Among the crypt’s fflve tombs, the key rests inside the oldest of these with the body of a mediaeval knight. The crypt is accessed by a door in the small bell tower that remains locked. The area is mainly closed as the stairs and crypt are not entirely up to modern safety standards and the church can’t affiord to bring them up to code. But archaeologists and academics are allowed access as long as the local vicar is happy to let them in. The church is run by Reverend Albert Collerson. Reverend Collerson is very close to, if not past, retirement age and glad the church has a small congregation and a slow pace. He knows the history of the building well, and can tell the characters which is the oldest part of the church, but he is not a member of the cult. The cult tends to try and remain at arm’s length and so hasn’t inducted the vicar, though they keep a close watch. Unless the characters make a point of arriving during a service, they fflnd the church mostly empty. As this is an Anglican church, it does not offier confession, though the vicar makes himself available to his parishioners in case any of them want to talk. Clever players might also be able to use online maps of the area to scan for names connected somehow to Scaravore. With a well-programmed algorithm, they might turn up the names of the three key locations, but doing so requires a successful DC 15 Intelligence (Computers) check. The visions they have had won’t be a lot of help until they are in the right area. Most places have a church nearby (although not all of them) and several buildings have cellars (they might not see that it is a pub) and some family homes. However, if they get to the right area, their memory of the visions confflrm they are in the correct place. SACRED CHURCH OF ALL RIGHTEOUS ANGELS (VOTIVE ORDER OF RELIGIOUS ECUMENICAL), ALDGATE In Aldgate, the characters discover a church whose name should give them a clue that it is something to do with the Scaravore. No one knows why it has the odd title it has, or who the ‘Votive Order of Religious Ecumenical’ used to even be (they ceased to exist hundreds of years ago). The name has come about due to the unconscious inffuence of the Scaravore on those who named the place many years ago, hence the acronym. Another clue that this might be the resting place of a key is that the church is one of the oldest buildings in the area. While it has been rebuilt, its foundations date back several centuries. The church is quite a small one, little more than a simple chapel really. Its modest graveyard is ringed with trees, making it hard to even see the church itself from the nearby road. Oflce buildings and apartment blocks tower around it, but over the centuries it has remained. A low brick wall surrounds the church and graveyard, with a weather beaten sign at its gate showing the name of the place. The key piece is kept in the oldest part of the church (hence the feeling of age in the vision). This is a small crypt underneath the building that is not open to the public. CHAPTER 5 | THE MANDALA OF SCARAVORE 101
The cultists are content to watch and wait for the most part. Unsure of what the characters already know, they won’t want to give the game away. If the characters are left alone in the crypt, they may decide to act, doubly so if the characters leave the crypt with the key piece. At this point, the cult have given up on the idea of putting the characters through the mandala, so they are looking to kill them (they are all armed with small knives). However, the Scaravore doesn’t want any more of its secrets revealed, so it kills any cultists who look like they might get captured by removing itself from their mind. If the characters get hold of a piece of the key, the cult will know about it. They feel its presence move through the hive mind no matter how subtle the player characters are. Once they have a piece in their possession the cult will be looking to kill them and take the piece back. This might shift some of the cult’s plans towards violence in subsequent encounters. THE ROD AND VAULT, LUDGATE Another piece of the key is found in the cellar of a public house in Ludgate. While the pub itself is very old, it has recently been part of a gentrifflcation programme and is now more of a trendy and expensive bar than the old drinking house it used to be. As you might imagine, the name of the place is once more due to the inffuence of the Scaravore on the minds of the builders. Its power has seeped into everyone in this area to some degree, whether they were part of the cult or not. The Rod and Vault appears to be an old Tudor building from a distance, but as you get closer you notice only the original frame of the building remains. Glass panels enclose the remains of the original walls, which are kept clear of pictures to show offi the original features. A long bar surrounds a selection of craft beers in huge barrels, and it serves a range of overpriced food presented on bread boards. Several thick plain wooden tables surrounded by similarly proportioned chairs provide seating for the patrons. All the waiting and bar staffi are easily recognised There will be a few parishioners engaged in silent prayer. Out of the six people here, at least four are cultists keeping watch. These cultists may give themselves away muttering ‘Scaravore’ in their pretend prayers or tracing Scaravore symbols on the pews with their fflngers. In this place, they will all be making the same symbol, the one that relates to this area. How this encounter plays out depends very much on how the characters choose to engage with it. They might make assumptions and start a fflght with the vicar or take a more subtle track and take a look around. The vicar will happily show them the crypt if they ask politely and seem to have a genuine interest in history. They need no special permissions or proof of their academic credentials, but those will also help. However, the vicar won’t be keen on them opening up any of the tombs! To do that, they have to fflnd a way for the vicar to leave them alone in the crypt. As long as they are polite and reasonable he won’t assume they are up to no good. You may call for an opposed Charisma check to talk the vicar into leaving them to their own devices down there. DOCTORS AND DALEKS | KEYS OF SCARAVORE 102
