"MIRROR OF THE PAST"


A _Doctor Who_ Role-Playing Game Adventure Module                 
     
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Presented by THE EARTHBOUND TIMELORDS     [EBTL-Module #3]
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Written by Zepo                           [24 July 1998]
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*ADVENTURE SUMMARY*

     The TARDIS lands and the players start to relive some of
their past adventure experiences!  No one is quite sure if the
experiences are real or not.  The players are involved in a game
of life and death, but will they ever realize it?


*HISTORY OF THE ADVENTURE*

     This game was developed in 1998 for the Earthbound TimeLords
website for the enjoyment of Doctor Who role-players everywhere.  
     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 a 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 before hand will a Game Master be fully
prepared.


*GAME MASTER NOTE #1*

     This adventure can only be successfully run if the players
have played in a few adventures together already and the Game
Master and players have various memories and recollections of
those adventures.  Reliving and replaying parts of these past
adventures is critical to making this a successful adventure.


*GAME MASTER NOTE #2*

     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!


*GAME MASTER NOTE #3--SPECIAL EQUIPMENT*

     The Game Master should have a standard set of playing cards
(without the Jokers) on hand for use in this adventure.  The Game
Master should also be sure to have five six-sided dice as well.


*GAME MASTER (Referee) PLOT SUMMARY*

     The players are travelling through time when they land in
the Universe of the Celestial Toymaker.  The players exit the
TARDIS and look into the memory window belonging to the Celestial
Toymaker.  This window allows the players to believe they are
reliving their past adventures.  In fact the players begin the
adventure having no memory of actually leaving the TARDIS and
seeing the memory window's screen.  The illusion is real and
deadly.  The players then start to experience slight differences
in the illusion.  Events do not unfold the way they originally
did when they first experienced the events that are happening to
them.  Eventually the spell will be broken for one of the players
who will then find themselves in a game within the Celestial
Toymaker's universe.  One by one the players are returned to
their senses being faced with a game which they must overcome. 
If all the players are successful, they will be freed from the
Toymaker's universe.  If any of them fail, the Toymaker will
discover them in his universe and set them a challenge that will
either let them go free or force them to become his playthings
forever.  Optimally the players should all win their games and
leave before the Toymaker ever discovers their presence. 
Otherwise, the players should be prepared to challenge the
Celestial Toymaker for their own lives.  If this happens odds are
at least one player will be "killed" becoming a doll in the
Celestial Toyroom.


*TIMELINE*

     The Celestial Toymaker's universe exists outside of normal
space and time.  The players will believe that the events that
they are experiencing will be taking place in the same time that
they were last at the same adventure.  


*GRAPHICS*

     There is one graphic that accompanies the adventure.  The
graphic shows two different versions of the Trilogometric Game
that the Game Master can use as the Celestial Toymaker's final
challenge.  The Game Master should choose the version of the
Trilogometric Game that best suits the players who are playing in
the game.  For more info see the section entitled "ADVENTURE
(PART 12): The Trilogometric Game."



*MAPS*
     
     There are no maps that are specifically needed for this
adventure.  However, maps of previous adventures would help the
play of this adventure a great deal when having the players
relive past events.


-Adventure Area: 
     
     Each part of the adventure is divided into two sections. 
The first section, "DESCRIPTION," contains a description of the
area that the Game Master can read to the players when they first
arrive at the given location.  The contents and situations
occurring in the area may be different as the adventure continues
(for example some of the non-player characters may have left the
area that they are first 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 area or its inhabitants important to the Game Master for
running the game.



**ADVENTURE (PART 1): Familiar Landing**

[DESCRIPTION] 

     The TARDIS is travelling in vortex when the console lights
suddenly start to blink and the landing sequence begins.  The
time rotor stops moving up and down and the console readings
report a familiar time and place.
     
   
[GAME INFO] 

     The TARDIS has been influenced by the universe of the
Celestial Toymaker.  The TARDIS is drawn to the landing point and
there is only a [10% chance] that a player can pilot the TARDIS
away from landing here if they want to avoid this adventure. 
Otherwise the TARDIS will materialize in the Celestial Toymaker's
universe and the players will start to experience past
adventures.
     The TARDIS console will give readings that are similar to a
past yet familiar adventure that the crew has taken part in.  The
scanner will also reveal a familiar setting.  The Game Master
should be advised that having old maps or diagrams from previous
adventures will enhance the enjoyment and realism of what appears
to be a return to a previous adventure.  The Game Master should
encourage or lead the players to exit the craft and become
involved in the previous adventure.  Players have a [90% chance]
of believing that they have returned to a previous adventure in
another parallel universe and must relive and fix the adventure
in this universe as well.
     In reality, the TARDIS crew has already landed and as they
looked at the viewscreen actually looked at the Toymaker's memory
window.  In turn the crew has exited the craft already and are
standing outside the ship in the Toymaker's new universe staring
at his window and reliving this portion of the adventure in their
minds.  Only once the players become involved in reliving their
previous adventures should the Game Master give them an
opportunity to break out of the memory window's influence.  This
is covered in the section titled "ADVENTURE (PART 3)--A Big
Difference."


**ADVENTURE (PART 2): Reliving the Past**

[DESCRIPTION]

     As you exit the TARDIS you see a familiar sight in front of
you.  You have materialized at ____________.  Just as before, you
see ____________.

[GAME INFO]

     The blanks in the above description are there so that the
Game Master can describe a past and familiar location and event
that the players have previously encountered.  This should be
played out as if the players are there living the experience. 
The players should run around their familiar surroundings
following a path that it close to that of the familiar adventure. 
They should encounter previous Non-Player Characters (NPCs) and
interact with them, discovering that the same situations and
problems face these characters as when the crew was first here.  
     The players should play through a good portion of the
previous adventure.  Not just a moment of it, but a good period
which will make them feel as if they are in the same adventure
once again.  The players should continue to make regular skill
rolls and have the proper results applied to the situation.  The
idea here is to actually replay, not just relive, the former
adventure.
     This playing of the adventure should feel the same as the
first encounter, not necessarily play out the same way.  The NPCs
act as if they have never seen or encountered the players before. 
The adventure should truly seem as it is being relived.  As
before, players have a [90% chance] to believe that they are in a
parallel universe in which they must relive and solve the
adventure for the sake of the people in this dimension.  If
players fail this roll, then they believe that they are at the
actual location and time as before living the adventure for the
first time.
     In reality, the players are physically still standing in
front of the Celestial Toymaker's memory window.  They are
collectively experiencing the adventure and events together in
their minds.  
     Players who receive damage within the adventure that they
are reliving in their minds will have that damage applied to
their real physical bodies.


**ADVENTURE (PART 3): A Big Difference**

[DESCRIPTION]

     Suddenly, ____________ !!     

[GAME INFO]

     In the adventure that they players are reliving in their
minds (unknown to them that it is not reality up to this point),
a sudden and unexpected change from their past experience should
happen.  For instance, an NPC who was significant and lived after
the conclusion of their past encounter should be violently
killed, or perhaps a piece of equipment needed to solve the
adventure should be missing, or even a few combinations of both
of these kinds of events.  The players should suddenly find
events to be different from the first time they lived them.  
     For each major change the players encounter there is a [5%
chance cumulative] that a player will realize this is not the way
the previous encounter happened and therefore this cannot be
real, even in a parallel universe.  So, for example, if there are
3 major changes from the player's previous experience of the
adventure they seem to be reliving, then they have a [15% chance]
to realize that it is not actually happening.  The first player
who makes their roll and suddenly realize that events should not
be unfolding the way they are should be taken aside from the rest
of the group and should move on in the adventure to the section
titled "ADVENTURE (PART 4): From Fantasy to Reality."
     Any other players who make the roll and successfully realize
that they are not living a real adventure should also move
through the events of the section titled "ADVENTURE (PART 4):
From Fantasy to Reality" but should see only events in the
Celestial Toyroom that have happened as they appear.  For
example, if the first player spends 15 minutes exploring the
Celestial Toyroom and then a second player comes out of the
trance, the second player has no idea what else happened except
for what they then see the first player doing at the moment they
come out of the trance.
     Otherwise, players who fail to realize that the adventure is
not actually happening will continue to live out the past
adventure as they see fit.  Players who are still reliving the
past adventures in fact are still physically standing and facing
the memory window with no knowledge that the experience is only
in their mind.  
     Players who receive damage within the adventure that they
are reliving in their minds will have that damage applied to
their real physical bodies.


**ADVENTURE (PART 4): From Fantasy to Reality**

[DESCRIPTION]

     There is a blur and the edges of your reality start to run
together in a smear of colors.  You feel a wind on your face and
then alternating hot and cold temperatures on your skin that feel
irritating.  The universe in front of you seems to slowly melt
away like a Salvador Dali painting until there are only streaks
of color in front of your eyes.  There is a blur and then a
moment of darkness.
     You find yourself standing in a white room in front of a
mirror like window.  Next to you are standing your fellow
travellers.  They are rigid and their open eyes seem to be glazed
over in a state of waking unconsciousness.  Other than you and
your fellow travellers there is no one else in this odd room.
     The room around you seem to be circular with corners. 
Something that you cannot quite make out in your logical mind. 
There are a number of different games and dolls scattered around
the room.  Two human sized dolls catch your eye, a female one
dressed in an evening gown the other a male doll in a modern
military uniform.  You also notice an oversized deck of playing
cards laying on a table where three other dolls are seated -- a
ballerina, an astronaut and a cowboy.  A set of five large six-
sided dice sit in another area and a large three dimensional
question mark that seems to float in the air and turn finishes
your survey of the room.  
     Behind you stands the TARDIS.

