the asteroid
and is rendered completely immobile. As the players investigate
the complex, they discover that it is inhabited by Daleks. The
complex is a science research facility built during the Dalek-
Movellan War. It turns out that the Daleks are trying to capture
a time craft, using their primitive time tunnel technology. They
hope to be able to use such a time ship to affect the past,
perhaps even to change the state of the Dalek-Movellan stalemate.
The crew must avoid, outsmart or destroy the Daleks and reach the
complex's generator. Only by cutting the power to the entire
complex can they free the TARDIS. The crew should also destroy
the timetrap controls (though this alone will not free the
TARDIS), so that the Daleks cannot capture other ships in the
future. When all is done perhaps the crew will want to take a
vacation at the Eye of Orion.
**ADVENTURE (PART 1): The Flight**
The TARDIS will be in vortex when suddenly there is a
disturbance that shakes the entire craft. The Timelord (you may
or may not be using the Doctor) inside can discover that the crew
have lost control of the ship and that they are caught in a Time
Tunnel. The only way to free the TARDIS from it without
significantly endangering the crew is to follow the tunnel to its
point of origin. From there the TARDIS could ordinarily be
freed. If the crew decides to follow the tunnel no danger will
come to the crew.
[Otherwise the crew suffer a [75% chance] of getting hurt
for the loss of [4-24 (4D6) H.P.] each attempt that they make
trying to escape the tunnel. There is only a [10% chance] that
the TARDIS can be freed of the time tunnel on its own. (If the
crew succeeds, move on to another adventure or have the TARDIS
conveniently captured by the tunnel again moments before
materialization if the crew decides to continue an investigation
of the tunnel's origins.)]
**ADVENTURE (PART 2): The Timetrap**
*The Asteroid Rurrsis* [off the map]:
The Timetrap complex is built on the Asteroid Rurrsis. It
is located in a belt of asteroids in deep space. The asteroid
has no atmosphere, so if the walls of the Dalek complex are
breached it will become depressurized and most likely kill all of
the unprotected life inside as the atmosphere escapes. The
asteroid itself contains no other lifeforms. The only
significant structure on it is the Dalek science facility where
the timetrap itself is located.
*The Timetrap Complex* [see map]:
HISTORY:
The complex itself was built as a research facility for the
Daleks shortly after the beginning of the Dalek-Movellan War.
Initially, the research was geared toward finding a cure to the
Movellan virus that plagued many of the Dalek forces. As other
facilities progressed in their research farther than the one
located on Rurrsis, the direction of the research was changed.
Having already developed time travel capabilities, the Daleks on
Rurrsis changed the direction of their research toward using the
time corridors that they created as a method of capturing other
time travel vehicles. Thus the TIMETRAP PROJECT was created and
the Daleks have proceeded to research time travel and their time
corridor technology.
RECENT EVENTS:
At the time of the crew's appearance at the complex, the
Daleks have just finished their fifth test with the timetrap
corridor. Their first four tests proved to be inconclusive and
warranted only the appearance of a piece of debris after the
third test. As the crew's TARDIS appears, the Daleks have
abandoned their current test which finished its sequence a
quarter of an hour before. The TARDIS was caught in the receding
time tunnel after the beam had been disengaged.
GAME INFO:
The complex's environment is made up of an Oxygen/Hydrogen/
Nitrogen mix very similar to that of the plant Earth. The
temperature inside the complex is 22(C)/75(F) degrees.
The complex's wall themselves are made of a metal alloy that
is composed of titanium, aluminum, and steel. The walls to the
outside of the complex can take [150 H.P.] damage before they are
breached. If they are, the complex will rapidly decompress,
requiring that the crew don spacesuits or seal themselves into a
room (when the crew will have to solve their problems on their
own).
Airlocks within the complex are reinforced for [150 H.P.] as
well. However, standard doors (which slide straight up and down)
have only [50 H.P.] and will slowly leak oxygen out of a room if
there is a decompression in the adjoining room. If this is the
case, give the players a [30% chance] to realize they are losing
air.
The entire complex is lit by phosphorescent liquid, called
phosphorsaline-12, that is stored in the ceiling panels. An
electrical charge is added to the liquid making it glow brightly
through the clear plastic ceiling panels. When charged the
phosphorsaline-12 glows a bright shade of light green and one can
see the electrical charges moving through the liquid in the
appearance of slightly brighter areas (much like the vanilla in a
chocolate swirl ice cream--except green). If the ceiling is shot
or somehow breached the phosphorescent liquid will leak out
flowing down to the floor. The liquid will glow for
approximately another ten minutes before it quickly loses its
luminescence no longer gaining a charge from the electrical
current. The liquid is non-toxic and non-corrosive.
All the doors in the complex slide toward the ceiling when
opened. Airlock doors slide to the ceiling and towards the
floor. Next to each on the left side is a square panel that when
pressed activates the door [this panel can be pressed by the
Dalek sucker arm if the door fails and does not properly
acknowledge the Dalek's in-built signal that opens the doors
automatically].
THE MAP:
Each map location is divided into two sections. The first
section, "DESCRIPTION," contains a description of the room that
the Game Master can read to the players when they first enter the
given room or location. The contents of the room may be
different as the adventure continues (for example some of the
Daleks may have left the room that they are described in and thus
the description must be altered by the Game Master to fit the
current situation). The second section, "GAME INFO," contains
information about the given room or its inhabitants important to
the Game Master for running the game.
1. TIMETRAP CORRIDOR
[DESCRIPTION]
As you exit the TARDIS you find yourself in a well lit room
that glows with a green tint. The ceiling is lit brightly and
seems to shift with slight variations of light greens.
Strikingly, you notice a large curved mirror that runs from the
Northwest corner of the room around to the Southeast corner. The
mirror reflects the movement of the crew as you leave the TARDIS.
To the West and South are heavy walls made of grey metal. With
the exception of the time ship and your characters, nothing else
is in the room.
[GAME INFO]
The Timetrap corridor that the TARDIS gets caught in ends
here. Under the floor is a mass of wires and circuits which lead
to the North [and Room #10 "Timetrap Systems"] and Northwest [and
the control panel in Room #2 "Timetrap Room"]. If these are cut,
the timetrap will be rendered inoperable until they are repaired.
Removing the floor is difficult and the players will only have a
[15% chance] of success without tools (which would improve their
odds). The walls to the West and South are walls to the outside
of the complex.
The most important feature of the room is the large mirror
to the front of the room. This is in fact a one-way mirror which
allows the Daleks to observe anything captured in the timetrap
[from room #2 "Timetrap Room"]. If the mirror is shot at with a
laser the beam will be reflected into the room with a [20%
chance] that it hits one of the party members. The mirror,
though thin, is rather strong much like bullet-proof glass. It
can be breached. The mirror has a total of [75 H.P.] before it
is broken in a hole large enough for a person to climb through.
The mirror can also be breached using various other destructive
methods [Note: one player cut it repeatedly with a diamond from a
ring in one adventure]. Mechanical methods seem not to work to
remove the mirror (it raises towards the ceiling), however the
Game Master may allow the players to use a sonic screwdriver or
other such device to activate it.
2. TIMETRAP ROOM
[DESCRIPTION]
The room you enter is almost completely empty, the grey
walls conveying the solitude. To your front you can see a
control panel standing on a lone pedestal. To the North and the
East are heavy sliding doors. A quick look behind you and notice
that the large mirror is transparent from this side. You can see
the TARDIS in plain view but a little less clear than if the
glass of the mirror was not there.
[GAME INFO]
This room is used to directly control the timetrap
experiments. The controls here can control the time tunnel when
it is activated (when the players first reach this room it is
not). All of the buttons on the control panel are rather large
about 10 centimeters square. The buttons are multi-colored, and
the only notable color in the grey room. There is a button on
the panel that can raise the mirrored shield. The room is also
an observation area for the Dalek scientists to see what the
timetrap can capture, thus the one-way mirror.
When the timetrap is active, a character with skills in
temporal science would have a [50% chance] success rate to
control the timetrap experiment. A character with a skill in
temporal science or computer use would be able to deduce [60%
chance] that this is only the observation control panel for the
experiment. The actual controls that make major adjustments to
the time corridor and the power source are located elsewhere
[room #10 "Timetrap Systems"].