member for each character, and they are armed with small knives (see page 112 for stats). The characters’ best chance at escape is to climb out of the beer delivery hatch that leads to the alley behind the pub. It is padlocked shut, but a Sonic Screwdriver, similar gadget, or using force can get it open with a DC 14 Dexterity (Security Tools) check while others keep the cultists at bay. How this plays out depends on what precautions the characters have taken. They might try breaking in at night or set guards while the others dig up the key piece. If they sneak in at night and don’t trip an alarm, they will only have the one cult member to deal with, as the oflce workers will be further away. If they deal with the cult members they should get away from the area quickly. While there are no more cultists nearby, more will be on the way. Should someone call the police, the characters may have trouble explaining what they are up to! 17 EROVARAC STREET, CRIPPLEGATE The Cripplegate key piece is held in the basement of what is now a family home. It is located in one of the few remaining streets near the Barbican area that hasn’t been redeveloped. It remains a peaceful avenue of Victorian tenement houses, many of which have been broken up into ffats. Erovarac Street is long and straight (by London standards) and contains only residential property. The nearest shop is a small supermarket a couple of streets away. Given the location and ‘Victorian charm’ of the area, house prices here are astronomical, as evidenced by the expensive cars that line both sides of the road. Number 17 is where the key piece is located, which should be reasonably clear from the visions (which feature the house number). The house is owned by the Simons family, a recently married couple with two small children. James Simons works in a merchant bank few people have heard of, but makes spectacular amounts of money. His wife Abigail gave up her career as they wear black polo neck jumpers and trousers. In general, it’s a nice place but expensive and a bit pretentious. The pub has a lower ffoor designed to function more as a small restaurant. Except for meal times, the area is much less busy, and even empty on occasion as (while well lit) it has no natural light. Toilets are on this level, as is a door marked ‘Private’. The private door leads to the beer cellar, a large room ffllled with metal beer barrels and pumps (the beer barrels upstairs are fake!). The ffoor here is made of the original ffagstones, now grey and worn through use. Investigating reveals one of the stones carries a symbol of Scaravore. The piece of the vault key rests under this stone. Finding the stone is an easy matter if the characters look around. You may ask them all to make Wisdom (Perception) checks and let the highest result discover the stone. Lifting it is another matter. It takes a DC 19 Strength (Athletics) check to lift, but the characters can try a Collaborative Check to come up with something ingenious, like a makeshift winch or lever. Failing results in dropping the ffagstone stone, delivering 1d4 bludgeoning damage to all characters helping move it. This also alerts the bar staffi to the noise, notably the cult members in the staffi, who will come to investigate (see below). The pub staffi may come down at any time to change barrels, interrupting the characters lifting the stone, but the real problem is the cult. A group of cult members work in oflces nearby and have their lunch here every day. Additionally, three of the staffi are also cult members, with at least one on site at all times. Unless the cult is on alert to look out for the characters, they won’t pay them any attention until they start moving the cover stone to expose the key piece. As soon as that happens, the cult will know (through its connection) and go into action. The staffi member closes offi the lower level, saying a spillage has made the stairs dangerously slippery, and the oflce workers swiftly arrive and go down to the beer cellar to deal with the characters. There is at least one cult CHAPTER 5 | THE MANDALA OF SCARAVORE 103
as a lawyer to stay at home with the children. They have a two-year-old boy called Tennyson and a newborn daughter called Allegra. James works almost all hours of the day, but does earn an awful lot of money. Abigail enjoyed being a lawyer and plans to return to it when the children are older. In the meantime, she is enjoying spending time with her children as a full-time mother (with a nanny to do the messy bits). Her days consist of reading all the celebrity magazines to discover which form of quinoa is recommended by Gweneth Paltrow for her children’s chakras. The characters may assume whoever is living at this house will be cultists, but in fact the cultists are the next door neighbours. Tom and Barbara Ellison are a young couple who apparently both work from home as web designers, although the jobs are fake — the cult pays them so they can keep watch full