[GAME INFO]

     The player has actually just come out of a state of hypnosis
that was induced by the mirror-like memory window.  The player
now finds themselves in the Celestial Toyroom, the domain and
creation of the Celestial Toymaker.  Here there are many deadly
games that will either free the various crew members of the
TARDIS or perhaps condemn them to a horrible eternal life as part
of the Toymaker's games.
     A player who tries to get his fellow players out of a trance
will receive an electric shock for [4D6 Damage] if the players
tries to touch another player (either with their own hand or an
object).  Interfering with the players will cause a significant
event to happen in the other player's mind as they relive the
past adventure (see section "ADVENTURE (PART 3): A Big
Difference") giving them another major event occurring and an
additional [5% chance cumulative] to realize that the events are
not real.
     If the player tries to open the TARDIS, they will find it
locked (even if they have the key).  This is a function of the
Toymaker's willpower in creating the Toyroom.  For someone to
enter the TARDIS they must first take part in and successfully
complete one of the four games in the room.  If they do so
successfully they will be able to enter the TARDIS.  
     If a player tries to enter the TARDIS and finds it locked a
deep omnipotent voice will announce "TO FREE ONES SELF ONE SHOULD
TRY A GAME, NOT ONCE BUT THRICE IT'S ALWAYS THE SAME.  DOLLS,
DICE, CARDS OR QUESTIONS.  IN VICTORY ONE IS FREE TO GO,
OTHERWISE JOIN THE TOYMAKER'S SHOW!"
     If a player approaches the two Dolls to compete in their
game go to the section entitled "ADVENTURE (PART 5): A Trip to
the Dollhouse."  If a player approaches the Dice go to the
section entitled "ADVENTURE (PART 6): A Roll of the Dice."  If a
player approaches the dolls at the Card table go to the section
entitled "ADVENTURE (PART 7): A Cut of the Cards."  If a player
approaches the Floating Question Mark go to the section entitled
"ADVENTURE (PART 8): A Question Without an Answer."
     If another player comes out of the perceived reality of the
past adventure and finds themselves in the Celestial Toyroom,
they will be able to observe all the events going on.  Players
will find that they cannot speak and can only communicate by hand
signals!  Players can touch one another without harm as long as
one of them has not become involved in a game.  If one player is
involved in a game and another player tries to touch them, then
they will both suffer a [4D6 damage] electric shock.  Being
involved in a game is considered as being the time when a player
approaches a game and activates it's events.  Once thus involved
in a game the player can speak again but they cannot leave the
area of the game unless they have played and either won or lost.


**ADVENTURE (PART 5): A Trip to the Doll House** 

[DESCRIPTION]

     You walk towards the two human sized dolls.  One of the
dolls is female and looks almost exactly like a Caucasian Barbie
doll.  The doll has human qualities and looks like a real person
who is extremely beautiful without a single blemish or mark. 
Oddly though, her proportions are not close to human with an
oversized bust and an overly thin waist.  She is wearing a flashy
white off-the-shoulder evening gown with many sequins.  The
second doll is male and looks like a human replica of the
Caucasian G.I. Joe action figure, dressed in olive green military
fatigues and sporting a stubbled beard.  The two dolls suddenly
animate and come to life.  Together they chime, "HELLO THERE. 
ARE YOU READY TO PLAY A GAME WITH US?  The Barbie Doll continues,
"THE RULES ARE SIMPLE FOR WE FOLLOW THE PATH ON THE FLOOR."  The
soldier then adds, "THE FIRST TO REACH THE END ON AN EXACT THROW
WINS.

[GAME INFO]

     This game, called "Journey to the End," is quite simple and
is as easy as it is described.  They players must play a human
board game with the two dolls.  The first team (either one of the
dolls or one of the players) to reach the end of the spaces on an
exact throw wins.
     The dolls that are here will interact with the players as
the game is played.  The players may ask the dolls questions and
the dolls will answer truthfully but without emotion for the most
part.  If there is a mention made of a doll's family in its
previous life, the doll's face will show no emotion, but a tear
will run out of the eye and down the cheek of the doll.  It
should be quite a stunning and emotional moment as the players
realize that the dolls are people that have been trapped by the
Celestial Toymaker's games--and that this would also be the
player's fate if they lose.
     The dolls will reveal information about their lives that
they had prior to their becoming dolls in the Toymaker's
universe.  Even though they have some of their own thoughts, they
are completely controlled by the Toymaker and will try to win the
game regardless of their own emotions inside their toy-like
bodies.  Information about the Doll's lives are given in the
section entitled "NPC INFORMATION."
     The dolls can be shot or destroyed and each has 60 H.P.
however doing so, and thus taking them out of the game, is an
automatic loss for the players.  Likewise the G.I. Joe doll can
return fire with his own pistol.
     Any player who tries to leave the game or the area of the
game before it's over will be electrically shocked from the floor
for [4D6 damage] and find that they cannot leave because of a
force field that holds them.  The forcefield is impervious to
manipulation including from characters who have a skill in force
field systems.
     If the player successfully wins the game they will hear a
voice say, "CONGRATULATIONS FOR YOU HAVE WON, YOU MAY LEAVE NOW
BUT THE GAME WAS FUN."  The player will then find the TARDIS
unlocked and can enter it if they wish to do so.  If all the
players successfully complete their games then move on to the
section entitled "ADVENTURE (PART 9): A Chance to Slip Away."
     If the player loses the game, the player will hear a voice
say "YOU HAVE LOST THE GAME AND NOW PREPARE, TO REMAIN IN THE
TOYROOM IN DESPAIR."  The Celestial Toymaker himself will be
warned of the event and when the Game Master feels that all of
the events necessary have transpired (meaning all of the players
have had a chance to try a game), the Game Master can move on to
the section titled "ADVENTURE (PART 10): The Consequences of
Failure."

THE GAME (#1): The game has a total of 20 squares.  Roll a 6-     
     Sided die(D6) and move that number of spaces.  Only one      
     player can be on a space at one time.  If another player     
     lands on an occupied space it sends the player already there 
     back to the start.  If there is anything written on a given  
     space follow the instructions written on that space.  [The   
     Game Master should draw out the board for the players to aid 
     them in the game]

THE SPACES (#1): The spaces can be laid out anyway the Game       
     Master likes (ex. in a straight line, or in a wavy path,     
     etc.)  The following are the words and commands written on   
     each space.
     {Space #0}  START
     {Space #1}  blank
     {Space #2}  blank
     {Space #3}  GO BACK 1 SPACE
     {Space #4}  blank
     {Space #5}  blank
     {Space #6}  GO FORWARD 2 SPACES
     {Space #7}  GO BACK 3 SPACES
     {Space #8}  blank
     {Space #9}  blank
     {Space #10} GO BACK TO START
     {Space #11} GO FORWARD 2 SPACES
     {Space #12} GO BACK 3 SPACES
     {Space #13} blank
     {Space #14} GO FORWARD 2 SPACES
     {Space #15} blank
     {Space #16} blank
     {Space #17} GO BACK 2 SPACES
     {Space #18} blank
     {Space #19} blank
     {Space #20} THE WINNER


**ADVENTURE (PART 6): A Cut of the Cards**

[DESCRIPTION]

     As you approach the table with the oversized cards, the
three dolls come to life.  The ballerina who is dressed in a
white and pink tutu stands up and spins twice perfectly on her
pointed foot before she says, "JOIN US IN A GAME OF CARDS, IT
ISN'T REALLY HARD!"  She then pulls the chair out for you to sit
in.  The Astronaut who wears a light blue jumpsuit and an
astronauts communications cap says in an Eastern European accent,
"ALL YOU NEED TO DO IS DRAW, THE HIGHEST CARD ON THE TABLE THAT'S
ALL."  The cowboy tips his brown hat back and adds, "AFTER YA
GETS YER CARD YA SEE IF IT'S A KING, IF IT IS FLIP IT OVER AND
THEN WE ALL CAN BEGIN."  The ballerina again hops to pointe and
stretches her left leg directly behind her in a perfect
arabesque.  She then adds, "ACES ARE LOW AND KINGS ARE HIGH, IF
YOU THINK YOU'LL HAVE THE HIGHEST CARD--KEEP IT AND DON'T PASS IT
ON BY."   The astronaut adds, "BUT IF YOU WANT A BETTER CARD YOU
CAN TRADE THE CARD WITH THE PERSON ON YOUR LEFT, UNLESS THEY HAVE
A KING BECAUSE THEN THE CARD YOU HAVE MUST BE KEPT."  The Cowboy
kicks his booted feet onto the table causing his spurs to jangle
and then finishes the rules to the game, "PLAY THEN CONTINUES
RIGHT TO DA END, DA DEALER CAN TRADES WITH THE DECK INSTEAD." 
The ballerina then jumps into the air in a set of vertical splits
before landing in the fourth position one leg behind the other. 
She then adds, no longer rhyming, "EACH PLAYER GETS THREE COINS,
WE PLAY UNTIL ONLY ONE PLAYER HAS AT LEAST ONE COIN LEFT AND THEN
THAT PERSON WINS."  She then takes her seat at the table and the
card deck transforms into a normal sized deck of cards.  The
cowboy takes the deal, then to left around the table sits the
ballerina, then the astronaut and then an open chair for you to
take.

[GAME INFO]

     If the player sits down at the table three coins appear in
front of them and each of the three dolls.
     This game is called "Toymaker's Trump."  Only one player
character can play at a time at the table.  The player must play
once they sit down.  The Cowboy will deal through the length of
the game and deals everyone including himself a card.  Then the
Game Master must play the cards for each of the characters
starting first with the ballerina then the astronaut.   Then the
player may make their play.  Followed by the Game Master once
again making the play for the cowboy who is dealing.
     The dolls that are here will interact with the players as
the game is played.  The players may ask the dolls questions and
the dolls will answer truthfully but without emotion for the most
part.  Unlike some of the other dolls in the toyroom, the dolls
at the card table will show no emotion what so ever.
     The dolls will reveal information about their lives that
they had prior to their becoming dolls in the Toymaker's
universe.  Even though they have some of their own thoughts, they
are completely controlled by the Toymaker and will try to win the
game regardless of their own emotions inside their toy-like
bodies.  Information about the Doll's lives are given in the
section entitled "NPC INFORMATION."
     The dolls can be shot or destroyed and each has 60 H.P.
however doing so, and thus taking them out of the game, is an
automatic loss for the players.  Likewise the cowboy doll can
return fire with his own pistol.
     Any player who tries to leave the game or the area of the
game before it's over will be electrically shocked from the floor
for [4D6 damage] and find that they cannot leave because of a
force field that holds them.  The forcefield is impervious to
manipulation including from characters who have a skill in force
field systems.
     If the player successfully wins the game they will hear a
voice say, "CONGRATULATIONS FOR YOU HAVE WON, YOU MAY LEAVE NOW
BUT THE GAME WAS FUN."  The player will then find the TARDIS
unlocked and can enter it if they wish to do so.  If all the
players successfully complete their games then move on to the
section entitled "ADVENTURE (PART 9): A Chance to Slip Away."
     If the player loses the game, the player will hear a voice
say "YOU HAVE LOST THE GAME AND NOW PREPARE, TO REMAIN IN THE
TOYROOM IN DESPAIR."  The Celestial Toymaker himself will be
warned of the event and when the Game Master feels that all of
the events necessary have transpired (meaning all of the players
have had a chance to try a game), the Game Master can move on to
the section titled "ADVENTURE (PART 10): The Consequences of
Failure."

