"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. 
 
 
*************************************************************** 
READ NO FARTHER IF YOU INTEND ON BEING A PLAYER IN THIS GAME-- 
THE FOLLOWING INFORMATION IS FOR GAME MASTERS/REFEREES ONLY !!! 
*************************************************************** 
 
 
*>> 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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Last Updated August 31, 1997