time. In fact, they have struck up such a friendship with the Simons family they often babysit on the rare evenings James isn’t working late, so he and Abigail can go out, and the nanny can have a night offi. They have used these times babysitting to install several security cameras and microphones that allows them to observe any area of the Simons home from the multi screened control room they have at their own house. Both Tom and Barbara use the elite cultist of Scaravore stat block (page 113). Again, how this encounter plays out depends on how the players go about it. They could convince Abigail they are part of a child services inspection, or checking the house for damp, or even some form of workmen her husband has booked and forgotten to mention. A reasonably convincing story will get Abigail to let them in on a successful Charisma contest. Sneaking in to burgle the house is very diflcult, mainly as there is always someone at home. At night, when it is quietest, the whole family is in the house (albeit asleep). There is a locked door or window, as well as a decent burglar alarm (both require a DC 15 Dexterity (Security Tools) check to get past). The baby is also a light sleeper and DC 16 Dexterity (Stealth) checks will be required any time anyone is on the stairs or upper ffoor not to wake her up. DOCTORS AND DALEKS | KEYS OF SCARAVORE 104
If the characters are able to look around, they eventually discover ( just as in the pub) a symbol of Scaravore carved on the stone ffoor, hiding a part of the key. If the characters take the key at any point, Tom and Barbara will look to hunt them down and take it back. Lifting the ffagstone requires a DC 19 Strength (Athletics) check, just like in the pub (page 103). PART SIX: FACING SCARAVORE Now that the characters have the key, the cult will be on full alert and actively hunting them. If the characters are a more conffictoriented group, you should throw a few random attacks from cult members to keep them on their toes. The most obvious thing for the characters to do is to put the key together. Doing so is pretty simple, and the pieces magnetically pull together when placed near each other. Once assembled, the pieces create a rod, covered in indecipherable hieroglyphics. These are a warning about unlocking the prison by the vault builders whose language is long forgotten (too old for even a TARDIS to translate). Luckily, the vault builders encoded instructions in more than just words. As soon as the key is assembled, anyone in physical contact with it is assaulted by a series of powerful visions. They show the horrifflc consequences of releasing Scaravore. Worlds drained of life, stars torn apart and whole galaxies consumed. But then it shows that Scaravore can be forced into slumber, as long as the bearer of the key has the will to do so. As soon as the visions fade, the key seems to come alive a little and seems to pull the bearer in a particular direction. It is guiding the characters to walk the mandala once more, and face Scaravore inside its own mind! Remember that Tom and Barbara are operating a 24-hour surveillance on the house, including infrared cameras, so they can see anything that is going on. It takes a DC 16 WIsdom (Perception) or Intelligence (Investigation) check to notice any devices, and a result of 20 or more to fflnd them all. Removing more than one makes it clear to Tom and Barbara that they have been discovered. If Tom and Barbara think the characters are a threat, they come over and deal with them. However, they would prefer to take the characters out away from the house so as not to blow their cover. If they need to sneak into number 17, they can do so easily through the attic. They had a door secretly put in between the two houses when having some ‘renovation work’ done a year ago. But the real question in the midst of all this is the key’s location. If the characters are able to look around the house, they may notice a symbol of Scaravore carved on the old door to the basement under the main stairs. The carving is very old, as the door is one of the original features of the house. Unfortunately the Simons don’t know they have a basement! The steps down to it were covered over by the cult to keep the location safe. So as far as the Simons are concerned, the door simply leads to a cupboard under the stairs. If someone looks around the cupboard, they notice that the wooden walls are all very old, but the ffoor of the place is comparatively new. Noticing this takes a DC 14 Wisdom (Perception) or Intelligence (Investigation) check unless they take the various clutter (vacuum cleaner, mops, old carrycot, and so on) out of the cupboard. If they pry up the newer ffoorboards, the characters discover they are covering a set of stairs leading down to a basement. The basement is dark and creepy. No one has been down here in years and there is no window or artifflcial light. If Tom and Barbara confront the characters down here, they are equipped with night-vision goggles. so the darkness is no problem for them. CHAPTER 5 | THE MANDALA OF SCARAVORE 105