THE GAME (#4): This game is played with an ordinary set of 52
playing cards (no jokers).  Only one player character can play. 
In the game the Ace card is the lowest card and the King is the
highest.  Thus, the higharchy of cards from lowest to highest is:
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King.
     Each player has three coins in front of them, and a player
continues to play as long as there is at least one coin.  A
player is out when they have lost all their coins.  A player
loses a coin if they are the player with the lowest ranking card
on the table for that deal.  Deals continue until there is only
one player who has a coin remaining.
     The deck is shuffled and then each deal is played in the
following manner.  Every player is dealt a card.  All players
look at their cards [the Game Master plays for each of the NPCs],
and should not let the other players know what value their card
has.  If their card is a King, this is considered the "Toymaker's
Trump" and must be turned face up immediately.  The King is the
highest card and therefore that player will not have the lowest
on that turn and will not lose a coin (unless all players have a
King then they all lose a coin).  Play then starts to the
dealer's left.  The first player may look at their card and
decide either 1)that it is of a high enough value that they would
like to keep it, believing that it will not be lowest card on the
table or 2)of too low a value and trade it with the unknown value
card owned by the person to their left.  If they switch cards
they must keep that card, and there is nothing the player being
switched with can do.   Then it is the next player on the left's
chance to do the same.  However, if the card to a players left is
a King, this is considered "Toymaker's Trump" and the player
cannot trade cards for it and must keep the card that they then
have.  A player who holds a King is passed and then play
continues to that players left again as before.  Cards cannot be
passed past a face up King.  The last player at the table
(usually the dealer) can trade the card they end up with in if
they think it is of too low a value for the top card on the
remaining deck.  The lowest card on the table loses.  If there is
a tie for the lowest ranking card both players lose!  A loser has
one coin removed from in front of themselves.  
     If the cards run low they are reshuffled and play continues. 
The last player with any coins in front of them is the winner of
the game.  



**ADVENTURE (PART 7): A Roll of the Dice**

[DESCRIPTION]

     You walk toward the five large six-sided dice that sit on
the floor.  As you approach them they animate and seem to spin. 
You hear an omnipotent voice declare, "THIS GAME IS SIMPLE, ITS
EASE IS REAL NICE.  OUT OF THREE GAMES, YOU MUST WIN TWICE. 
THREE OF A KIND IS A HUNDRED TIMES THE NUMBER, THIS IS A RULE
THAT YOU SHOULD REMEMBER.  ONES ARE A HUNDRED AND FIVES ARE
FIFTY, THREE ONES ARE A THOUSAND AND THAT WOULD BE NIFTY.  ROLL
ALL FIVE DICE AND ADD UP THE SCORE, YOU MAY ROLL THEM ALL AGAIN
IF YOU WANT MORE.  IF YOU ROLL AGAIN YOUR PREVIOUS SCORE
DISAPPEARS, IF YOU ROLL LESS DON'T LET ME SEE TEARS.  IF YOU KEEP
A SCORE THAN YOU MUST SAY 'STOP,' AND SO END YOUR CHANCES TO COME
OUT ON TOP. THREE ROLLS ARE THE LIMIT AND THEN IT'S MY TURN, THE
ROUND'S WINNER HAS THE HIGHEST SCORE EARNED.  THOSE ARE THE RULES
AND THAT'S HOW YOU SCORE, THIS GAME IS A CHALLENGE AND NOT A
BORE."

[GAME INFO]

     This game is called "Celestial Dice."  The Game Master
should speak the above instructions in a monotone and even pace. 
If ask the Game Master should repeat the instructions only one
more time and then the instructions will not again be repeated. 
Remember that the other players cannot speak.  The game's
instructions are rather complicated when given in the manner
above.  The game however is a bit simpler than the instructions
seem and the exact rules are given below in the section titled
"THE GAME (#3)."  
      Simply explained, the player has three chances to roll the
highest score they feel comfortable with (If a player likes their
first roll, they must declare that they will keep that score by
saying "STOP" and NOT roll again).  After the player rolls and
keep a score, the dice will animate and roll themselves in an
attempt to get a higher score.  The animated dice have the
advantage because they know the players score and can try to use
all three rolls to beat it being sure of the score they need to
win.  The highest score for that turn wins the round.
     Any player who tries to leave the game or the area of the
game before it's over will be electrically shocked from the floor
for [4D6 damage] and find that they cannot leave because of a
force field that holds them.  The forcefield is impervious to
manipulation including from characters who have a skill in force
field systems.
     If the player successfully wins two out of three games they
will hear a voice say, "CONGRATULATIONS FOR YOU HAVE WON, YOU MAY
LEAVE NOW BUT THE GAME WAS FUN."  The player will then find the
TARDIS unlocked and can enter it if they wish to do so.  If all
the players successfully complete their games then move on to the
section entitled "ADVENTURE (PART 9): A Chance to Slip Away."
     If the player loses the game, the player will hear a voice
say "YOU HAVE LOST THE GAME AND NOW PREPARE, TO REMAIN IN THE
TOYROOM IN DESPAIR."  The Celestial Toymaker himself will be
warned of the event and when the Game Master feels that all of
the events necessary have transpired (meaning all of the players
have had a chance to try a game), the Game Master can move on to
the section titled "ADVENTURE (PART 10): The Consequences of
Failure."
     The dice are animated due to the Toymaker's control of his
own universe.  Though the dice move themselves, they are not
alive and have no intelligence on their own.  The functional
existence of their animation is purely part of the dimension and
universe that the Toymaker has decided on, and the players cannot
affect the order of the Toymaker's universe at least at this
time.
     
THE GAME (#3): The players rolls all five dice and adds up the
     points.  If the player is happy with the score he lets the
     opponent take their turn (the dice will roll themselves
     once the player announces that they will keep that     
     particular roll).  If the player is unhappy with the score
     they may reroll all the dice, and can do so again a third
     time if unhappy with the score.  However, the third roll is
     the last for that turn and if they take a third roll that is
     their final score.  It is then the opposing players turn
     (the Toymaker's dice will roll themselves) with the exact
     same rules and three rolls to beat the player's score.  The
     highest roll that turn wins the round.  There are three
     rounds to the entire game.
SCORING (#3): Any 3 dice that land the same number equals a
     hundred times that number (ex. three 4s face up equals 400
     points), except for ones in which case it is a thousand
     times the value (ex. three 1s face up equals 1000 points). 
     Any single 1 that is face up is worth 100 points and gets
     added to the value of the other dice (except if there are
     three in which case they equal 1000 points, any 1 beyond
     three still counts as 100 points each).  Any single 5 that
     is face up is worth 50 points and gets added to the value of
     the other dice (except if there are three in which case they
     equal 500 points, any 5 beyond three still counts as 50
     points each).  Any other number has no value unless three
     dice show the same number face up. 
EXAMPLES (#3): Here are a few dice combinations and the score
     that they would equal.
     1,1,3,5,6 =  250 points
     2,2,5,5,5 =  500 points
     1,3,4,4,6 =  100 points
     1,2,2,2,4 =  300 points
     1,1,1,1,5 = 1150 points 
     2,2,3,6,6 =    0 points
     5,5,5,5,5 =  600 points
     1,2,2,4,6 =  100 points
     2,3,4,5,6 =   50 points
     2,4,6,6,6 =  600 points
     3,3,3,3,3 =  300 points
     2,3,4,4,6 =    0 points
     1,1,1,2,6 = 1000 points
     1,5,6,6,6 =  750 points
     2,2,2,2,2 =  200 points
     2,2,2,2,5 =  250 points
     1,2,2,2,2 =  300 points
     2,2,2,5,5 =  300 points
     1,2,2,2,5 =  350 points
     1,1,2,2,2 =  400 points


**ADVENTURE (PART 8): A Question Without an Answer**

[DESCRIPTION]

     As you approach the floating black question mark, it
suddenly starts to shimmer in a rainbow of metallic colors.  The
colors shimmer and pulse as a calm voice seems to emanate from
the question mark itself and announces to you confidently, "THE
QUESTION IS NOT THE MARK OF INTELLIGENCE, THE ANSWER IS.  I HAVE
TWENTY DIFFERENT QUESTIONS AND YOU MUST PICK ONE BY NUMBER, THEN
YOU MUST GIVE ME THE CORRECT ANSWER.  ASK ME THE NUMBER AND I
SHALL ASK YOU THE QUESTION.  IF YOU ARE CORRECT YOU ARE FREE TO
LEAVE.  IF YOU ARE WRONG OR CANNOT GET THE ANSWER IN TWO MINUTES
YOU WILL REMAIN IN THE TOYROOM FOR TWO MILLENNIA.  WHICH QUESTION
WOULD YOU LIKE? 

[GAME INFO]

     This game is called "Mindtrap."  It simply requires that the
player correctly answer the mindbender asked of them.  For the
list of questions look below to the section entitled "The Game." 
The play must use their own intellectual ability to solve the
mindbender, a roll of the dice will not help the player gain
better odds or an easier question.  The player must pick a number
between one and twenty and then answer the question correctly.
     Any player who tries to leave the game or the area of the
game before it's over will be electrically shocked from the floor
for [4D6 damage] and find that they cannot leave because of a
force field that holds them.  The forcefield is impervious to
manipulation including from characters who have a skill in force
field systems.
     If the player successfully answers the mindbender the
question mark will turn black once again and answer the player,
"You have answered correctly and are free to leave now.  You are
truly underrated among your peers."  The player will then find
the TARDIS unlocked and can enter it if they wish to do so.  If
all the players successfully complete their games then move on to
the section entitled "ADVENTURE (PART 9): A Chance to Slip Away."
     If the player answers the question incorrectly, the question
mark will turn into a flaming exclamation point and the voice
will announce, "As an inferior mind you will remain here as a
servant of our master for the next two millennia and they you may
try my game again."  The Celestial Toymaker himself will be
warned of the event and when the Game Master feels that all of
the events necessary have transpired (meaning all of the players
have had a chance to try a game), the Game Master can move on to
the section titled "ADVENTURE (PART 10): The Consequences of
Failure."
     The question mark is animated due to the Toymaker's control
of his own universe.  Though the question mark seems to speak, it
is not alive and has no intelligence of its own.  The existence
of the question mark is purely part of the dimension and universe
that the Toymaker has decided on, and the players cannot affect
the order of the Toymaker's universe at least at this time.