The doors exiting this room are Airlock doors, meaning that
they slide toward both the ceiling and the floor. This should be
remembered as almost all of the other doors in the complex are
normal single upward sliding doors (so when the characters enter
the other doors they door will slide only to the ceiling unlike
the doors to this room). A character versed in astronautics or
the mechanical engineering of space worthy vehicles or
hermetically sealed rooms can notice that the double sliding
doors are Airlocks [80% chance].
3. HALLWAY
[DESCRIPTION]
Opening the door reveals a hallway that is about two meters
wide. There are various sliding doors along the hallway and the
hallway seems to turn a distance up the corridor.
[GAME INFO]
The hallway is quite typical and is large enough for two
Daleks to pass one another. There is nothing of note in the
hallway. The Game Master should be aware that the characters
might encounter roving Daleks who are on patrol through the
complex or on their way to their work stations [see ROVING DALEKS
after the room descriptions].
4. DETENTION ROOM
[DESCRIPTION]
This room appears to be completely empty.
[GAME INFO]
This room is used by the Daleks to detain prisoners and
anyone they might capture in the timetrap corridor. There is
absolutely nothing in this room. If the door closes behind the
characters, they may have a difficult time exiting as there is no
square door-opening panel on the inside of this door. The
characters only have a [5% chance] to open the doors without
mechanical aid.
5. STORAGE ROOM #1
[DESCRIPTION]
As this door opens one can see that this dimly lit room is
lined with one meter square metal boxes. The boxes to the West
are neatly arranged against the wall, but the metal crates to the
East are a bit more disorganized. There appears to be no one
inside this room.
[GAME INFO]
This room is a storage room full of metal boxes and nothing
else. Though the boxes to the East are more disorganized, there
is no reason for this patterning. It just happens to be how the
boxes are stacked and arranged at this time. The boxes are
stacked two high, though a few do not have another box stacked on
them.
Each of the metal boxes is vapor sealed, and to properly
open the box, the small button on the top must be pressed to
equalize the air pressure. At that time the two snaps on the
side of the box's top can be opened without any problem. If a
character opens the box without first examining the box and
finding the pressurization button, there is a [30% chance] that
the resulting sound of the box popping open will alert nearby
Daleks [ROVING DALEKS on patrol in the hallway (see below)].
There is also a [15% chance] that some of the electronic parts
and instruments contained inside will be propelled out of the box
bringing [2-12 (2D6) H.P.] of damage to the character opening the
container.
The boxes contain electronic and electrical equipment used
to fix the various computers and controls around the complex.
The most useful devices that could be built from the various
parts found in the crates are the following:
DOOR ACTIVATOR:[20% chance, 50% chance if versed in
electrical engineering]. This will allow the players
to open the complex's doors automatically as they
approach them (like the Daleks), rather than
having to press the electronic pad next to the door.
COMPUTER HOOKUP: [10% chance, 40% chance if versed in
electronics engineering]. This will allow players to
access the Dalek's computer banks and controls at twice
the rate without having to use the large awkward
buttons built for the Daleks. It still requires that
someone connect the COMPUTER HOOKUP to a computer with
a [30% chance] of success, improved to a [45% chance]
if one has either an electrical or electronics
engineering skills.
COMMUNICATORS: [15% chance, 60% chance if versed in
electronics engineering]. This allows the player to
construct two hand held communicators (walkie-talkies)
that the players can use to contact one another at a
range up to 10 Kilometers.
6. INTERROGATION ROOM
[DESCRIPTION]
This grey walled room is empty with the exception of a
single bed-like table that stands at the center of it. The table
has straps that are connected to it that appear as if they can be
used to restrain a being on the tabletop.
[GAME INFO]
The room is an interrogation room, where prisoners are
brought to be questioned after being detained [in room #4
"Detention Room"]. The table stands alone in this room and can
indeed be used to restrain prisoners (usually when administering
drugs to them). There is a [15% chance] that a player can escape
the straps if tied down. These odds improve to a [35% chance] if
the player has lockpicking skills or mechanical abilities related
to escape.
If the door closes behind the characters, they may have a
difficult time exiting as there is no door-opening panel on the
inside of this door. The characters only have a [5% chance] to
open the doors without mechanical aid.
7. MEDICAL BAY
[DESCRIPTION]
This room is brighter than the others shining almost a true
white. It contains two table-like beds that have straps attached
to them to restrain a being laying on them and some electronic
monitoring equipment. There is a table, with a storage locker in
it, built against the Northern part of the West wall that wraps
around to the North wall. There is a door to the West which is
labeled "Cryogenics."
[GAME INFO]
This room is a medical bay that services both the Daleks and
the prisoners that they capture. The door labeled "Cryogenics"
leads to [Room #8 "Cryogenic Freezer"].
The tables in this room and can indeed be used to restrain
prisoners (usually when administering drugs or medical treatment
to them). There is a [15% chance] that a player can escape the
straps if tied down. These odds improve to a [35% chance] if the
player has lockpicking skills or mechanical abilities related to
escape.
The electronic monitoring equipment (which is displayed on
the wall between the two beds) is used to electronically monitor
the vital statistics of the person or creature on the beds. This
is accomplished through an array of sensors built into the bed
and requires that there be flesh to metal contact with the bed
itself. (Apparently, Dalek doctors offices are cold as well).
All characters have a [10% chance] of discovering how the system
works, with the odds improved to a [50% chance] if the character
is skilled in electrical engineering. A character with medical
skills will have a [60% chance] of using the beds to discover any
illnesses in another character (such as those possibly contracted
in previous adventures).
The storage locker is unlocked and contains various
medicines and medical instruments. The medical instruments all
seem as if they are part of a modular system--each has an end
that is the same size slimmed to about 2 centimeters wide and
rounded. This is so that the Dalek with the medical functioning
can attach the various tools to his adapted sucker arm for use.
There are only three medicines of note in the locker. A
character skilled in chemistry has a [55% chance] of discovering
their use, and a character with medical skills has a [30%
chance]. The medicines are:
CORDOZINEATHOL (MEDICINE #1): This is a truth drug, that
once administered requires that the character tells the
truth for the next 5 questions they are asked. The
character has a [15% chance] to resist having to tell
the truth. The bottle contains a total of 5 doses.
MOVELLUS-2 SERUM (MEDICINE #2): This is an experimental
serum for the Movellan anti-Dalek virus [as seen in
"Resurrection of the Daleks"[BBC Serial Code-6P].
Amazingly, this formula is not too far from a proper
antidote for the virus, and can be converted to a
preventative medicine if it is combined with Iron and
heated to 100(C)/212(F) degrees. A character with a
chemistry skill has a [35% chance] of properly
discovering and a [25% chance] of synthesizing the
formula.
[GAME MASTER NOTE: The Daleks do not find the
cure for the Movellan virus before their visit to
Davros in "Resurrection of the Daleks"[BBC Serial Code-
6P], so characters who act irresponsibly and give the
Daleks the formula should have to pay for their
mistakes--such as a follow-on adventure where the
Timelords forcibly recruit them to get the formula back
at all costs, or perhaps a trial conducted by the
Timelords for a charge of direct interference (like in
"The War Games"[BBC Serial Code-ZZ].]
TRIMETHOLHYPERCLORODINE (MEDICINE #3): While labeled as a
"Combat Enhancement Drug" the truth is that the drug is
in an experimental stage and the Daleks intend to test
the effects on those captured in the Timetrap. The
actual results of the drug vary and are determined by a
percentile dice roll on the following chart:
01-20% - MEMORY LOSS - characters forget where or who they are
for the next [10 turns].
21-40% - QUICK REFLEXES - The intended effect of the drug
increases a character's Dexterity and combat skills by
[20%] for the next [10 turns].
41-60% - KLEPTOMANIAC - Causes the character to want to steal,
including from their friends, anything of value or
importance. The need to acquire physical objects overrides
everything except for self-preservation. This lasts for the
next [20 turns].
61-80% - HERO WORSHIP - This causes the character to be in
complete awe of the first character that speaks to them.
The affected character will believe that the person who
speaks to them is perfect and their intellectual and
physical superior, and that they must serve them completely.