THE ARMY OF THE STORM As the dreamscape city gradually changes around the characters, it becomes more hostile. Passersby knock into them or push them over. Cars seem to target them. You might call for some DC 15 Dexterity (Acrobatics) or Strength (Athletics) checks to avoid getting knocked down or run over, taking no more than 2d6 damage on a failure. Eventually, it becomes clear that everyone around the characters has stopped what they are doing and is staring at them. Their features seem to blur and become less individual, until they are unrecognisably nondescript, like shadows of their former selves. The sky by now has darkened with storm clouds and a terrible presence seems to emanate from above. It feels as if the city itself is staring at the characters. The buildings around them also begin to shift and change. The streets get thinner, the buildings taller and darker. As the crowds around the characters edge towards them threateningly, one building seems to stand out among the huge shapes that cluster ever closer. On top of this skyscraper a glare of energy can be seen, lighting up the whole city with a sickly yellow tint. As the characters watch, they can feel hatred pour out from this presence. Frightening though this presence is, the key seems to pull towards it. THE FINAL WALK The characters should set offi following the key’s psychic pull, and before long they realise they are walking the mandala (especially if they took note of the streets). This may reasonably make them a little nervous, but as they begin to connect to the mind of Scaravore, they are not overwhelmed by its power as they were before. It appears the key is protecting them from the full force of Scaravore’s mind. As the characters walk the streets (or drive if they have a mind to), they see the sky darken and the buildings twist and become taller and more menacing. What they won’t know is that they have now entered the dreamscape of Scaravore’s mind, and their physical bodies are now lying passed out on the street somewhere, protected from the cult by the key. If they were driving, the car would have idled to a slow halt, partly on the pavement, after gently bumping into a post box. In their minds, they continue along the path, following the route of the mandala. You should gradually describe the route becoming more and more surreal as they travel deeper into Scaravore’s mind. The characters might wonder if they are entering a dream or if the strange twists to the city are actually real, a result of the rise of Scaravore! DOCTORS AND DALEKS | KEYS OF SCARAVORE 106
whether they succeed or fail, they make it to the entrance, but you should make it clear the presence seems to be growing stronger (as Scaravore awakens) and time is clearly a factor. Stragglers may have to be left behind. THE FALL OF A CITY Once past the shadow horde, the characters need to climb to the top of the building. It is a long way up as you might imagine. If the group enjoys combat scenes, they could fflght their way up through waves of more shadow folk. They will only engage in hand to hand, allowing any characters with ranged weapons the advantage. However, this is Doctor Who, and fflghting is always the last option. The characters have a head start on the shadows, and can try to block the stairs or any doors with barricades to slow down the huge crowd that is following them. In this case, the journey to the top becomes a race rather than a fflght. If the characters make a DC 10 Wisdom (Insight) check, they notice the inhabitants of the city seem to be clustering around the ominous skyscraper, almost shielding it. If they haven’t already decided to get closer to the presence, this should be a clue. However, to get to the skyscraper, the characters have to fflght their way through. There are too many people to run this scene as a standard combat. Luckily, the city inhabitants fall quite easily, but there are a lot of them. They are only really shadows after all. This is handled as an Encounter (see Facing an Army) or as a DC 14 Collaborative Check, with a success enabling the characters to reach the skyscraper entrance (which is the only feature on an otherwise featureless building). If the group fails the Collaborative Check, every individual that failed a check gains a level of exhaustion. Regardless of FACING AN ARMY Facing such a large number of Scaravore drones can seem impossible, but thankfully this is not real and all within the mindscape of Scaravore itself. This can be handled as an Encounter (see Doctors and Daleks: Player’s Guide page 304). Group Level Encounter Plot Points Standard Modiffer Armour Class Damage per Attack Save DC XP 5 Party Members x 20 +4 14 2d6+2 13 1800 CHAPTER 5 | THE MANDALA OF SCARAVORE 107
should be handled with a Collaborative Check, narrated in a suitably epic style with the description of shattering skyscrapers. The default DC of the Collaborative Check is 16, and both Strength (Athletics) and Dexterity (Acrobatics) checks are particularly useful, though keep in mind that in the dreamscape characters can use the power of their minds to accomplish otherwise impossible things — encourage the players to get creative with their suggestions, and reward them with a lower DC or Inspiration! If the group fails, every character that failed a check gains a level of exhaustion, as described in the previous Collaborative Check. The characters may begin to think this is some sort of dream state. If they can make a DC 12 Wisdom saving throw, then they can focus their will on the reality around them. This means they can spend Inspiration to manipulate the world in some way. This may be to conjure new weapons out of thin air, or make the stairs a lot shorter, but it can’t be used to defy physics or create supernatural abilities, such as ffying up to the top. Understanding this is a dream also allows a character to use Intelligence, Wisdom, or Charisma instead of Strength, Dexterity, or Constitution on any roll or check if you deem it appropriate. Eventually, the characters reach the top of the skyscraper and burst out onto the roof. The centre of the presence is no longer there. It glares at them from the roof of another building. However, before the