THE GAME (#4): The mindbender riddles are given below.  It is the
     Game Master's discression to whether or not a solution is
     acceptable or not -- though the Toymaker wants the answer    
     that is the same as the one listed.  Solutions are given in  
     brackets after the question. 

THE QUESTIONS (#4): All twenty questions and answers are below.
     1) Count Grendle of Tara gave his wife a bottomless    
     container to put flesh and blood in.  What did he give her?
          [A Ring for her finger]
     2) Cardinal Borusa of the Prydonian Academy was giving a
     lecture on 'The Life of the Aristocracy on 19th Century
     Earth.'  "It was during a large festive gathering of   
     nobility," began Borusa, "When a fairly common occurrence
     took place.  The Queen suddenly attacked and killed the
     King.  The crowd watched the entire scene and then casually
     continued their party.  In what situation in 19th century
     England would a crowd be so casual about the Queen     
     mercilessly killing the King?"
          [They were watching a chess match.]
     3)The spaceport's gymnasium was generally crowded at lunch
     hour, and part of the reason was that Quark the Ferengi,
     Picard the Human, Worf the Klingon and Stike the Sontaran
     always attended.  Following the workout the four would
     regularly retire to the sauna.  Quark would always count his
     Latinum, Picard would always read Shakespeare, Worf always
     brought a thermos of Romulan Ale, and Stike just talked
     about the next planet the mighty Sontaran battle fleet would
     subjugate.  One day when they left the sauna they realized
     Stike had not come out.  When they went back to check on him
     they found him with a deep stab wound to the back of his
     neck where the Sontarans have a vulnerable probic vent.  The
     Doctor arrived in his TARDIS, searched the sauna and   
     questioned the three witnesses but discovered nothing.  Even
     the autopsy failed to reveal the murder weapon.  Which of
     the three men killed Stike the Sontaran and how did they do
     it?
          [Stike was murdered by Worf, who brought an ice dagger
          into the sauna in his thermos.  After Worf stabbed
          Stike the icicle melted removing the evidence.]
     4) The nuclear material used to power ten hyperdrive cores
     for an Imperial Stardestroyer will yield one extra     
     hyperdrive core.  If you expended 1000 hyperdrive cores, how
     many extra cores could you make?
          [111.  You get 100 hyperdrive cores from the remainder
          of the original 1000, plus ten more from the remainder
          of the 100, plus one more from the remainder of the
          ten.]
     5) What is one thing that all the intelligent minds,   
     regardless of their religion or politics, agree is between
     heaven and Earth?
          [The word "and."]
     6) According to Rassilon, what occurs once in every minute,
     twice in every moment, yet never in a thousand years?
          [The letter "M."]
     7) On both Earth and on the planet Gauda Prime, what year
     did Christmas and New Years day fall in the same year?
          [They fall in the same year every year.]
     8) The Doctor volunteered to be the chief organizer for the
     Intergalactic Olympic tether ball championships.  There were
     657 contestants from around the Universe.  The tournament
     was set up whereby the winner would advance and the loser
     would be eliminated.  Since there was an odd number of
     participants, the initial pairing leaves the six armed
     player from Alpha Centauri out.  That player gets a bye and
     automatically advances to the next round.  How many matches
     will the Doctor have to schedule to determine the tether
     ball champion?
          [656 matches will be needed.  It may seem impossible to
          figure it out but in actuality you are trying to      
          determine the number of matches needed to come up with
          656 losers.  Viewed in this light, of the 657 beings in
          the tournament, everyone will eventually lose a match
          except for the champion.]
     9) On the planet Telos, if you drop a steel ball weighing
     five pounds from a height of 45 inches, will it fall more
     rapidly through water at 20 degrees Fahrenheit or water at
     40 degrees Fahrenheit.  Or will it make no difference?
          [40 degrees Fahrenheit.  At 20 degrees Fahrenheit the
          water would be ice.]
     10) Sabalom Glitz was called to take a group of passengers
     to the planet of Iceworld.  The planet is normally an hour
     away but with the spacecraft traffic being extra heavy due
     to a singing performance by Mel, it took a full hour and a
     half.  On the return trip the space traffic was still heavy
     and yet it took only 90 minutes.  Why?
          [There is no difference.  An hour and a half is the
          same as 90 minutes.]
     11) During a world fair many years before the Kaled-Thal War
     on the planet Skaro, the Kaled scientist Davros was    
     exhibiting his advances in genetic engineering.  There were
     cross-breeds of various bulls, cows, clams and other   
     animals.  Featured in the exhibit were several over-sized
     prize turkeys.  One afternoon during the show, a Thal woman
     walked up to the exhibit, shot the turkeys and then ran out
     of the building.  Although she was identified as a Thal by a
     number of the Kaled witnesses, nobody made any attempt to
     stop her.  Why?
          [The woman shot the turkeys with her camera.  She was a
          journalist with a deadline.]
     12) The Master's TARDIS, in the shape of a grandfather
     clock, chimes the appropriate number of times to indicate
     the hour, as well as chiming once at each quarter hour.  If
     you were in the other room and heard the clock chime just
     once, what would be the longest period of time you would
     have to wait in order to be certain of the correct time?
     (The clock is working properly and is set to the correct
     time)
          [You would have to wait 90 minutes between 12:15 and
          1:45.  Once you had heard seven single chimes, you
          would know that the next chime would be two chimes for
          2 o'clock.]
     13) Brigadier Lethbridge-Stewart, Captain Yates, Sergeant
     Benton and Sergeant Zebregnev were swapping war stories. 
     Benton told one about his uncle Sam who lost an arm during
     the First World War.  "Uncle Sam met a General who was
     shocked that sam had lost his arm, and yet had not received
     a medal for bravery.  The General removed one of his own
     medals and pinned it on Sam's uniform.  He then mentioned
     that had Sam lost both his arms, he would have received a
     commission.  Hearing this, Sam withdrew his sword and with
     one swift stroke cut off his other arm.  Shortly thereafter
     he was appointed Minister of Armaments."  Brigadier    
     Lethbridge-Stewart looked blankly at Benton and said, "You
     couldn't expect anyone to believe that yarn, could you?" 
     Why not?
          [If Sam had only one arm, it would have been impossible
          for him to cut off his other arm by himself.]
     14) The Doctor was visiting Leela on Gallifrey, when an
     Arcalian Cardinal showed him a list of all the American
     Presidents in order.  As the Doctor looked at the list he
     mentioned to the Cardinal that, of the first five American
     Presidents, (George Washington, John Adams, Thomas     
     Jefferson, James Madison and James Monroe), three of them
     died on July 4th, America's Independence Day.  The Cardinal
     looked at the list and said, "I bet that one of the three
     was James Monroe."  The Doctor was surprised that the  
     Cardinal knew this.  Since the Cardinal had no knowledge of
     how or when James Monroe died, how could he have been so
     sure he was one of them?
          [Since the Doctor stated 'three of the first five'
          American Presidents died on the fourth of July, the
          Cardinal knew the fifth must be one of the 'three' or
          else the Doctor would have said 'three of the first
          four.'  He knew the name of the fifth American    
          President by reading it off the list.]
     15) Assuming that you are paying, is it cheaper to take one
     friend to the movies twice, or two friends to the movies at
     the same time? (It doesn't matter how much popcorn they
     eat!)
          [It's cheaper to take two friends at the same time.  In
          this case, you would only be buying three tickets,
          whereas if you take the same friend twice you are
          buying four tickets.]
     16) Many years ago on the planet Pentadelion IV, a band of
     explorers were embarking on a sea journey to the far North
     which would last for three weeks.  During this time their
     staples would consist of crackers and dried meat.  They
     couldn't cook aboard their ship for fear of fire and their
     race had not yet discovered advanced forms of meat     
     preservation.  When they arrived, they planned a celebration
     of roast zilga, an animal similar to a lamb.  The problem
     they faced was keeping the zilga meat fresh for three weeks. 
     If they tied a rope to the meat and trailed it in the cold
     water, predator fish would eat it.  If they took ice and
     snow with them to keep the meat cool, the ice and snow would
     melt and the ship would fill with water.  How could they
     keep the meat fresh until they arrived at their destination?
          [Take a 'live' zilga.]
     17) The Doctor was telling Leela about an object that the
     maker doesn't want, the buyer doesn't use, and the user
     doesn't see.  What was the Doctor telling her about?
          [A coffin.]
     18) Professor Chronotis, who's getting on in years, is
     growing absent minded.  On the way to a lecture in Cambridge
     one day, he went through a red light and turned down a one
     way street in the wrong direction.  A policeman observed the
     entire scene but did nothing about it.  How could Professor
     Chronotis get away with such behavior?
          [He was on foot.]
     19) Romana flew a hovercar into the Speedy Service Station
     on the planet Mallor Minor and pulled up to the pumps. 
     "Fill it up please," said Romana.  "This may sound strange,"
     said the owner, "but I'd rather fill two cars from out of
     town than one car from this town."  Romana looked across the
     small town and replied, "I know just what you mean."  Why
     would the owner feel this way?
          [The owner would rather fill two cars from anywhere     
          than one car from town because he would make twice the
          amount of money.]
     20) What is the product of the following series:
     (X-A)x(X-B)x(X-C)x(X-D)... (X-Z)  ?
          [Zero.  Since one of the terms will be (X-X), which is
          zero, the entire product will result in an answer of
          zero.  In algebraic law, the resulting product between
          the brackets is multiplied by the resulting product
          between the next set of brackets, and so on.  The sums
          from A to W are irrelevant since at X, (X-X), the
          product will result in zero.  Anything multiplied by
          zero results in an answer of zero.]


**ADVENTURE (PART 9): A Chance to Slip Away**

[DESCRIPTION]

     You make your way to the TARDIS and as you approach it you
find that you can quite easily enter it.  If you wish it seems
that you can retreat to its safety and try to leave this place.