This includes doing anything the character asks and
protecting that character's life at all costs, including
jumping in the way of bullets or lasers. The affected
character believes their life is inconsequential compared to
that of the first character to speak to them. They are
unworthy in respect to them. They will protect the
character and always side with the character in arguments
defending the person who spoke's position with such remarks
as "Shut up, you know nothing compared to [speaking
character's name]." or "[Speaking character] is one of the
greatest minds in the Universe, how dare you disagree with
them!" This will last for the next [20 turns].
81-100% - SEIZURES - This will cause the character to go into
uncontrollable convulsions. It causes [3-18 (3D6) H.P.]
damage to them as well. This will last [1-3 (1D6/2) turns].
8. CRYOGENIC FREEZER
[DESCRIPTION]
As you open the door to this room a wave of cold air touches
you. The air around the edges of the door start to mist into
white wisps of air. Inside, a light is activated and the ceiling
begins to glow a familiar light green. The room is freezing and
ice crystals seem to be slowly forming as your gaze sweeps the
room. Inside there are 2 large freezers. The first starts on
the Southern wall and wraps around to the East. This freezer has
a sliding plexiglass doors and there seem to be a variety of
unused hooks that hang in the freezer. The second freezer made
of metal stands against the North wall. This freezer has 20
smaller compartments that are all covered by small metal doors.
[GAME INFO]
This cryogenics freezer room is used to store a variety of
items that must be properly cooled. The temperature inside the
room is -18(C)/0(F) degrees. The freezer with the plexiglass
windows and hooks are intended to be a storage area for beings
that are captured in the timetrap and medically stored in a
cryogenic freeze, or to store the cadavers or body parts after an
autopsy by the Daleks. The second freezer with the compartments
is a medical storage freezer used to store tissue samples,
serums, and medicines. There are six compartments currently in
use. These compartments variously contain:
COMPARTMENT #3: Contains a tissue sample from a Dalek that
has been killed by the Movellan created anti-Dalek
virus. This tissue sample had been used for research
for finding an antidote before the complex's Daleks
changed the direction of their research to the
timetrap.
COMPARTMENT #6: Contains a metal scrap. The scrap was from
the debris found after the third timetrap experiment.
It was used by the Daleks to attempt to determine if
there had been any life in the debris. The answer is
no, and a character with chemistry or medical skills
have a [40% chance] to discover this (though the only
place that they can find out where the piece of metal
came from is in the computers located at either [room
#12 "Computer Banks] or [room #14 "War Room/Control
Center"])
COMPARTMENT #7: Contains mutated Dalek cells that have been
effected by the Movellan anti-Dalek virus, but have not
been killed. These cells have been treated with the
vaccine MOVELLUS-2 SERUM [found in room #7 "Medical
Bay"]. A character with either chemistry or medical
skill have a [40% chance] of making the connection
between the sample in this compartment and the vaccine
if they are aware of the existence of both. Players
with chemistry and medical skills have a [50% chance]
of discovering that the vaccine has caused a mutation
in these cells and the cells have developed a cancerous
growth. However, the vaccine did stop the effect of
the anti-Dalek virus.
COMPARTMENT #10: Contains a vial of the drug FALADRINE. The
effect of the drug is to cause sleepiness and sleep
upon direct contact with skin. A character has a [25%
chance] of resisting falling asleep each turn until
they either fall asleep or [10 turns] pass. If the
character falls asleep, the drug will last [40 turns]
from the point of their unconsciousness or until they
are revived by a character with medical skills.
COMPARTMENT #13: Contains a block of frozen ice for use in
other experiments. There is nothing significant about
it.
COMPARTMENT #18: Contains a piece of metal (made of the same
titanium, aluminum, and steel alloy that the complex
walls). The alloy is going through a vigorous test of being
heated and cooled repeatedly. A character with skills in
chemistry or metallurgy has a [75% chance] of discovering
that this is the test that is being performed and a [75%
chance] of realizing that the alloy is performing well and
not under any stress of breaking.
9. NUTRITION AREA
[DESCRIPTION]
As you enter this room, you notice that it is almost
completely empty. On the far Southern wall is a large machine
made of grey metal. From the machine there are variously 16
bottle-like protrusions with small tubes extending from them.
Also in the room is a robot-like machine [a Dalek]. Its
base is peppered with small bulbous protrusions and at its
midsection there appears to be a sucker-like arm and a weapon
stalk of some kind. Near the top there is a grille and resting
above the grill is a domed top with a stalked eye and a pair of
inactive lights. This domed top seems to be open and one of the
tubes from the machine on the wall apparently leads inside the
salt shaker-like robot. The front of the metallic creature is
turned away from you as its the eye stalk.
[GAME INFO]
This room is a feeding and nutrition area for the Daleks. A
mixture of synthetic proteins and carbohydrates is created in the
machine against the wall and is fed through the straws to the
Dalek creatures inside their casings through the straw system.
To feed, the Dalek creature opens the top of its travel unit and
feeds directly from the straw.
If a player tastes the thick green nutritional liquid there
is a [90% chance] they will find that it tastes revolting. If
this is the case there is also a [40% chance] the player will
vomit.
The Dalek[#12] in this room is a patrol Dalek on its normal
nutrition break. It will not notice the characters unless they
approach the Dalek and look inside. If they do they will see the
organic Dalek creature inside. There is a [70% chance] it will
spring out at the players. If it does the Dalek creature will
use its tentacles to wrap itself around the player and bite it
with its teeth [3-18 (3D6) H.P.] damage per hit. If attached it
will take a considerable amount of player strength to remove the
creature. The Dalek has [60 H.P.] when it is in its casing, but
only [25 H.P.] for the organic creature itself outside of its
protective shell.
If the alarm has sounded, the Dalek will end it's nutrition
break and patrol [room #3 "Hallway"]. It will pursue any
intruders with the intent to capture or kill.
10. TIMETRAP SYSTEMS
[DESCRIPTION]
As you open the door to this room, you are greeted with an
array of flashing multi-colored lights that are on the desk-like
panels that stretch from the South all the way around to the
North wall. The lights are part of a large control panel.
Also in the room is a robot-like machine [a Dalek]. Its
base is peppered with small bulbous protrusions and at its
midsection there appears to be a sucker-like arm and a weapon
stalk of some kind. Near the top there is a grille and resting
above the grill is a domed top with a stalked eye and a pair of
inactive lights.
[GAME INFO]
This is the control room for the Timetrap tunnel. The
computer here controls all of the major systems that regulate the
tunnel and make any modifications to the timefield. If the
characters destroy the controls here, the timetrap will be
useless until it is fixed ([40% chance] to repair for a character
(or Dalek) with temporal science skill). To ensure that the
computer controls are completely destroyed and irreparable the
panel must take [50 H.P.] of damage. However, regardless if the
controls are damaged or destroyed, the existing timefield will
continue to operate (meaning the TARDIS will still be trapped).
Only by cutting the power to the generator [in room #20
"Generator Room"] will the TARDIS be freed.
Also, the destruction of the timetrap does not mean that the
Daleks would not be able to build another tunnel. Only by
destroying the TIMETRAP PROJECT files in [room #12 "Computer
Banks"] will the crew prevent the Dalek experiments to continue
(at least until the Doctor gets caught in a timetrap in
"Resurrection of the Daleks"[BBC Serial Code-6P]).
The Dalek[#11] here is one of two Daleks versed in temporal
science. It will man this post under all circumstances and will
not leave the room (unless ordered to evacuate). Its mission is
to guard the Timetrap controls when the complex is in danger.
11. WEAPONS RANGE
[DESCRIPTION]
You enter a large room that seems to be rather empty. To
the North there are three cut out figures of humans with
identical white uniforms and cornrow braided hair. To the South
stand three racks, as well as a rack that is placed against the
Southern wall. The racks contain some sort of weapon with a
rounded ball on one end for attachment to a swivel socket.
[GAME INFO]
This room is a weapons range for the Daleks. The cut out
figures in the room are made of metal and represent Movellans
with whom the Dalek are at war.
