Roleplaying with Doctor Who!

The Nth Doctor

“Destiny and the Doctor”

“Destiny and the Doctor” (ΩND01)
by William H. Keith Jr.

Game Master: Adam   Players: Brian, Erin
Game Date: 9 July 2016

Characters: The Doctor, The Master, Riddell
Adversaries: The Supreme
Allies: Selene, The Brotherhood of Freedom
Time: 25340 CE–27121 CE
Space: Destiny of Ydar, Mutter’s Spiral

Continuity: The final adventure featuring the Nth Doctor and the first to feature Riddell.

Available: IN PRINT

Synopsis: After rescuing John Riddell from perilous misadventure in Afghanistan, the Doctor reconnects with his old friend over a drink aboard the TARDIS, but they are soon torn from the vortex by the ravenous maw of a black hole! Emerging from the wreck that remains of the TARDIS, the Doctor and Riddell find themselves aboard an inconceivable interstellar vessel, the Destiny of Ydar, a vast and frighteningly powerful megastructure possessing a singularity that consumes planets and stars. In the depths of this great and ever-growing world-ship, corridors become caverns at the core of a trapped moon, armed robots maintain an oppressive code of order, and one of the Doctor’s former companions waits for a moment of redemption.

With her are the children of a forgotten world, lost souls who have forgotten there is a universe beyond but seek to wage a bitter rebellion within their world-ship in the name of all life. The Doctor and his companions join their noble cause, but they are not prepared to oppose the implacable will of their enemy. The Supreme believes itself to be all-knowing, all-seeing, never-ending. It will not be deterred from its five million year mission of vengeance and survival. To bow to the will of the Supreme means galactic genocide. For the Doctor, there is no choice but to resist, even if challenging a would-be god for the fate of the galaxy will seal his own cruel fate. All things must end—even the legendary journey of the hero known as the Doctor!


Fiction: “The Final Curtain”

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IT WAS clear that he was on his way out, this man they called the Doctor. Sylvia had been watching him. After the curtain had fallen to triumphant applause he’d made his way for the theatre bar instead of the exit, as was his ritual, but she could see that he wasn’t going to hang about. The admiring audience dispersed not long after the show, pouring out into the rain-sodden streets. There were plenty of seats and empty tables available. The Doctor had insisted on standing alone at the bar, however, a glass of red wine in his hand. And though he was known to savour his after-show tipples, his fingers never left the stem and the plonk was disappearing fast.

It was only a few short minutes before he’d tossed one of his eccentric tips out for Finchie—this time a sort of small crystal seashell that sparkled blue and periwinkle in the lights of the bar—and was making his way out, past the velvet rope, the cigarette machine, and a curious Sylvia. She caught a glimpse of that inhuman complexion and the shock of grey in his thick mane of hair as he passed by.

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All Things Must End

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A Time to Change

Target3It seems like only yesterday that the Doctor and Selene were stepping out of the TARDIS and onto the beach at Arrowdown, ready to face an uncertain future and terrors untold. That was “Ghost Town,” the inaugural module in our ongoing campaign based on the Doctor Who Roleplaying Game from Cubicle 7. It launched an unforgettable run of adventures that has taken our players from the battlefields of Roman Britain to the flowering jungles of Vortis to the depths of the Atlantic Ocean in the belly of the Titanic. The Doctor and his companions—the robot Master, Selene, Mohana, and Alison—have toppled madmen and undead gods and alien killing machines. The Daleks and the Divinity came closest to ending their journey, but with carefully chosen traits and a few well-played story points, our heroes triumphed over evil time and again. The Doctor and the TARDIS are eternal. On television and at the gaming table, their story will never end.

That’s important to remember, as change is coming. The Dark Dimension is about to be renewed. The incarnation of the Doctor brought so memorably to life by Richard E Grant in “Scream of the Shalka,” star of our campaign, has dark days ahead as our game narrative is jumping forward to depict his defiant last stand. The time has come for an historic first in our campaign, the first regeneration—and the moment has been prepared for. Players and game masters will be switching roles, and there will be a shake-up in the status quo.