characters can consider going all the way down again (through more hordes of shadows), the building itself begins to crumble. The awful presence is blasting the city with energy and causing everything to fall to dust. The key glows with a powerful light as across the city the buildings begin to topple. The one the characters are on begins to (luckily) fall towards the presence of Scaravore, which remains on the only building that isn’t crumbling. The characters have to ride their building as it collides with another and try to jump from one rooftop to the next as skyscrapers topple around them. Each one takes them closer to Scaravore. Crossing the collapsing buildings KILLING CHARACTERS In this dreamscape, the characters can’t be killed. They will just wake up from the dream. However, the players will not know that — if they fail to pass the crowd or jump across buildings, you might describe them dying horrifflcally. The same applies if they ‘hold the fort’ to grant time to the other characters. However, those who are ‘killed’ will miss the big climax, and if it is handled badly will be rather upset at such an end. You should be careful how they play such dramatic conclusions, or allow the character — once they have awoken — to try to retrace the mandala and reenter the dreamscape. THE FINAL BATTLE As with the struggle to get past the swarms of cultists before, battling Scaravore in its dreamscape can be handled with an Encounter (see Doctors and Daleks: Player’s Guide page 304). Scaravore is a dangerous and imposing threat of incomprehensible scale, using Improved Plot Points, Modifflers, AC, Damage, and Improved Intelligence and Wisdom saving throws. Group Level Encounter Plot Points Standard Modiffer Armour Class Damage per Attack Save DC XP 5 Party Members x 22 +5 14 2d6+4 13 (14 on Intelligence and Wisdom) 2300 DOCTORS AND DALEKS | KEYS OF SCARAVORE 108
This fflnal confrontation should be played out against the strengths of the characters. If they are fflghters, let them take on Scaravore in combat, if they have great willpower, make it a head-to-head battle of wills. They could try to outsmart it with logic, or drive it to submission with sharp wit. You might even let them duke it out with energy beams blasting from the key. This confrontation can be played out with an Encounter (see The Final Battle) or have the characters make two sequential Collaborative Checks to defeat Scaravore, each with a baseline DC of 18. If the group fails a Collaborative Check, all characters must make a DC 18 Constitution saving throw or pass out, waking in the real world. If all of them fail, Scaravore will rise. AFTERMATH If the characters can manage to make the rolls required, Scaravore is forced into a deep sleep once more. Its vault cavern shakes with its rage and brings more earth and stone down to cover it once again. The characters will wake up lying in the street, with a few onlookers wondering what they are up to (a few might throw them some spare change). Those who were recently inducted into the cult will fflnd Scaravore retreat from their minds. While this will be horribly traumatic, some will make a full recovery. Many of the cult will not be able to survive the loss of Scaravore and will die in torment as what remains of their minds is ripped away. However, a few of the longer serving members will manage to survive, and will swear to continue the work once more. If the characters check sensor readings, the power levels have faded away. If they have acquired a map of the mandala, they might pass it on to the authorities, such as UNIT, Torchwood, or a similar operation. Kate Lethbridge–Stewart will see to it that the government sends out compulsory purchase orders for some of the places on the map, and that streets are redirected to ensure the Mandala of Scaravore is broken and can never be used again. FINAL CONFRONTATION Upon reaching the fflnal rooftop, the characters fflnally face Scaravore. It remains indescribable — a being of energy, hate and power. But the key seems to know what to do and it blazes with light. A storm thunders overhead as the city crumbles to dust around this single edifflce. It is up to the characters to focus everything they have in this moment to take on the Scaravore in a battle of wills. CHAPTER 5 | THE MANDALA OF SCARAVORE 109 BUT I CAN GIVE YOU POWER! When things start to look bad for Scaravore, it may attempt to make a deal. While it cannot communicate in something as primitive as language, it can link to the mind of any character and make its offier known. As you might expect, it offiers power beyond their wildest dreams. It will give up a piece of itself and gift it to the character. The exact nature of the gift is left up to you, but it’s along the lines of ‘you are now a demigod’. The character might just make a DC 15 Wisdom saving throw to resist, but it is better to roleplay out the offier. Remember, Scaravore isn’t just offiering power for its own sake. A character might use this power to bring peace to the galaxy, solve world hunger, or bring loved ones back from the dead. Scaravore can even offier a temporary taste of that power to sweeten the deal and prove what it is capable of. To accept, all the character has to do is stop the others using the key and submit to its will. Of course, whatever happens, Scaravore will not honour its part of the deal. When a treacherous character submits to receive their reward, Scaravore takes their mind and turns them into one of the cult, before it breaks free to consume the Universe. The only reward the betrayer receives is to be spared long enough to see the end of everything they love.