The weapons in the room are Thermal Disruptors with a swivel
ball socket that can be attached to a Dalek. New Daleks are
brought to the weapons range to practice their skills. Though
they have weapons built in when the casings come off the assembly
line in [Room #17 "Dalek Assembly"], there are back-up weapons
stored here. The total number of weapons here are 35. A player
can use one of the weapons with a reduction in their ranged
weapons rifle skill of a [-15% chance] to hit, until the Game
Master decides they have become proficient with the weapon. A
Dalek thermal disruptor does [5-60 (1D12x5) H.P.] of damage (or
A-Level (Energy weapon) damage if using the chart in the FASA
_Doctor Who_ role-playing game).
12. COMPUTER BANKS
[DESCRIPTION]
Entering this room, you find yourself surrounded by a large
wall of blinking lights from a mainframe computer that wraps
around the room. In the center of the room is another part of
the room-sized computer that seems to be processing a great
amount of information. To the East wall there is a computer
console.
[GAME INFO]
This room is the Daleks' computer database and information
storage facility. The computer is a huge mainframe of
information for a good many of the Daleks activities.
The most important file in the computer is the TIMETRAP
PROJECT file which contains the blueprints for making the
Timetrap. The characters must destroy this file to prevent the
Daleks' experiments from continuing even if they destroy the
timetrap controls in [Room #10 "Timetrap Systems"]. A character
has a [20% chance, 60% chance if versed in Computer use] of
finding and destroying the TIMETRAP PROJECT file. If this is
accomplished, the Daleks will be unable to continue the project
until they create a new timetrap and soon after succeed in
capturing the Doctor in "Resurrection of the Daleks"[BBC Serial
Code-6P]. If the players fail to destroy this file, continue to
plague them occasionally with variations on this adventure.
There are five other files of interest in the computer other
than the normal day-to-day information uses of the Daleks. Each
character has a [20% chance, 60% chance if versed in computer
use] to discover each of these files as well. They are:
MOVELLUS-2 SERUM (File #1): This is a detailed account of
the research done on an cure for the anti-Dalek virus
employed by the Movellans during the war. This is an
experimental serum for the Movellan anti-Dalek virus
[as seen in "Resurrection of the Daleks"[BBC Serial
Code-6P]. Amazingly, this formula is not too far from
a proper antidote for the virus, and can be converted
to a preventative medicine if it is combined with Iron
and heated to 100 degrees (C). A character with a
chemistry skill has a [35% chance] of properly
discovering and a [25% chance] of synthesizing the
formula. A vial of the current stage of the virus cure
is listed as being located in [Room #7 "Medical Bay"].
[GAME MASTER NOTE: The Daleks do not find the
cure for the Movellan virus before their visit to
Davros in "Resurrection of the Daleks"[BBC Serial Code-
6P], so characters who act irresponsibly and give the
Daleks the formula should have to pay for their
mistakes--such as a follow-on adventure where the
Timelords forcibly recruit them to get the formula back
at all costs, or perhaps a trial conducted by the
Timelords for a charge of direct interference (like in
"The War Games"[BBC Serial Code-ZZ].]
GEMINI PROJECT (File #2): This is a file revealing that this
Dalek research outpost was not one chosen for research
into a cloning procedure. No details are given about
the project, and no work is being done on it at this
location. This file simply reveals the existence of the
project itself.
THE TALEN PLAN (File #3): This is a file revealing that the
Daleks have a spaceship located underneath the Timetrap
Complex, and in an emergency, the Daleks are to go to
[Room #23 Airlock/Transport Room"] and take the
elevators down to the ship and evacuate the complex.
The reason for this plan is revealed to be so that as
few Daleks are destroyed as possible, in an attempt to
keep their numbers strong against the Movellan
biological threat.
INTELLIGENCE UPDATE (File #4): This file reveals the current
status of the Dalek-Movellan War. It reveals that until
recently the Daleks and Movellans have been at an
impasse, neither side being able to engage in combat
because the other's battle computers would predict the
counter attack and react to it before the attack was
even launched. The computers continued this stalemate
with no weapons being fired. An expedition was sent to
find Davros, the scientist who accelerated the
mutation of the Daleks during the Kaled-Thal War on
Skaro. The mission proved unsuccessful due to
suspected Movellan interference [Game Master Note: At
this time the Daleks are not aware that there was also
interference by the Doctor and Romana and their human
allies.] Recently, the Movellans employed a virus that
attacks the genetic make-up of the Daleks themselves.
This biological weapon was not foreseen by the Daleks'
computers and the stalemate was broken. The Movellans
are at this time making advances on all fronts as the
Daleks race for a cure to the virus. In pitched
conventional battles between the two races the Daleks
have won a slightly larger number of encounters. [Game
Master Note: Nowhere in the intelligence report does it
actually report that the Movellans are a completely
robotic race, thus revealing why the Daleks in turn
could not retaliate with a biological weapon of their
own.]
CONTENTS OF COMPARTMENT #6 (File #5): This file reveals that the
metal scrap found in compartment # 6 of [Room #8 "Cryogentic
Freezer"] was from the debris found after the third timetrap
experiment.
13. COMMUNICATIONS
[DESCRIPTION]
As you enter this room you can see controls lining the walls
as well as a control station in the center of the room. The hiss
of static as well as various broadcasts can be heard inside the
room. Large green oscillators reveal the wave patterns of many
of these sounds. There is a door on the East wall near the
Southern wall.
Also in the room are three robot-like machines [Daleks].
Their bases are peppered with small bulbous protrusions and at
their midsections there appear to be a sucker-like arm and a
weapon stalk of some kind on each. Near the top of each there is
a grille and resting above the grill is a domed top with a
stalked eye and a pair of inactive lights.
[GAME INFO]
This room is the communications facility for the complex.
All of the major communications made with any Daleks or other
races not on the Asteroid Rurrsis are controlled from here. it
is possible to make a communication from [Room #14 "War Room/
Control Center"] but the call will be transferred through this
room.
Character may use the communications equipment here if they
choose to with a [20% chance, 45% chance if versed in computer
use] of successfully sending a message to where they wish.
Two Daleks[#5 and #6] here are versed in Communications
computer use. They will man this post under all circumstances
and will not leave the room (unless ordered to evacuate). Their
mission is to guard the equipment and maintain communications
when the complex is in danger.
The last Dalek[#7] is a patrol Dalek on watch. If the alarm
has sounded, the Dalek will continue to guard the room. If the
door is opened by any of the characters, the Dalek will pursue
them with the intent to capture or kill.
14. WAR ROOM/CONTROL CENTER
[DESCRIPTION]
As you enter this room you immediately notice the large
computer display table in the center of the room. Large animated
graphics and numbers seem to be constantly changing the
appearance of its tabletop. The periphery of the room is
surrounded with many controls and computers that flash in wild
succession. There are doors that exit the room on the North,
East and West (near the South) walls.
Also in the room are four robot-like machines [Daleks], one
of which is gold. Their bases are peppered with small bulbous
protrusions and at their midsections there appear to be a sucker-
like arm and a weapon stalk of some kind on each. Near the top
of each there is a grille and resting above the grill is a domed
top with a stalked eye and a pair of inactive lights.
[GAME INFO]
This is the Timetrap Complex's command center. All of the
important functions of the complex can be monitored from this
location and can be responded to appropriately. The table at the
center of the room is a large computerized display giving any
information required. When the characters enter the room, the
display will be showing a schematic of the adjoining star system.
The display itself can easily be changed from a 2-dimensional
representation to a 3-dimensional representation at a flick of a
switch on the tabletop (characters have a [90% chance] to
accomplish this).
The computers around the walls can monitor a variety of
activity in the complex. Most notable are links to the
communications center [Room #13 "Communications"] so that
messages can be sent, a link to the life support control center
[Room #19 "Life Support Controls"] and the adjoining complex's
power supply [Room #20 "Generator Room"], a link to both the
timetrap control center [Room #10 "Timetrap Systems"] and the
timetrap room [Room #2 "Timetrap Room"] to monitor experiments.
The command center has audio communication with every room
through a system of two way intercoms. The control center also
has direct access to the computer banks in [Room #12 "Computer
Banks"] and information stored there can be accessed from here.
The command center also serves as a war room when the
complex is under attack. It contains the radars that monitor
nearby space traffic (located on the South wall). It also
contains an anti-ship missile system that can destroy approaching
spacecraft. These can be used with a [10% chance, 60% chance if
versed in computer use (such as Daleks)] of destroying nearby
spacecraft.