[GAME INFO]

     Players who have successfully beaten a game in the
Toymaker's universe are in fact free to leave, and this is by far
the best course of action for any group of adventurers who can
all escape together to take.  Players have a [50% chance] to
figure this out if they are unsure of what to do.  If they leave
no one behind, the Celestial Toymaker will never even know of
their entry into his universe.  This is the end of the adventure
if the players overcome the immediate dangers of the Toymaker's
universe and they should feel quite happy to have escaped.
     If the players decide to leave without one of their number,
they in fact doom that character to death--forced to become one
of the Toymaker's dolls without emotion and free will for the
rest of that character's life.  Players thinking about this
option have a [50% chance] of realizing that they would be
dooming another crew member to this fate.  There is no escape to
this fate if there is no TARDIS for them to leave the Toymaker's
universe in.  This fate should be final.  Game Masters are
strongly encouraged not to "save" any characters by having other
TARDISes or Time Ship land in the Celestial Toyroom at a later
time to allow trapped characters to escape.  This destroys the
gravity of the situation for the adventure's sake and also may be
unfair to other players stuck in the Toymaker's universe.  Plus,
characters who are left behind are converted into one of the
Toymaker's emotionless dolls and are no longer able to act as
sentient beings with their own will.
     If a player enters the TARDIS (and thus leaves the
Toymaker's dimension for the safety of the TARDIS's own
dimension) and then exits again, they must in fact once again
play one of the Toymaker's games.
     If a player does not enter the TARDIS after defeating one of
the Toymaker's games, and the Toymaker appears, they may argue
with any charges that the Toymaker brings to them.  If they do
not think of it on their own, characters have a [40% chance] to
realize and say that they have already defeated one of his tests
and that they are free to go.  The Toymaker will acknowledge
their success and let them leave.  Therefore, if any of the
characters must stay behind after losing one of the Toymaker's
games, players who have already won and not yet returned to the
TARDIS can assist them verbally in their game with the Toymaker
(see "ADVENTURE (PART 11: A Game with the Toymaker").  The
Toymaker, in the spirit of fair play, will let them leave.  But
if he thinks that they are assisting too much, the Toymaker will
take their voices from them, causing the player to only be able
to communicate with any other players using hand gestures and
body movements (much like the game charades) to pass on
information.  This will last until they enter the TARDIS.


**ADVENTURE (PART 10): The Consequences of Failure**

[DESCRIPTION]

     You hear a voice announce, "YOU HAVE LOST IN THE CONTEST,
EVEN THOUGH YOU TRIED YOUR BEST.  THE MASTER OF OUR WORLD IS
WARNED, AND YOUR LOSS BY YOUR FRIENDS IS MOURNED.  THIS BEAM WILL
HOLD YOU IN YOUR PLACE, UNTIL YOU MEET THE TOYMAKER FACE TO
FACE!"  Then a yellow beam of light shines down on you and you
find yourself completely immobilized.  You are unable to move. 
The dolls from the various games approach you and observe you in
the prison of light.

[GAME INFO]

     The yellow beam immobilizes the player who can only slightly
move to be comfortable in its area.  Any other player who tries
to enter the beam will receive an electric shock for [4D6
Damage].
     A minute passes, and then (unless they are engaged in a
game, the numerous dolls from the toyroom approach the player
trapped in the yellow light and converse with them.  Paula the
Ballerina will approach and say "I feel sad that you are so
trapped, to no longer be able to express myself through movement
would be death."  She then turns away and dances around the room. 
The Joe the Soldier doll then adds, "You'll have to engage in a
battle of wits with our master, the Toymaker!  If you lose you
will stay here as dolls like us forever!"  
     The player may ask the dolls for advice and the dolls will
respond giving what they all believe to be proper advice. 
However, now that the Toymaker has been warned he is able to
mentally communicate with the dolls.  There is a [50% chance]
that the Celestial Toymaker will intercept the thoughts of a doll
and realize that a player is trying to get information about the
game the player will have to play with the Toymaker.  If the
Toymaker does successfully intercept the dolls thoughts, he will
replace the thoughts of the doll with his own misinformation
which the doll will then tell the player.  Below are four
responses that each of the dolls can tell the player.  The first
two are true, and will be told to the player if the Toymaker does
not intercept the thoughts.  The second two are false and should
be used if the Toymaker does in fact intercept the thoughts.
- DOLL RESPONSES -1) When you play your contest against  the 
     Toymaker, do not include your TARDIS in the wager.  The  
     Toymaker wants to control it and would be able to use such a 
     machine to escape his bind to this universe and could roam  
     freely through the universe you know. [TRUE]
     -2) The Toymaker will try to find a loophole in the rules    
     that you have not discussed to change the environment of     
     this universe and increase his chances of your losing. 
     [TRUE]
     -3) When wagering against the Toymaker he will want  
     collateral to win.  Using your spaceship as collateral is a 
     good idea because he cannot enter it at all. [FALSE-If the  
     Toymaker wins the TARDIS it becomes part of his universe and 
     then he can control it including entering and using it.] 
     -4) The Toymaker will play completely fair and not affect    
     the game at all once it starts. [FALSE-The Toymaker will     
     play within any agreed upon rules, but anything not agreed   
     upon specifically before the game starts is open game for    
     the Toymaker to change as the game continues.

When another player character activates another game, or
once the dolls are finished talking with you, or when the
Toymaker arrives, the dolls will return to their own game areas.



**ADVENTURE (PART 11): A Game with the Toymaker**

[DESCRIPTION]

     There is a sudden guest of wind that blows across your
face.  Materializing out of thin air in the center of the room is
a tall mandarin man wearing a blue bejeweled robe with yellow and
red trim and a small Chinese cap in the same colors.  He holds up
both his hands and gestures around the room and announces, "I am
the Celestial Toymaker, welcome to my Toyroom!"  He then slowly
glances over at the TARDIS and then over at the trapped
crew member(s).  Lifting his robed arm, he points to the ground
and a golden throne slowly materializes there.  The Toymaker
takes a seat and then smiles.  "Let us have a contest.  If you
win I shall let you go free.  If you lose, you stay here to
entertain me forever."  Then the Toymaker seems to break into a
laugh.

[GAME INFO]

     The Toymaker is very adamant about having a contest with the
players, and any arguing or debating about the player's futures
is really out of the player's hands.  They must compete against
the Toymaker if they have already lost one of the games and are
in turn trapped in a yellow light beam.  Players who have already
beaten a game are free to go, and the Toymaker will tell them so.
"After all," he says, "I am a fair player."
     Any players, including those who are free to leave, that
first attack the Toymaker will be attacked in retaliation by him
as he shoots an energy blast from his mind that appears as a bolt
of lightning that shoots from his finger.  The Toymaker has an
[80% chance] to hit any of the players with this attack.  The
players, however, cannot harm the Toymaker but if they do [100
H.P.] of damage to him he will dematerialize and rematerialize 
fifteen minutes later a bit more angry.
     The Toymaker will challenge any players to a game.  He will
try to get the players to include the TARDIS in the bet (see the
rumors of the section entitled "ADVENTURE (PART 10): The
Consequences of Failure") because winning the TARDIS would allow
him to use it to leave his Toymaker Universe and escape to wreak
havoc on the players normal universe.  The players have a [25%
chance] to realize that if the Toymaker gets that TARDIS it will
endanger their entire universe as they knew it.  Thus, the
players should all be sure to challenge the Toymaker if there is
a chance that one of them has gambled away the TARDIS in part of
a deal (this includes players who may have previously beaten a
game in the Toyroom-because if the TARDIS is lost by any of the
players to the Toymaker, the players cannot leave with 'the
Toymaker's TARDIS').  
      Of course if, one at a time, all the players lose the final
challenge the Toymaker will have captured the players and turned
them into dolls, thus having new playthings to keep him company. 
He will no longer have any interest in the TARDIS and return it
to the normal universe without any passengers.
     The Celestial Toymaker will tell the players that he is in
charge of this universe and that they cannot leave until they
face him in an all or nothing challenge for their freedom.  This
is in fact true as well.  The players who have lost a previous
game must face the Toymaker's challenge.  It is their only mean
of escape.  If the players do not consider it an option, the
Toymaker will sit on his throne until the players simply agree to
his game.


**ADVENTURE (PART 12): The Trilogometric Game**

[DESCRIPTION]

     The Toymaker points to the area in front of you and a
triangular pyramid-like tower appears.  Each layered piece of the
tower is labeled with a number from one to ten.  He smiles to
himself and says out loud, "No, not the Trilogometric Game.  It
once proved too easy."  With a wave of his hand that game
disappears into nothingness.  The mandarin puts both of his hands
inside the other's sleeves in front of his chest.  Then he smiles
again and declares, "You shall play the Trilogometric Game
instead!"
     In front of you the air seems to shimmer when a triangular
board with a number of wooden pegs in it appears.  The Toymaker
smiles at you. "Remove only one peg from the board, it is your
choice.  Then you must jump a peg with another to remove the peg
that has been jumped.  Once you have made a move you cannot take
it back.  Only if there is a single peg left on the board will
you have won and will I set you free, otherwise become a doll in
my toyroom forever!"

[GAME INFO]

     The game is called the Trilogometric Game.  The layout of
the game and its solution are included in the GRAPHICS that are
included with the adventure.  There are two versions of the game
included: a 10 peg-hole version and a more difficult 15 peg-hole
version of the game.  The Game Master must decide which game the
players can handle when presenting them with the final game.
     Optimally, the Game Master should provide a 3-D version of
the game for the players.  The game can be bought at some puzzle
or toy stores.  A simple version can be created by sticking
pencils into a piece of styrofoam.  The Trilogometric game can
also easily be played with coins to simulate the pegs (be sure to
have coins that are all the same and with the same side up, so as
not to give the players any help).  It is suggested when using
coins, to draw circle to mark the pegholes.
     The Trilogometric Game is quite a challenge and the Game
Master should realize that seeing the solution on the GRAPHICS
page makes it seem quite simple, but for a player who cannot make
even one wrong move, playing the game out in one's head before
the first move is made is quite difficult.
     The Game Master should have the Toymaker suddenly add a time
limit to the game if the players seem to take too long.  The
Toymaker will pull out a large oversized alarm clock and have it
count out the time for the players.  The Game Master should
simulate the pressure by announcing each minute that passes in
the time limit.
     The time limit is the way for the Toymaker to add pressure
to the players as they play the Trilogometric Game.  The time
limit should be 10 minutes real time for the 10 peg-hole version
of the game, or 30 minutes real time for the 15 peg-hole version
of the game.  [In play testing, the solution to the game usually
took quite a while, and could not be gauged easily.  The Game
Master should give the players about ten minutes of real time
before having the Toymaker impose the time limit.  Once the Game
Master feels the players are getting near the solution they
should tell have the Toymaker impose the time limit.
     Another way that the Toymaker will add pressure to the
players is by taunting them and distracting them as they try to
think.  This is completely acceptable, as this is the Toymaker's
universe.  He is in control of the situation not the players.  If
the player complains about this, have the Toymaker take away
their voice.
     If there is more than one player who must face the challenge
of the Toymaker, start with the 10 peg-hole version of the game. 
If a player fails the next player has a [% chance] to realize
that they may raise the odds with the Toymaker's consent that if
they solve the puzzle both players go free and so on.  However,
if the first player solves the 10 peg-hole Trilogometric Game the
second must face the 15 peg-hole version.  If there are more
players than that and both previous players solve the
Trilogometric Games, the Game Master must conceive of another
game or challenge on their own.
     If the players fail to solve the Toymaker's Trilogometric
Game, continue at the section entitled "ADVENTURE (PART 13):
Welcome on the Toyroom."  If they are successful and able to beat
the Trilogometric Game, continue in the section entitled
"ADVENTURE (PART 14): Back Home in the Universe."