A regeneration is imminent, but that doesn’t mean we’re done telling stories with the Nth Doctor. Though we’ll be introducing the Doctor’s next incarnation and a new take on the ongoing story arc, there will be plenty of opportunities to play out the untold stories of the Nth Doctor’s era in the future. Going forward, the Dark Dimension will feature twice the Doctors. This will expand our ongoing original narrative and add some variety to the proceedings. Ultimately, each player in the campaign will have the opportunity to create their own Doctor. It’s been great fun developing an original take on the mythology of Doctor Who using “Scream of the Shalka” as a starting point. That mythology is going to take on a greater richness and vibrancy as our cast of Doctors begins to expand.

Who is the companion destined to board the TARDIS during its time of peril? Will the Doctor at last break free of the oppressive control of the Time Lords? Can the Master resist his hideous true nature? What is to be the Doctor’s final fate, and what sort of man will emerge from the ashes of his regeneration? Time, and a roll of the 2D6, will tell.


“Blind Eye”

Cover14b“Blind Eye” (10ND04)
by Morgan Davie

Game Master: Erin   Players: Brian, Adam
Game Date: 8 May 2016

Characters: The Doctor, The Master, Alison
Adversaries: Clockwork Robots, The Weeping Angels
Allies: The Indian Space Agency
Time: 15 July 2385 CE
Space: SS Marie-Anne Lavoisier, Sol System

Available: IN PRINTIN PDF

 

Synopsis: Class is in session when the Doctor and Alison become the subjects of a peculiar lesson in a most peculiar school. The artificial gravity, perception filters, and clockwork teachers suggest a sinister curriculum at work, and expulsion from the classroom means certain death in the depths of space! Even the atmosphere of this strange place is toxic, burning the eyes and confusing the senses. Soon, the Doctor and Alison are running blind, relying on students to lead them in a desperate study of their surroundings. Together, they learn that the clockwork teachers are being directed by a more powerful and malevolent force: the Lonely Assassins who feed on time and wait in shadows for a moment of blindness in which to strike.


Teaser: “Blind Eye”

Fiction001HOSPITAL. She must be in hospital.

Through eyes still bleary with sleep, Alison Cheney found herself staring at a shield of gleaming glass just beyond the tip of her nose. And light. White light. There was a white light, as if the chamber around her was lit from within. The impulse to cover her eyes only served to demonstrate that she could not move her arms. There were heavy straps at her wrists and ankles. And it felt like hospital, the air cold and antiseptic and strangely still. Something must have happened. Something must have gone wrong. She must be in hospital.

Alison coughed, her throat sore, mind struggling amid a fog of uncertainty. But how could she be in hospital? She and the Doctor had been in ancient Babylon. She had begged for ancient Greece, and the TARDIS had brought her there. They had been looking for Herodotus, the Father of History. The last thing she remembered was standing at the Ishtar Gate, arguing with the Doctor over the bogus map he’d been foolish enough to buy from some Persian Del Boy.

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Recipe: The Ginger Scotch

Recipe001The Nth Doctor is a man defined by his appetites. In contrast to many of his predecessors, this epicurean Time Lord always finds the time to enjoy a meal or a fine cigar. When the TARDIS lands on an alien starship or amid some historic crisis, it’s typical for the Doctor to gain his bearings by first seeking out a drink. In his adventures thus far he’s enjoyed a spot of Elystrian burned wine, a Drashani Syrah, brandy, prosecco, gin, and classic cocktails ranging from the colony to the sidecar. It seems fitting that we find the time to post the occasional drink recipe for the sort of pick-me-ups well-suited to the Doctor Who game table. That said, the latest cocktail is mixed in tribute not to the Doctor but to one of his great television companions.

IMG_0248aThe Ginger Scotch—better known to Whovians as an Amy Pond—is as bright and invigorating a drink as its ruby complexion would suggest. Any tipple mixed in tribute to the one and only Amelia Pond would have to be both sharp and sweet, of course. The Ginger Scotch delivers. In make-up, it’s not unlike a Mamie Taylor or Glasgow Mule. Combining ginger beer, black cherry juice, grenadine, bitters, and, of course, Scotch, this blend teeters between savory and sweet, imparting the same fierce flavor as Karen Gillan’s performance. (Our Ponds were mixed with Gosling’s Ginger Beer, which brought just the right bite.) If your character sheet calls for a companion that is both adventurous and reckless, stubborn and also fun-loving, sharp but also sweet, then you might consider mixing up a batch for your next game day.

For a full recipe, be sure to take down the details provided for an Amy Pond at Nicole Beckerman’s  Doctor Who Cocktails blog.