It is from this location that the Gold Dalek[#1] will
monitor the complex's activity. The Gold Dalek will order an
evacuation of the complex if 14 or more of the Daleks are
destroyed. At that time the Gold Dalek will announce over the
intercom "TALEN PLAN IN EFFECT" and then move to [Room #23
"Airlock/ Transport Room"]. If the Gold Dalek is destroyed, then
no order will be given to evacuate the complex.
One Dalek[#2] here is versed in heavy weapons use. It will
man this post under all circumstances and will not leave the room
(unless ordered to evacuate). Its mission is to protect the
complex from attack by spacecraft, but in the case of a direct
attack in the complex will guard the Gold Dalek until it is
evacuated.
The last two Daleks[#3 and #4] are patrol Daleks on watch.
If the alarm has sounded, the Daleks will continue to guard the
room. If the door is opened by any of the characters, the Dalek
will pursue them with the intent to capture or kill.
15. SCIENCE LAB
[DESCRIPTION]
The door opens into a rectangularly shaped room lit very
brightly and smelling like mothballs. Near the center of the
room is a large laboratory table. Attached to the walls in
Northwest corner are a set of computers. To the Southwest are
two smaller tables with laboratory equipment such as beakers and
testtubes on them. There are two doors to the room one on the
West and one on the East wall.
Also in the room is a robot-like machine [a Dalek]. Its
base is peppered with small bulbous protrusions and at its
midsection there appears to be a sucker-like arm and a weapon
stalk of some kind. Near the top there is a grille and resting
above the grill is a domed top with a stalked eye and a pair of
inactive lights.
[GAME INFO]
This room is a scientific laboratory. The computers in the
room are used to record information which is then relayed to the
computer banks [Room #12 "Computer Banks"]. There is no
information currently stored (nor can information be accessed) on
this computer and characters have a [30% chance, 80% chance if
skilled in computer use] to realize that data is stored elsewhere
in the complex. The tables are used for various experiments but
at this time contain only unused equipment. There is a mass of
small debris located on the main table. This debris is from the
third use of the timetrap, when the Daleks managed to capture
something in the timetrap. There is nothing of note about the
debris.
The Dalek[#10] here is versed in Chemistry (and has a
secondary skill as a back-up medic). If the alarm is sounded
this Dalek will move to [Room #7 "Medical bay"] where it will
guard Dalek [#20] as it treats casualties. If Dalek [#20] does
not arrive at [Room #7 "Medical Bay"] this Dalek will treat
casualties that arrive there. [Game Master Note: Daleks always
engage the enemy until they are victorious. Daleks that have
been hurt will only go to [Room #7 "Medical Bay"] once all enemy
threats have been dealt with.]
16. GROWTH CHAMBERS
[DESCRIPTION]
As one enters this room, the first thing that one notices is
the stench. Much like decaying meat, the air here is thick and
rancid. Aligned along the North and South walls are machines
with tall transparent plastic containers on top of them. The
containers are inhabited by small green mutated animals of some
sort [Dalek embryos]. Each of these banks of machinery have a
small control panel attached to them. As the green mutated
animals see you they start to squirm, tentacles thrashing about
out of the tops of the containers.
[GAME INFO]
This room is where the biological Daleks (mutants of the
race once known as Kaleds, that lived on the planet Skaro) are
bred and educated. Aligned along the North and South walls are
breeding chambers for Dalek embryos. It is here that young Dalek
organisms are fed and trained until they are mature enough to be
placed into a travel machine casing.
The controls attached to the machines control the
environment for these Dalek embryos (which includes some levels
of radiation). A character has a [20% chance, 45% chance if
versed in computer use] of changing the environment and killing
the Dalek embryos. There are a total of 5 embryonic Daleks in
the room at this time. If the environment is changed, each of
the five embryos will have a [25% chance] of jumping out of the
tank and surviving.
The Dalek embryos will notice the characters and react to
their presence as outsiders. There is a [25% chance] for each
that they will spring out at the players. If it does the Dalek
embryo will use its tentacles to wrap itself around the player
and bite it with its teeth [2-12 (2D6) H.P.] damage per hit (this
is less than an adult Dalek mutant). If attached it will not
take much player strength to remove the creature, but the embryo
will continue to try to attack. Each Dalek embryo has [15 H.P.]
for the organic creature itself.
If more than 10 Daleks are destroyed the Gold Dalek will
order the two Dalek embryos that are most mature to be given a
casing and activated. If this happens, see the section below
entitled DALEK INFORMATION--ASSEMBLY LINE DALEKS.
[Game Master Note: "Dalek embryo" is simply a term used to
describe the young organic Dalek mutants. They are not exactly
true embryos, but called such because of their ameboid
resemblance to actual embryos.]
17. DALEK ASSEMBLY
[DESCRIPTION]
As one enters the room one notices the large conveyor belt
on which stand a great deal of parts and equipment. There seems
to be a general progression of some sort of mechanical or robotic
machine. One can first see a base peppered with small bulbous
protrusions. The next has the addition of a sucker-like arm and
a weapon stalk of some kind at its midsection. Near the top of
the next few are the addition of a grille a domed top with a
stalked eye and a pair of inactive lights. The assembly line
appears to be roboticly run.
[GAME INFO]
This room is used to assemble new Dalek casings. When a
Dalek embryo has properly matured and been properly trained it is
brought to this room and given a Dalek casing (originally called
a "Mark 3 Travel Machine") in which it will live and function as
a member of the Dalek race.
In the Northwest corner of the room is a computer panel that
controls the robotic assembly system. A character has a [30%
chance, 75% chance if skilled in computer use] of turning the
assembly line on or off.
If more than 10 Daleks are destroyed the Gold Dalek will
order the assembly line activated and the two most mature Dalek
embryos in [Room #16 "Growth Chambers" ]to be given a casing and
activated. If this happens, see the section below entitled DALEK
INFORMATION--ASSEMBLY LINE DALEKS.
18. DALEK CHAMBER #1
[DESCRIPTION]
This room is made up of four grey walls and no equipment.
Also in the room are four robot-like machines [Daleks].
Their bases are peppered with small bulbous protrusions and at
their midsections there appear to be a sucker-like arm and a
weapon stalk of some kind on each. Near the top of each there is
a grille and resting above the grill is a domed top with a
stalked eye and a pair of inactive lights.
[GAME INFO]
This room is a common room for Daleks when they are not
active the Daleks may come here and rest.
One Dalek[#13] here is a parol Dalek that may leave the room
at any time and continue its watch (see DALEK INFORMATION--ROVING
DALEKS).
One Dalek[#15] will start the assembly line and retrieve
Dalek embryos from [Room #16 "Growth Chambers"] if ordered to by
the Gold Dalek. (See DALEK INFORMATION--ASSEMBLY LINE DALEKS).
The other two Daleks[#14 and #16] will remain in the room.
If the door is opened by any of the characters, the Daleks will
pursue them with the intent to capture or kill.
If the alarm is sounded, each of the Daleks will move to
their designated areas and stand guard (see DALEK INFORMATION--
DALEK COUNTER), pursuing any character with the intent to kill if
a character is spotted.
19. LIFE SUPPORT CONTROLS
[DESCRIPTION]
Entering this room, one sees control panels on each wall. A
screen readout on the wall tells the complex's temperature and
air content. There are two doors here, one on the North wall and
one on the East.
Also in the room are two robot-like machines [Daleks].
Their bases are peppered with small bulbous protrusions and at
their midsections there appear to be a sucker-like arm and a
weapon stalk of some kind on each. Near the top of each there is
a grille and resting above the grill is a domed top with a
stalked eye and a pair of inactive lights.
[GAME INFO]
This room houses the complex's life support systems. The
two most notable are the atmosphere controls and the gravity
controls. Each of these are computer controlled and a character
has a [25%chance, 50% if skilled in computer use] of activating
or deactivating these systems.
If the atmosphere control is disabled there is enough oxygen
in the complex for [25 turns] before characters without their own
source of air start feeling the effects. Characters without air
will suffer [1-6 (1D6) H.P.] damage per turn without air. Dalek
can survive an airless environment (such as underwater or in
space) in their casings, as they have a self contained breathing
system.