**ADVENTURE (PART 13): Welcome to the Toyroom**

[DESCRIPTION]

     You can feel your skin start to tingle.  As you look down
you can see the natural wrinkles of your skin start to glaze over
into a hard porcelain like shell.  You can no longer move you
body on your own.  The Toymaker looks at you and laughs.  "Doll,"
he commands,"join the others in my toyroom."  You find your body
lose complete control and as you feel the rest of yourself
becoming more rigid and doll-like you walk off towards the other
dolls here.  Your mind seems to drop into darkness, perhaps
waking when other visitors might challenge you to a game.  You
are gone forever...

[GAME INFO]

     The players who have lost are converted into dolls for the
Toymaker's universe and cannot leave it.  In effect the players
are dead and must be retired.  The Game Master should not under
any circumstances save or rescue such a character because such
divine intervention is not consistent with the scientific
approach that the Doctor Who television show takes.  An adventure
such as one in "The Celestial Toymaker" [BBC Serial Code-Y] is
unusual, but it is clear in the show that the consequences of
being killed or caught in the Toymaker's universe is terminal and
permanent.
     Players who have won their own games are free to leave the
Toyroom may do so without interference of the Celestial Toymaker. 
The Toymaker will only laugh at the players (once they have all
competed against him and at least one has lost).  If any of the
players are angry at the Toymaker and try to attack him, they
will find that it has no effect.  The Toymaker will then
disappear, not ever appearing again to the players unless it is
in another adventure.  Players who try to touch any player
characters who have been converted into dolls will receive a [4d6
damage] electrical attack for [each turn] that they touch the ex-
player doll.
     Players who dematerialize in the TARDIS will find themselves
returned to their own universe.  The Game Master should be sure
to give the players a feeling of loss at the end of the adventure
if the players lose any fellow crew members.


**ADVENTURE (PART 14): Back Home in the Universe**

[DESCRIPTION]

     The Toymaker is stunned and announces to you, "You have won! 
I shall give you twenty seconds to leave here.  Be gone or you
will be destroyed with my universe."  The blue robed figure seems
to concentrate with all his might.  As you head for the TARDIS
the reality around you starts to seem to crystalize and reflect
light in every direction.

[GAME INFO]

     The players should enter the TARDIS and close the doors. 
Once they do so, the universe outside them explodes in a huge
explosion with them at ground center.  The TARDIS protects the
players but there is a [70% chance] that they will be knocked off
their feet.  The players may then look at the scanner and find
themselves once again in space with a starfield of their original
universe greeting their eyes.
     Unlike his encounter with the Doctor in "The Celestial
Toymaker" [BBC Serial Code-Y] the Toymaker will not try to
capture the players in his universe by having them make the final
move thus trapping them in his universe (in the original show the
Doctor had to copy the Toymaker's voice in order to escape
becoming part of his universe, dematerializing the TARDIS at the
same moment).  He will play fair, and if they beat the game will
let them go.  After all the Doctor is perhaps the smartest of all
opponents the Toymaker ever faced--thus the Toymaker's stakes to
win were higher, and he would have played less fair.
     The Toymaker is immortal and even though the players won his
universe is destroyed entirely.  Being immortal the Toymaker will
be forced to create a brand new universe and thus if the players
ever meet him again the Celestial Toyroom will appear different
with different dolls and games.  It may be a bit sad, but by
winning and destroying his universe, the dolls held captive by
the Toymaker in fact are also destroyed, allowing the dolls to
die a peaceful death.
     The players have indeed escaped the Toymaker's universe and
find themselves once again travelling in space heading towards
other adventures.  The Game Master should be sure to give the
players a feeling of overwhelming success.  They have truly
accomplished almost the impossible in beating the Toymaker.



*NPC INFORMATION*

     This is a listing of all the Non-Player Characters (NPCs)
found in this adventure module.  These are the characters that
the Game Master would control and determine the actions of during
the adventure (unless the particular player group somehow decides
to play these characters).  Each NPC has a listing of various
information about them that is included in their description.
     The opening category gives the characters proper name with a
common or nickname in quotation marks.  All titles are included
as well.  After the name in parentheses is the characters sex
with (M) meaning a male and (F) denoting a female character.
Following this, the number of hitpoints that the character has is
given in brackets.  Underneath that line is the character's
occupation or function within the adventure.  This is followed by
their planet or country of origin as well as the time that they
come from.  
     The category of SKILLS gives a character's schooled skill or
natural ability in certain areas.  The number given is the
percentage chance that the NPC has to successfully use the skill-
-**as long as the given adventure's text does not call for a
specific chance of success for someone with that skill or ability
**.  If within the text of the adventure itself a certain
percentage chance of success (for someone with a given skill) is
called for, use the number within the adventure text as the odds
for success.  The percentage chance of success in the text has
already been adjusted for the difficulty of the task at hand. 
The numbers in the NPC INFORMATION category are used as defaults
for the skills that might be used by the NPC during the course of
the adventure.  One should remember that these numbers are all
given as a percentage so that they may be converted into
whichever role-playing game system one is using.
     The category of INFO gives the characters background
description and motivations.  The last paragraph of this category
gives any information about the character's physical appearance
if it is important.
     The category of EQUIPMENT lists the items which the
character will have on them at any given time in the module as
long as that item has not been lost, taken, or destroyed.  This
is the normal equipment that the character is carrying along with
them.  The characters may of course carry more (or fewer) items
if the Game Master wishes, and during the game some other items
may be added or lost as the adventure proceeds.  The equipment
listed is everything that the character may be carrying, and
while some find it strange that even undergarments are listed,
this is because sometime a character might be captured and
imprisoned (or another such situation), and will have only their
belongings to rely on for a means of escape.  Weapons are listed
at the end of the list with an asterisk and in all capital
letters.  The dice combination in brackets after the weapons
listing is how much damage the weapon can do if a hit is
successfully made.
     A Game Master should remember that not all of the NPCs that
are listed here need to be involved or used in the module.  The
ones that are presented are the most major characters for the
given adventure and help round out the background for the
personalities involved in this module s plot.  The Game Master
should feel free to add (or remove) non-player characters as
needed to the adventure.

-----PEOPLE IN THE CELESTIAL TOYMAKER'S UNIVERSE-----------------

-The Celestial Toymaker (M)                            -[oo H.P.]
Creator of this Universe   - Unknown space and time    

SKILLS: 

Gaming:                       [90% chance]
History:                      [50% chance]
Leadership:                   [90% chance]

Negotiation/Diplomacy:        [60% chance]
Small Unit Tactics:           [80% chance]
Strategic Tactics:            [80% chance]


INFO:

     The Celestial Toymaker is light skinned mandarin man who
wears a bejeweled blue robe and hat.  He is not harmed by regular
weapons and his power comes from the fact that he controls the
physical laws of physics and rules that exist within his own
universe.
     His aim is simply to enjoy himself and toy with those
sentient beings that somehow stumble into his universe.  He will
challenge people in games so as to keep them in his universe for
his own personal entertainment.  He is also very untrustworthy
and will affect the game's rules to his own advantage.
     The Toymaker has control over his universe and by simply
wishing so he can make a person disappear, entrap them, and even
if he so desires harm them (though he does not view this as
sporting).  He can also attack players using an mind energy
attack.  Likewise he has the ability to turn any attack on him
back at the player who tries to do so, thus if a player, for
example, successfully shoots and hits the Toymaker the blow will
be returned to them and do the full damage to the attacker.
     The Celestial Toymaker is of an undetermined age though it
appears that he has the knowledge of thousands of years.  He is
immortal but if he loses the final game, his universe is
destroyed and he must build a new one.


EQUIPMENT:

blue mandarin robe
blue mandarin hat
black boots

*MIND-ENERGY BLAST [5-60 (1D12x5) H.P.] of DAMAGE]* (If using the
FASA _Doctor Who_ Role-Playing Game use the A-LEVEL (energy
weapon) chart).  He has an [80% chance] to hit using this weapon.


-Barbie the Fashion Doll (F)                      -[60 H.P.]
Doll in the Board Game        - unknown space and time

SKILLS: 

Basketball:                   [75% chance]
Business:                     [40% chance]
Computer Use:                 [20% chance]

Economics:                    [35% chance]
English Language:             [20% chance]
Fashion Design:               [30% chance]

Fashion Knowledge:            [50% chance]
Hair Styling/Design:          [30% chance]
Negotiation/Diplomacy:        [50% chance]

INFO:

     Barbie the Fashion Doll is female and looks almost exactly
like a Caucasian Barbie doll.  The doll has human qualities and
looks like a real person who is extremely beautiful without a
single blemish or mark.  Oddly though, her proportions are not
even close to human with an oversized bust and an overly thin
waist--a result of the conversion to doll form by the Toymaker. 
She is wearing a flashy white off-the-shoulder evening gown with
many sequins.  
     Barbie was in fact a promising fashion model, named Tracy
O'Handerberg, on the planet Earth (from the United States).  In
the year 1999CE the airplane that she was travelling in crashed,
due to mechanical failure, into the Atlantic Ocean (in an area
sometimes referred to as the Bermuda Triangle).  As she was
exhausted from trying to stay afloat for nearly half an hour, she
slowly sank in the water and found herself in the Toymaker's
universe.  He challenged her to a contest of the basketball game
"horse."  Tracy, a former college basketball player, was winning
until on the last letter the Toymaker made the basketball hoop
invisible and she could not make the final shot.  In turn she
lost the game and was forced to become a doll in the Toymaker's
universe.  
     Some of Tracy's fondest memories are of her family and the
home that they used to share out in the country.  She especially
has fond memories of her father who passed away while she was in
high school.  A very kind hearted person, her favorite time of
year is Christmas when the whole family would be together for
their celebrations.  
     She went to school to get a degree in Business, and also
played on her university's basketball team.  She later helped
coach basketball, even after she became a famous fashion model.
She was well traveled especially enjoying the orient and Japan
which she had visited.