If the gravity controls are disabled, [2 turns] later the
complex will become a zero gravity environment. Daleks will not
be able to freely move as they do not yet have in-built
propulsion units (as seen in "Revelation of the Daleks'[BBC
Serial Code-6Z] and "Remembrance of the Daleks' [BBC Serial
Code-7H], apparently only members of Davros's faction of Daleks
have this ability.) The same is true of the characters.
However, disabling the complex's gravity for a few turns would
allow the characters to disrupt Dalek movement and the characters
would be able to recover in [1 turn] as they stood up, while it
would take the Daleks [10 turns] to right themselves.
One Dalek[#8] here is an engineer and controls the systems
here and also repairs any major damage to these systems and the
generator in [Room #20 "Generator Room"]. He will remain at this
post and alternately guard and repair these systems as necessary.
The other Dalek[#9] is one of two Daleks skilled in temporal
science and is involved in researching the timetrap project
itself. The Dalek is at this time reviewing the power usage
readouts from the most recent timetrap experiment that captured
the TARDIS. If the alarm is raised this Dalek will investigate
the treat and the origin of it by securing [Room #2 "Timetrap
Room"]. If the door is opened by any of the characters, only
Dalek[#9] will pursue them with the intent to capture or kill.
20. GENERATOR ROOM
[DESCRIPTION]
As you open the door you are greeted with the looming
presence of a large generator and various other power output
devices. They seem to stand in the shadows of a darkly lit room.
On the East wall is an accompanying control panel whose blinking
controls give the room most of its light. The air in here is
thick and humid and the temperature feels very hot.
[GAME INFO]
This room contains the complex's generator, its main power
source, which uses nuclear fission to generate power. The
temperature inside the room is 38(C)/100(F) degrees. The control
panel on the East wall controls the system and a character can
turn off the power with a [15% chance, 35% chance if skilled in
computer use, 75% chance is skilled in electrical engineering] of
success.
If the complex's power is turned off, it will successfully
free the TARDIS of the timefield it is currently trapped in. If
the power is restored, the TARDIS will still be freed, but the
Daleks will surely be aware of the character's presence. Also,
shutting down the power can only be accomplished by affecting the
entire complex. This means that everything except for life
support and gravitational systems will be deactivated. It is
always interesting to see how the characters open doors without
power, or make makeshift torches when the lights go out. Turning
on the power is a bit more difficult (especially since some of
the computers no longer function. A character has a [10% chance,
60% if skilled in electrical engineering] of restoring the
complex's power.
21. STORAGE ROOM #2
[DESCRIPTION]
As this door opens one can see that this dimly lit room is
lined with one meter square metal boxes. The boxes are all
organized neatly. There appears to be no one inside this room.
[GAME INFO]
This room is a storage room full of metal boxes and nothing
else. The boxes are stacked two high, though a few do not have
another box stacked on them.
Each of the metal boxes is vapor sealed, and to properly
open the box, the small button on the top must be pressed to
equalize the air pressure. At that time the two snaps on the
side of the box's top can be opened without any problem. If a
character opens the box without first examining the box and
finding the pressurization button, there is a [30% chance] that
the resulting sound of the box popping open will alert nearby
Daleks [ROVING DALEKS on patrol in the hallway (see below)].
There is also a [15% chance] that some of the Dalek parts
contained inside will be propelled out of the box bringing [2-12
(2D6) H.P.] of damage to the character opening the container.
The boxes contain Dalek parts used to repair damaged Daleks
or build new ones in [Room #17 "Dalek Assembly"]. The only part
not included in these boxes used in the construction of a final
Dalek are the weapon stalks which are stored in [Room #11
"Weapons Range"].
22. DALEK CHAMBER #2
[DESCRIPTION]
This room is made up of four grey walls and no equipment.
Also in the room are four robot-like machines [Daleks].
Their bases are peppered with small bulbous protrusions and at
their midsections there appear to be a sucker-like arm and a
weapon stalk of some kind on each. Near the top of each there is
a grille and resting above the grill is a domed top with a
stalked eye and a pair of inactive lights.
[GAME INFO]
This room is a common room for Daleks when they are not
active the Daleks may come here and rest.
One Dalek[#17] here is a patrol Dalek that may leave the
room at any time and continue its watch (see DALEK INFORMATION--
ROVING DALEKS).
The other three Daleks[#18, #19 and #20] will remain in the
room. If the door is opened by any of the characters, the Daleks
will pursue them with the intent to capture or kill.
If the alarm is sounded, Daleks[#18 and #19] will move to
their designated areas and stand guard (see DALEK INFORMATION--
DALEK COUNTER), pursuing any character with the intent to kill if
a character is spotted. Dalek[#20] here is a medic). If the
alarm is sounded this Dalek will move to [Room #7 "Medical bay"]
where it treats casualties. [Game Master Note: Daleks always
engage the enemy until they are victorious. Daleks that have
been hurt will only go to [Room #7 "Medical Bay"] once all enemy
threats have been dealt with.]
23. AIRLOCK/TRANSPORT ROOM
[DESCRIPTION]
As you enter the room through an airlock door, inside you
find it empty except for five cylindrical tubes which have
airlock doors on them.
[GAME INFO]
This room is an airlock between the timetrap complex and the
Dalek's saucer shaped spacecraft which is located inside the
Asteroid Rurrsis under the complex itself. If the Gold Dalek[#1]
announces the evacuation of the complex, all of the remaining
Daleks will move to this room and enter the airlocked tubes.
Inside the tubes they will be shuttled by magneto-lift down to
their waiting spaceship below.
If the players damage the tubes, air will not escape the
complex unless the Dalek ship has already left. The tubes can
each take [70 H.P.] damage before they are damaged beyond repair.
[Game Master Note: If the players want to take the tubes to
see where they go, you may either let them enter the Dalek ship
(you must provide any adventure module details for that), or
create an excuse for why the players cannot go there. I suggest
the former.]
**ADVENTURE (Part 3): Aftermath **
After the alarm is set off, the Daleks will attempt to
escape the besieged timetrap complex. As they leave, the Gold
Dalek will active the nuclear generator in [Room #20 "Generator
Room"] to overload and melt down, destroying the complex and its
vital information and experiments. An automated countdown will
start and announce the destruction of the entire complex in [30
seconds]. A character has a [10% chance, 45% if skilled in
electrical engineering] to stop the overload from either [Room
#14 "War Room/Control Center"] or [Room #20 "Generator Room"].
Otherwise the complex will explode in a nuclear explosion.
Turning off the generator (if the TARDIS is not yet free) will
not stop the countdown and accompanying meltdown, but will result
in the characters not being able to restore power. However,
characters will be safe if they are inside the TARDIS during the
explosion, and the explosion will destroy the timetrap systems
that are holding the TARDIS as well.
Alternately, the Dalek's escape and detonation should not
happen with a good party of players, who will avert the escape of
the Gold Dalek[#1] in the first place. A Dalek patrol ship will
eventually scout the empty complex if the characters are able to
free themselves and destroy all the Daleks leaving the complex
intact. The Dalek patrol ship will arrive at least 2 months
after the characters leave.
A good group of characters will avert the Gold Dalek's
escape and also destroy the complex. This is the preferred
ending to the mission.
*DALEK INFORMATION*
DALEK ALARM
Though most of the descriptions read "[A Dalek] will pursue
any intruders with the intent to capture or kill" this means that
the Daleks will first try to capture a character and only if they
encounter violent activity (that seriously harms the Dalek for at
least [20 H.P.] (of its [60 H.P.] total), will a Dalek try to
kill the characters. Remember the Daleks want to capture a time
craft, and need information from crew members on how to operate
it. However, if the Daleks are having a problematic time
apprehending the characters the alarm may be raised.
The Dalek alarm will be set off when the Daleks believe that
there is a serious threat to the complex. It is up to the Game
Master to determine when the Daleks feel that the complex is in
danger of being overrun and the alarm is activated. The Game
Master is encouraged to let the players encounter a few Daleks
before the alarm is set off and the Daleks hunt the characters
with the intent only to destroy them.
ROVING DALEKS:
Variously, Daleks [#13 and #17] may leave their rooms [Rooms
#18 and 22 "Dalek Chamber #1 and 2" respectively] and patrol the
halls. There is a [25% chance] that these two Daleks will set
out on patrol on any given turn. If the characters are able to
navigate most of the complex without setting off the alarm and
the adventure needs some action, it is suggested that the Game
Master roll to see if the Daleks indeed patrol.
ASSEMBLY LINE DALEKS:
If more than 10 Daleks are destroyed and the following
Daleks[#1 and #15] and two Dalek embryos in [Room #16 "Growth
Chambers"] are alive, then the assembly line can be activated and
two new Daleks can be produced to hinder the characters.
The turn of events is as follows. If any of the following
steps cannot be completed, then the two new Daleks cannot be
properly activated.
- The Gold Dalek[#1] is alive.
- 10 Daleks have been destroyed.
- Dalek[#15] is alive.
- The Gold Dalek[#1] contacts Dalek[#15] and tells him to
activate the assembly line in [Room #17 "Dalek
Assembly"] which must be in working order.
- After starting the assembly line, Dalek[#15] moves to
[Room #16 "Growth Chambers"].
- Up to two Dalek embryos are alive.
- Dalek[#15] returns to [Room #17 "Dalek Assembly"] and the
embryos are placed into new casings.
- Two new Daleks [#21 and #22] will search for and engage
the characters.
DALEK ACTIONS/SPEECH INFORMATION
Daleks react in a specific fashion when encountering
different situations. As a Dalek talks the lights on the top of
its dome will flash along with the syllables. If a Dalek must
speak it does so in a high grinding metallic monotone voice.
Sound out the syllables of your speech in a robot-like way to
give the players the right idea. [An example would be "YOU WILL
BE EX-TER-MIN-A-TED!"]
If a Dalek is under attack or if it decides to attack a
character it will repeatedly say "Exterminate" or the phrase "You
will be exterminated."
If a Dalek discovers the characters it will repeat the words
"intruder alert" and set off the alarm.
If a Dalek is actively searching for the players after the
alarm has sounded (and there is an urgency to discovering the
characters) it will use the words "seek, locate, exterminate."
If a Dalek captures a character or interrogates one, or is
giving a character orders of any sort, it will often say "you
will obey."
If a Dalek's eye stalk is damaged, it will repeat the phrase
"My vision is impaired, I cannot see."
Daleks can say more than simply these words and communicate
as humans do in regular speech. The Daleks, however, always
maintain their metallic syllable-breaking voices.
DALEK ABILITIES/WEAPONS INFORMATION:
Except for the Gold Dalek, all Daleks have [60 H.P.]. The
Gold Dalek has [80 H.P.]. Out of its protective casing all
organic Dalek creatures have [25 H.P.]. The young Dalek embryos
with no casing each have only [15 H.P.].
All Daleks have a specific set of skills they can use in the
adventure. The skills along with their percentage of success are
listed below. Game Masters are encouraged to modify these
percentages relative to a given situation. For example if a
Dalek is shooting down a hallway at a character at a great
distance change the percentage to hit to something like a [10%
chance], or if a character is charging the Dalek and the Dalek
gets a shot off, give the Dalek a [50% chance] because of the
point blank range.
SKILL --- CHANCE OF SUCCESS
Computer Use (all complex controls) --- [70% chance] to succeed
Piloting (Space vehicles) --- [50% chance] to succeed
Surveillance (Spotting things) --- [30% chance] to succeed
Weapon (thermal disruptor) use --- [35% chance] to hit
**DALEK WEAPONS DO [5-60 (1D12x5) H.P.] OF DAMAGE.**
(If using the FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
(energy weapon) chart). The weapons are thermal disruptors that
work by using heat to disrupt the cell structure of a target
being. They are very dangerous!
Specific Daleks are also versed in a few special skills.
These skills are listed here after the Dalek's number.
DALEK --- SPECIAL SKILL
Gold Dalek #1 --- Leadership
Dalek #2 --- Heavy Weapons use (anti-spacecraft Missiles)
Dalek #5 --- Communications
Dalek #6 --- Communications
Dalek #8 --- Engineering
Dalek #9 --- Temporal Science
Dalek #10 --- Chemistry
Dalek #11 --- Temporal Science
Dalek #20 --- Medical Science
DALEK COUNTER:
This is a listing of all the Daleks in the Timetrap Complex
and a list that allows the Game Master to check off where they
are and what they are doing in any give situation. The circles
to the left of the Dalek's number are included so that the Game
Master can check off the Dalek if it is destroyed. The numbers
next to the circles are the number of hitpoints the Dalek has.
The next number is the Dalek's number for Game Master reference.
The Location is where the Dalek is if the alarm has not sounded.
The Alarm Location is where the Dalek will go if the alarm sounds
(this is where the Dalek will head to (or be) once the players
are discovered--and thus affects where the players can freely
move without confrontation). The section on notes gives any
miscellaneous information that must be remembered for controlling
that Dalek.
If the Gold Dalek issues the order to evacuate, all of the
Daleks will hastily move to [room #23 "Airlock/Transport Room"]
for evacuation on a Dalek spacecraft.
There are a total of 20 Daleks in the complex, and two more
[#21 and #22] can be produced if the Daleks start the assembly
line. Also there are 5 Dalek embryos in [Room #16 "Growth
Chambers"], two of which would be used to produce the two new
Daleks.
ALIVE/DEAD -- DALEK -- LOCATION -- ALARM LOCATION -- NOTES
o 80 HP -- #1 -- Room #14 -- Room #14 -- Gold Dalek/leader
o 60 HP -- #2 -- Room #14 -- Room #14 -- Gold's bodyguard
o 60 HP -- #3 -- Room #14 -- Room #14 --
o 60 HP -- #4 -- Room #14 -- Room #14 --
o 60 HP -- #5 -- Room #13 -- Room #13 -- Communications
o 60 HP -- #6 -- Room #13 -- Room #13 -- Communications
o 60 HP -- #7 -- Room #13 -- Room #13 --
o 60 HP -- #8 -- Room #19 -- Room #19 -- Engineer
o 60 HP -- #9 -- Room #19 -- Room #2 -- Temporal Scientist
o 60 HP -- #10 -- Room #15 -- Room #7 -- Chemist
o 60 HP -- #11 -- Room #10 -- Room #10 -- Temporal Scientist
o 60 HP -- #12 -- Room #9 -- Room #3 -- Dalek eating
o 60 HP -- #13 -- Room #18 -- Room #3 -- Patrol Dalek*
o 60 HP -- #14 -- Room #18 -- Room #2 --
o 60 HP -- #15 -- Room #18 -- Room #17 --
o 60 HP -- #16 -- Room #18 -- Room #14 --
o 60 HP -- #17 -- Room #22 -- Room #3 -- Patrol Dalek*
o 60 HP -- #18 -- Room #22 -- Room #11 --
o 60 HP -- #19 -- Room #22 -- Room #2 --
o 60 HP -- #20 -- Room #22 -- Room #7 -- Medic
o 60 HP -- #21 -- Room #17 -- Room #3 -- New Assembly
o 60 HP -- #22 -- Room #17 -- Room #3 -- New Assembly
o 15 HP -- EMBRYO #1 -- Room #16 [unless became Dalek #21 or 22]
o 15 HP -- EMBRYO #2 -- Room #16 [unless became Dalek #21 or 22]
o 15 HP -- EMBRYO #3 -- Room #16 [unless became Dalek #21 or 22]
o 15 HP -- EMBRYO #4 -- Room #16 [unless became Dalek #21 or 22]
o 15 HP -- EMBRYO #5 -- Room #16 [unless became Dalek #21 or 22]
*COMMENTS ON THE ADVENTURE*
This adventure can become a serious hack and slash
adventure. The Daleks are a violent and unforgiving race that
believe that they are the superior beings in the universe.
However, the adventure can be an outlet for the more creative
character role-players if the Game Master slows down the pace and
allows the player the opportunity to invent creative ideas and
solutions to problems. A little chaos at the climax of the
adventure is always nice, and is designed to be the point when 10
of the Daleks are killed and the Gold Dalek activates the rest of
his forces by sending out the alarm. At this point Daleks and
characters should have to engage in combat (though for good
role-players this may mean using well thought out scientific
solutions to the Dalek threat--such as jamming doors to prevent
Dalek movement or reverse engineering the Dalek virus from the
MOVELLUS-2 serum).