EQUIPMENT:

white bikini briefs
white lace bra
white stockings
white sequined evening dress
white satin heeled shoes
gold necklace
gold earrings


-Joe the Soldier Doll (M)                         -[60 H.P.]
Creator of this Universe   - Unknown space and time    

SKILLS: 

Biology:                      [30% chance]
Computer Use:                 [10% chance]
History:                      [10% chance]

Leadership:                   [20% chance]
Negotiation/Diplomacy:        [30% chance]
Physics:                      [30% chance]

Pistol Use:                   [20% chance]
Rifle Use:                    [65% chance]
Small Unit Tactics:           [30% chance]

Stealth/Concealment:          [45% chance]

INFO:

     Joe the Military Doll is male and looks like a human-sized
replica of the Caucasian G.I. Joe action figure.  He is dressed
in olive green military fatigues and sports a stubbled beard.  
     Joe was in fact a young officer cadet named Steven Marconi,
from the planet Earth (from the United States).  In 1986CE, the
cadet was a member of his university's Army Reserve Officer
Training Corps (ROTC) detachment when he went to the nearby
military installation for regular training.  While on patrol at
the fort, he became lost in the woods and accidentally fell off a
steep embankment.  On the edge of death, Steven found himself in
the Toymaker's universe.  Challenged to a competition of skill in
rifle shooting, Steven expected to win the match having been a
competitive shooter.  However, just before the shot on the last
target of the competition, the Toymaker increased the wind and
Steven's bullet failed to hit the mark.
     Steven's fondest memories are of his friends whom he
considers like family.  He also cared deeply for his parents who
treated and raised him well.  He attended his local university
where he studied science at the same time he trained for military
service.

EQUIPMENT:

white underwear
olive green socks
brown t-shirt
olive green fatigue pants
olive green fatigue blouse
black combat boots
dog tags on chain
green pistol belt
black pistol holster

*.45 CAL M-1911A1 PISTOL [8D6 DAMAGE]*


-Paula the Ballerina (F)                     -[60 H.P.]
Doll in the Card Game              - unknown space and time

SKILLS: 

Ballet:                       [75% chance]
Computer Use:                 [30% chance]
Dance:                        [65% chance]

Fashion Design:               [30% chance]
Hair Styling/Design:          [30% chance]
Modern Dance:                 [50% chance]

Negotiation/Diplomacy:        [45% chance]
Tap Dance:                    [50% chance]
Teaching:                     [30% chance]

INFO:

     Paula the Ballerina is a female doll dressed in the white
and european pink tutu of the stereotypical ballerina.  She wears
pink tights and also pink ballet pointe shoes.  Her skin is pale
and she has a very diminutive and slim figure.
     Paula Stanford was a beautiful and talented up and coming
ballerina on the planet Earth (in the United States).  A member
of the Corps de Ballet of the Milwaukee Ballet she found herself
wishing to be in the spotlight.  Having already been a soloist
once or twice she longed to be promoted to full status as a
Soloist and soon after become a Principal dancer.  In 1998CE
after remaining at the Marcus Center for the Performing Arts
theater after one of the dress rehearsals for the ballet "Carmina
Burana," she danced until she reached the point of total
exhaustion.  She awoke in the Toymaker's domain.  The Toymaker
challenged her to dance the 64 pirouette sequence from "Swan
Lake," promising to return her to her proper time and place and
give her the position as a Principal dancer if she succeeded. 
However, as always the crafty rules changer, on Paula's 60th turn
he changed the stage surface to ice causing her to fall.  Since
then, Paula has been a doll in the Celestial Toymaker's universe.
     Paula's most vivid memories are of her professional dancing
days.  Impassioned with the desire to perform these moments on
the stage were quite precious to her.  She also has wonderful
memories of her family and friends.

EQUIPMENT:

white bikini briefs
european pink tights
white and european pink tutu costume
european pink ballet pointe shoes


-Martin the Astronaut (M)                         -[60 H.P.]
Doll in the Card Game              - unknown space and time

SKILLS: 

Astronautics:                 [55% chance]
Communications:               [30% chance]
Computer Use:                 [40% chance]

Mathematics:                  [35% chance]
Negotiation/Diplomacy:        [50% chance]
Physics:                      [40% chance]
Space Vehicle Use:            [40% chance]

INFO:

     Martin the Astronaut is a doll dressed in the light blue
jumpsuit of a space shuttle astronaut.  He wears a cap with a
radio boom in it that was once used for communications.
     Martin Popsil, from the planet Earth (Czech Republic), was
an astronaut that was training as the backup astronaut for a
space shuttle mission in the year 2002CE.  When the mission went
as planned, Martin did not have the chance to get into outer
space as he had hoped.  While up late computer programming as he
usually did, there was a power surge that might have left him for
dead.  Instead he awoke in the Toymaker's domain.  Martin
accepted the challenge of the Toymaker to program a computer to
run and play a complex video game within two hours.  With only
fifteen minutes left in the challenge, the Toymaker caused
Martin's monitor screen to go blank.  Without being able to use
the monitor for feedback for his programming code, Martin's
program did not work properly and he was doomed to be a part of
the Celestial Toyroom.
     Martin's fondest memories are of his home country of the
Czech Republic, and of the small village that he came from.  He
also has wonderful memories of college at the Czech Technical
University in Prague and also the time when he went to study at a
university in America and of the friends he had there. 

EQUIPMENT:

white briefs
white t-shirt
white socks
light blue space jumpsuit
light blue space cap


-Jerry the Cowboy (M)                        -[60 H.P.]
Doll in the Card Game              - unknown space and time

SKILLS: 

Animals (as Vehicles) Use:    [50% chance]
Construction:                 [45% chance]
Ground Vehicles Use:          [45% chance]

Mechanical Engineering:       [15% chance]
Negotiation/Diplomacy:        [30% chance]
Pistols:                      [35% chance]

Thrown Weapons:               [50% chance]

INFO:

     Jerry the Cowboy is a tall male doll dressed in a flannel
shirt, and wearing blue jeans.  Over the jeans he wears a set of
leather chaps that are fringed and on his head he sports a brown
cowboy hat.  He also wears a leather pistol belt as well.
     Jerry Cruiser was a cowboy from the planet Earth (United
States) who worked in a travelling cowboy show in 1894CE and was
with the show when it travelled to England to perform for the
Royal Family.  After the show which was critically acclaimed,
Jerry went for a walk.  On his walk in the thick London fog he
befriended a mysterious Chinese Mandarin who made a bet with him
that Jerry could not lasso a horse on the empty London street. 
When Jerry tried it turned out that somehow the Mandarin had
tricked his eyes and the horse he believed he was lassoing was in
fact only a gaslamp post.  Since then Jerry has been in the
Toymaker's domain.
      Jerry's favorite memories are of when he worked with
Buffalo Bill in a show.  He also befriended Annie Oakley, the
famous female cowboy performer.  His favorite memories are of the
nature in the wild West, with memories of Utah and its golden red
environment being very pleasing to him.

EQUIPMENT:

white boxers
white t-shirt
black socks
blue jeans
brown leather chaps
red and multi-colored flannel shirt
brown cowboy hat
brown cowboy boots with silver tips and silver spurs
brown leather pistol belt.
lasso rope

*.45 CAL. COLT PEACEMAKER REVOLVER PISTOL [6D6 DAMAGE]*



*NPC COUNTER*

     This is a listing of all the Non-Player Characters in the
adventure so that the Game Master may have an easier time of
keeping track of all the characters.  The circle to the left of
the NPC's name is included so that the Game Master can check off
the NPC if he or she is killed.  The numbers next to the circles
are the number of hitpoints the NPC has.  In the case of the
symbol [oo] this stands for the infinity symbol which ordinarily
looks like a figure eight on its side.  This is used in the case
of the Toymaker who is immortal and cannot be killed in an
ordinary fashion and will be alive at the end of the adventure,
though his universe is destroyed if the players beat the
Trilogometric Game.
    
>> MAIN NON-PLAYER CHARACTERS <<

ALIVE/DEAD ------- NPC ------------------NOTES--------------

 o oo HP -- The Celestial Toymaker   -- Creator of this universe
 o 60 HP -- Barbie the Fashion Doll  -- Doll in the board game
 o 60 HP -- Joe the Army Doll        -- Doll in the board game
 o 60 HP -- Paula the Ballerina Doll -- Doll in the card game
 o 60 HP -- Martin the Astronaut Doll-- Doll in the card game
 o 60 HP -- Jerry the Cowboy Doll    -- Doll in the card game


*COMMENTS ON THE ADVENTURE*

     This is not a typical adventure in the sense that the
players do not have the option to hack and slash their way out of
any danger.  The fact that the Celestial Toymaker cannot be
outrightly destroyed may also bother a number of the players. 
The Game Master should be sure to let the players discover that
simply escaping from the Toymaker is a victory in itself, and
that challenging the Celestial Toymaker in an all or nothing
contest will allow them to destroy his universe even if it does
not bring about his own destruction and he may create a new
universe after another thousand years of work.
     What really makes this adventure the most fun is the opening
of the adventure.  While the text of this module does not seem to
give much guidance in this regard, this is because of how open
the past adventure experiences of the players might be.  The Game
Master should be sure to have the players relive a past adventure
and make it come to life with many of the exact same situations
that they have already experienced.  The Game Master must be sure
to immerse the players in this past adventure experience for at
least an hour or longer of real playing time.  What makes this
part the most effective is when the serious twist is applied to
their experiences which did not happen the first time.  It is
then that the players will realize that not everything is as it
seems.
     Once the players realize that they are in the Toymaker's
universe and they must face one of the four games, the adventure
shifts gears.  In this part of the adventure the players must use
their own personal problem solving, game playing, or simple luck
abilities to overcome the Toymaker's trials.  The players should
(if they play the card or board game) interact with the
Toymaker's dolls.  It should be a surprising and somewhat
chilling or shocking as the players learn that the dolls were
once people like themselves and that if things do not go the
right way, they themselves may suffer the same fate.  Still, it
is up to the players themselves to do well in these games.  (The
games can be fun on their own as well outside of this adventure
module as well.)  This part of the adventure is interpreting as
the players, for the most part, cannot rely on their character's
abilities but must use their own wits to continue the adventure. 
Strong players who solve the riddles may end the adventure here
having had a close call in the Celestial Toyroom but never having
to have met the Toymaker.  This is truly the preferred ending of
the adventure if the players can manage it.  However, if any
players fail in their game, they will end up meeting the master
of the universe they are in.
     The next part of the adventure features the players meeting
the Celestial Toymaker.  The mandarin should be a powerful being
most interested in enjoying himself.  Likewise, the Toymaker is
not afraid to change the rules of a game if it suits him (unless
a specific rule has been agreed upon ahead of time).  Players, if
they have access to the existing episode of "The Celestial
Toymaker (Episode 4-'The Final Test')" [BBC Serial Code-Y] ,
should watch it and get a feeling for how the Toymaker acts.  The
meeting with the Toymaker should allow the players to see the
gravity of their situation and that if they do not lose their
characters can be permanently killed.  The Toymaker will
challenge them to a game called the Trilogometric Game (This is
not the same game as the Trilogometric Game that the Doctor
played against the Toymaker, but is such named that player
familiar with the show are possibly thrown off expecting the same
game, and also because the name in fact fits this game). 
Intelligent players will ask the Toymaker for certain things
before the game starts, such as a pen and paper (if their
characters do not possess it already) before they begin to try to
plot out their moves.  The Toymaker will concede such items if
the players insist that they will not play unless they are
granted such wishes.  Another request the Toymaker would indeed
grant is if there is more than one player who must undergo his
final test, that each of them should get a chance to solve the
Trilogometric Game, and if any of them succeed they all go free. 
Still, the Game Master should keep the Toymaker's granting of
such wishes reasonable.
     The climax of the adventure is when the players play the
Trilogometric Game.  This game can be difficult and is played in
real time.  Thus, I have provided the solutions for playing the
game with either 10 peg holes or 15 peg holes for difficulty. 
The Game Master should select the version of the game that they
believe most appropriate to the problem solving abilities for his
or her group of players.  The Game Master should also realize
that seeing the solution makes it look much easier than it
actually is to solve the game.  There should be tension as the
game is played with the Toymaker definitely taunting and
challenging the players as they try to think.  If a player
complains, have the Toymaker take away his voice.  After all this
is the Toymaker's universe and he controls the environment.  This
is not supposed to be easy for the players and if they don't
think this is fair, be sure to show them this line of text.
     The adventure should hopefully finish with the players
defeating the Toymaker in the Trilogometric Game.  With the
victory they are able to leave and the Toymaker prepares, his
universe exploding as the TARDIS dematerializes.  Players should
realize that they have truly succeeded in winning a difficult
battle if they leave alive.  They should be quite proud.
     If a player (or the whole group) fails, they are indeed lost
and doomed to become dolls in the Toyroom forever.  Their
conversion into dolls should slowly happen as they notice their
skin hardening and their inability to control their own bodies. 
They have indeed paid the price of failure with their lives.
     As for the Toymaker's future, who knows...
     


*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 in numerous variations.  Here are some favorites (all
of these have been play-tested):
TIME AFTER TIME- This is a good sequel adventure to this one.     
     The adventure starts with the players landing in the         
     Celestial Toymaker's universe and they experience reliving   
     their first adventure to the Toyroom again.  Suddenly it     
     goes wrong and different!  The players have in fact landed   
     in the Celestial Toyroom again, looked into the Toymaker's   
     memory window and are reliving their first visit to the      
     Toymaker's domain.  The players must once again snap out of  
     it, endure the tests and to try to escape.  This adventure   
     is sure to induce more than one instance of deja' vu.
THE GREAT ESCAPE- The players land and experience the adventure   
     in the same way as is initially described.  This time, one   
     of the Toymaker's dolls tries to convince the players to     
     play an extra game which will allow the doll to go free and  
     be rescued from the Celestial Toyroom.  If the player loses  
     the game they are still doomed to face the Toymaker.  But if 
     the player wins, things actually get worse, and they have a  
     [35% chance] to realize that they themselves are turning     
     into the doll which must replace the one who intends to      
     leave.  The players have a [50% chance] to try and talk the  
     doll into playing a game again and if it wins be able to     
     swap places once again.  This adventure will only work in a  
     scenario where the Game Master can present the NPC of the    
     doll in a vulnerable yet secretive light and also present    
     the doll as being nieve.  This is so that it is believable   
     if the player convinces the doll to compete in a game to     
     once again be free.  This adventure will work best if the    
     Game Master can evoke emotion in the players and have them   
     harbor a sense of regret in the fact that they cannot        
     actually save any of the Toymaker's dolls from their fate.
THE CANTONESE CONTINUUM- In this scenario, the Toymaker is        
     already present when the players arrive, and they do not     
     encounter the memory window.  In this twist on the meeting,  
     the Toymaker challenges the players to lose all the games    
     rather than win them.  The adventure plays out the same way, 
     with but with the players having to lose to be free.  This   
     is also a good sequel adventure.



*SELECT BIBLIOGRAPHY*

     There is a _Doctor Who_ story and related information
sources which give some background or information on the
Celestial Toymaker and his universe used in this given adventure
module.  It is suggested that one watch what they can of the
story or read the novelization to familiarize oneself with
references used in this adventure.  Other information sources the
author drew on are also listed.

--AUDIO RECORDINGS--
"The Celestial Toymaker," _Doctor Who_, 1966, recorded from the   
     television broadcast, two audio cassettes in the possession  
     of the author.

--BOOKS--
Gerry Davis and Alison Bingeman, _Doctor Who-The Celestial        
     Toymaker_, (London: Target, 1986). [Novelization of          
     televised story]

Graham Williams, _Doctor Who-The Nightmare Fair_, (London:        
     Target, 1989). [Novelization of a script written in 1985 but 
     never produced for the start of Season 23 when the show went 
     on hiatus (and is thus non-canonical).  The story featured   
     the return of the Celestial Toymaker, though it featured him 
     using technology and the help of humans rather than having   
     him control his own universe entirely.]

--GAMES--
_Mindtrap_, (New York: Pressman Toy, 1996). 

--VIDEO RECORDINGS (CANONICAL)--
_Doctor Who: The Hartnell Years_, (Los Angeles: CBS/Fox, 1991),   
     NTSC video cassette.  [Contains "The Celestial Toymaker      
     (Episode 4-'The Final Test')"]



*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 in the
serial  The Celestial Toymaker  [BBC Serial Code-Y] the
Toymaker's memory window is a screen that Steven sees his past
adventures on.  Steven sees the events on the screen rather than
experiences them as in this adventure.  However, the true nature
of Steven's experience from his point of view is not explained. 
Also, the games and riddles here were never used in the serial
itself but these are new ones included for the adventure here. 
There are other examples as well.
     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 main plot behind this story was created by me in mid-
1998 after I listened to an audio recording of the complete
serial "The Celestial Toymaker" [BBC Serial Code-Y].  In the
story Steven looks into a screen that the Celestial Toymaker
calls his "memory window."  Dodo does not see the screen and the
Doctor warns Steven that the "screen is hypnotic (and) it's
trying to dominate your mind."  The Doctor is able to break
Steven's spell of looking at the screen and then warns him that
it is a trap.  While the screen's effect on Steven is never
explicitly explained, Steven seemed to believe he was reliving or
perhaps observing the events he had previously experienced.  This
gave me the idea to use the memory window as a catalyst for an
adventure.  In previous adventures in my on-going Doctor Who
campaign I have had the players relive the past for one reason or
another.  Such an adventure is quite nostalgic and allows the
players to relive some of the best or most interesting moments in
their party's history.  Adventures such as these are well
received and also quite interesting as the players try to sort
out what is actually happening.  My writing out this adventure
for inclusion on the website was to find a canonical framework
for a Game Master to be able to run such an adventure.  The
mysterious nature of the Celestial Toymaker and the fact that he
is such an interesting character that not many Doctor Who gamers
know much about has prompted me to use him for this adventure. 
The Celestial Toymaker presents a perfect bridge between the real
universe the players know and a world where everything becomes a
game.  In this adventure, through games, riddles and mindbenders,
players will find their wits matched in ways that they are
usually not tested within a role-playing game.



*COPYRIGHT/DISCLAIMER*

     Role-playing adventure (c) copyright Zepo, 1999.  

     _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 and the game _Mindtrap_.  This role-
playing adventure is free to fans for personal use only.  It is
not to be published in any media without the removal of the
_Doctor Who_ and _Mindtrap_ elements and the written consent of
the author.

     All the names of characters in this module are fictional and
in no way represent any person living or dead.


*CREDITS/THANKS*

     This adventures owes a great deal of thanks to all the
players who have playtested and played this adventure.  
     I would also like to thank the many groups of players who
have played the game over the years: The Dubberz, the TARDIS
Crew, my players from Adventure Games Plus, the members of MSOE's
MAGE (Time Engineers) club [especially Mike McCarty, Jason Van
Buren, April Harazin, Seth Chmelik, Pete Jensen, and Alicia
Callahan], and the players at the various game and science
fiction conventions over the years.  A specific thanks goes out
to those who have helped me with all my other role-playing,
_Doctor Who_, and web projects (especially Z1R0).  I would also
like to thank everyone involved in the Earthbound TimeLords and
all my friends in the Office of Enrollment Management at MSOE
(Tracy, Tim, Dan, Mike, Amanda, Michelle, Rina, Nicole, Maggie,
Paul, Jean, Jan, Amy, Kelley, Rebecca, Helen, Ron, Kyle, Murray,
Georgie, Pat, as well as Colette and Denise).  
     Special thanks to Brandon Burke for giving me the proper
rules to the game "Toymaker's Trump" which is often also known as
"Piles" (because the game is most often played using piles of
coins).  Another special thank you to Eric Fettig who came up
with the idea to use what I have called "the Trilogometric Game"
as the final test in this adventure module.  Also a special
thanks to Paul Watson (aka. Brigadier P. Maxwell-Lennon) for his
help in my own research of Doctor Who role-playing games and
motivating me to finish this adventure.
     Also, thanks to *you* for showing interest in _Doctor Who_
and role-playing.

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Last Updated March 24, 1999