The crux of making this adventure interesting is by adding
an element of moral dilemma to the adventure. Should the players
help the Daleks in their losing war against the Movellans?
Should the players kill the young Dalek embryos (shades of
"Genesis of the Daleks"[BBC Serial Code-4E])? Should the
Timelords have the monopoly on time travel? This may be
difficult to do if all the characters are blood thirsty, but then
sometimes everyone just needs a good hack and slash to get the
pressures of the real world off their shoulders--so why not let
it be Daleks.
*ALTERNATE/ADDITIONAL ADVENTURES*
This adventure can be modified by the Game Master for the
needs of his or her campaign. However, this scenario can be
presented with various variations (most notably for sequel
adventures). Here are some favorites (all of these have been
play-tested):
-TIMETRAP CONSTRUCTION: A great sequel adventure to this one.
The TARDIS lands in a timetrap, not because it is captured
but out of random circumstance. The new timetrap complex is
only half built and under construction. This allows for
there to be holes in walls that Daleks and players can move
through and missing rooms alltogether or in different
locations. Overall a fun adventure with a switch if the
characters have already played the standard timetrap
formula.
-TIMETRAP CAPTURED: Another great sequel adventure module. The
TARDIS is again captured by a timetrap tunnel. Upon landing
the crew discovers that Movellans have captured the complex
and unknowingly activated the timetrap tunnel. Upon arrival
the Movellans question them about how they arrived. If the
characters reveal the truth, the Movellans will want to
remove the timetrap and use it for themselves (a prospect as
dangerous as if the Daleks have it). Rescue and chaos ensue
as Daleks attack the complex and the players must escape
from both enemies. This one is especially fun if the Game
Master can engineer that the party switches sides variously
through the adventure trying to get both the Daleks and
Movellans to treat them as their allies.
-TIMETRAP FUTURESHOCK: The characters land in a timetrap only to
discover their own bodies in [Room #7 "Medical Bay"]. As
they investigate further they become more aware that things
are not exactly right with what is going on--Daleks are
friendly, Movellans or other humans may appear as enemies,
etc.. Once one of the characters disbelieves the events
occurring, the character suddenly regains consciousness and
discovers that they already are captives of the Daleks in a
timetrap (the TARDIS was captured and the characters were
knocked out). The characters must make their way out of the
situation with more creative thinking and deception than the
ordinary mission. This is great if you are into a
"Prisoner," "Twilight Zone," or "X-Files" style campaign.
*SELECT BIBLIOGRAPHY*
There are a few _Doctor Who_ episodes which relate a great
deal of background to this given adventure module. It is
suggested that one watch these episodes and familiarize oneself
with how Daleks act and the back story of what is occurring in
these two stories (thus familiarizing ones self with the detail
and nuances of the plot for this adventure). These episodes are
available on video cassette and listed here with their American
bibliographical information (these videos should also be
available in the UK and parts of Europe).
_Doctor Who: Destiny of the Daleks_, (Beverly Hills: FoxVideo,
1997), NTSC video cassette.
_Doctor Who: Resurrection of the Daleks_, (Beverly Hills: Fox
Video, 1994), NTSC video cassette.
*CANONICITY ISSUES*
While most of the elements used in this adventure adhere to
strict Doctor Who canon, some elements of the narrative are
speculation and assumption. An example of this is that there is
a Dalek modified for medical purposes (this is never seen in the
television show), another is the inclusion of a nutrition area
(Daleks have never been seen eating or taking in nutrition in any
way in the _Doctor Who_ television program). Also, there is no
evidence in any _Doctor Who_ program that any Daleks came
anywhere near finding a cure to the Movellan anti-Dalek virus
before "Resurrection of the Daleks"[BBC Serial Code-6P]. These
are not the only added elements.
It is inevitable that some liberties must be taken to create
a piece of fiction in the _Doctor Who_ Universe. However, it
must be clear to people using this adventure that not everything
included is strictly "true" to the _Doctor Who_ television show.
Every effort has been made to use canonical information and
interpretation in the creation of this adventure module so that
it does not conflict with existing continuity.
*HISTORY OF THE ADVENTURE--SUPPLEMENTAL INFORMATION*
The following information is the listing for this game as it
was given in the program booklet for Gen Con XXVI [_Gen Con XXVI:
Official Convention Program (August 19-22,1993)_, (Lake Geneva
[WI]: TSR Inc., 1993]. The listing can be found on pages 92,
142, and 191.
Timetrap! 400127
-----------------------------------------------
One Round Novice $2.00
The Doctor and Ace have been captured by an
unknown force and only your group, led by a
psychotic Timelord who promotes the use of
force, can break the First Law of Gallifrey
and interfere.
Location: B416, Bruce Hall
Also runs: 06, 10
The adventure at Gen Con ran a little bit differently than
the posted adventure. It featured the Doctor and Ace having
already been captured by the timetrap, and another somewhat
emotionally unstable Timelord (named Zepo) who assembled a crew
of players to go on a rescue mission. Zepo's TARDIS and the crew
would land next to the Doctor's TARDIS in [Room #1 "Timetrap
Corridor"]. The Doctor and Ace would also have to be rescued in
the course of the adventure, though they were located in a
secondary detention room located in [Room #22 "Dalek Chamber
#2"].
Each of the three times the adventure was played at Gen Con
XXVI it was run slightly different, with the Cybermen replacing
the Daleks in one of the adventure modules. This was to be sure
that the convention attendees, had they signed up for more than
one time the adventure was run, would not experience the exact
same adventure. It also made sure that earlier players could not
play spoiler to the players who had not yet experienced the
adventure.
As a thank you to all the players who helped make the Gen
Con games a success, I list the names of all my players that
attended the Convention. Thanks to my Thursday (19 August 1993)
group: Todd Shaffer, Betse Shaffer, Max Liebl, Dale Pigg, Aaron
Wallach, Ladonna Weeks, and Aaron Andries. Thanks to my Friday
(20 August 1993) group: Russell Ahrens, Gary Reidenbach, Bob
Schumacher, Dan Sheiman, Benjamin Shove, Barbara Tysinger, Louise
Webster, Pat Murphy, and Mike Bloom. Thanks to my Saturday (21
August 1993) players: Brandie Tarvin, Michelle Palmer, John Reed
II, B. Matt Conklin, Adam Edmund Patrik and Ian Craig. I
apologize if any names are spelled incorrectly. If they are
please contact the Earthbound Timelords.
*COPYRIGHT/DISCLAIMER*
Map and role-playing adventure (c) copyright Zepo, 1997.
_Doctor Who_ and related subjects (c) copyright to the BBC.
No effort to claim or infringe on these copyrights is made.
This game is intended for fan use, to promote the enjoyment
of the _Doctor Who_ program. This game is free to fans for
personal use only. It is not to be published in any media
without the removal of the _Doctor Who_ elements and the written
consent of the author.
*CREDITS/THANKS*
This adventures owes a great deal of thanks to all the
players who have playtested and played this adventure over the
years. A special thanks goes out to my original two players of
01 April 1985: David Fisher-Hewett and Paul Vnuk.
I would also like to thank the many groups of players who
have played the game over the years: The Dubberz, the TARDIS
Crew, the players at the many Gen Con conventions (especially Kim
Huebbe, Brandie Tarvin and Todd Shaffer) and my players from
Adventure Games Plus (especially Brian Hicks, Tim Beyersdorf, and
John Romppainen). A specific thanks goes out to Kenn Hewett,
Matt Hewett, Dane Vermillion, Bob Wasikowski, Jeff Miller, Rob
Kohlmetz, Al "Adge" Sumner Jr., Jerry Kastenholtz, Steve "The
Clone" Schwai, Rob and Rod Reineke, Eric Fettig, Jason Shaver,
Chris Horvat, and Eric Cox. Thanks also to Talen (from the SW1
MUSH).
A special thanks to those who have helped me with all my
other role-playing, _Doctor Who_, and web projects (especially
Gothic_Skywalker and Z1R0). I would also like to thank everyone
involved in the Earthbound Timelords. Also, thanks to *you* for
showing interest in _Doctor Who_ and role-playing.
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The High Council can be reached at jcurtis@bw.edu
Copyright Notice
Last Updated August 31, 1997