CHAPTER 6: APPENDIX
APPENDIX: STATBLOCKS AQUATIC SILURIAN Aquatic Silurians (or ‘Sea Devils’) are a subspecies of Silurian that adapted almost exclusively to underwater life. Thus, Aridius wasn’t suitable for their purposes without massive ‘aquaforming.’ AQUATIC SILURIAN Medium Humanoid (Reptilian, Aquatic) Armour Class: 18 (natural armour) Hit Points: 82 (11d8 + 33) Speed: 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) (Land) / 18 (+4) (Sea) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Saving Throws: Constitution +5 Skills: Insight +2, Survival +4, Technology +3 Damage Vulnerability: Cold, High Frequency Sound Damage Resistances: Heat Senses: passive Perception 12 Challenge: 1/2 (100 XP) Tech Level: 6 Aquatic: Aquatic Silurians are at home in the sea and move about clumsily on land. As aquatic creatures they have gills and can breathe underwater. An Aquatic Silurian on land has disadvantage on any Dexterity ability check or saving throw. ACTIONS Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Sea Devil Gun: Ranged Weapon Attack: +3 to hit on land or +6 in the water, range 30/60ft, one creature. Hit: 3 (1d6) lightning damage. CARETAKER WORKER While Neanderthals are close cousins of humanity (and whether they are of the same species is a matter of some academic debate), the Caretakers have been genetically modiffed by the Silurians to act as perfect servitors. They emerge from maturation chambers as young adults, and they’ve been programmed rather than educated. They are fflawless clones (as any ‘defects’ are immediately recycled), although there is variety in their features. Due to the nature of their programming, Caretakers are quick to accept what they know as fact, dismissive of anything that doesn’t fft, and rarely question why things are the way they are. Thus, Caretakers are resistant to logical damage, as it is simply difficult to get through to them. CARETAKER WORKER Medium Humanoid (Neanderthal) Armour Class: 11 Hit Points: 5 (1d8 + 1) Speed: 30 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Damage Resistances: Logical Senses: passive Perception 10 Challenge: 1/8 (25 XP) Useful: A Caretaker is speciffcally programmed to perform a certain function. A Caretaker has advantage on all ability checks related to that function. ACTIONS Club: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. CHAPTER 6 | APPENDIX 111
CULT OF SCARAVORE All the members of the cult are pretty ordinary humans. However, the cult has been careful to collect a few trained soldiers and ffghters to see to the protection of their operation. All the cultists have been taken through the Mandala of Scaravore in some way, and are now mentally linked to its terrifying power. In most cases, their personalities have been utterly overridden by the Scaravore, but some manage to maintain their previous lives and work for Scaravore in more public-facing roles. All of the cultists are linked in a low-grade form of hive mind. This means they know when one of them is under attack or in danger. It also allows CULTIST OF SCARAVORE (PRESENT DAY) Medium humanoid (human) Armour Class: 15 (bulletproof vest) Hit Points: 58 (9d8 + 18) Speed: 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills: Acrobatics +5, Athletics +4, Perception +2 Senses: passive Perception 12 Damage Resistances: Emotional Challenge: 3 (700 XP) Networked: All cultists are psychically linked and can sense when others are in trouble. Pack Tactics: The cultist has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incpacitated. ACTIONS Multiattack: The cultist makes two melee attacks or two ranged attacks. The cultist may only make one ranged attack if it chooses to volley. Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Assault Riffle: Ranged Weapon Attack: +5 to hit, range 125/500 ft., one target. Hit: 14 (2d10 + 3) piercing damage or volley for 30 (5d10 + 3) piercing damage. CULTIST OF SCARAVORE (1843) Medium humanoid (human) Armour Class: 15 (bulletproof vest) Hit Points: 58 (9d8 + 18) Speed: 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills: Acrobatics +5, Athletics +4, Perception +2 Senses: passive Perception 12 Damage Resistances: Emotional Challenge: 2 (450 XP) Networked: All cultists are psychically linked and can sense when others are in trouble. Pack Tactics: The cultist has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Multiattack: The cultist makes two melee attacks or two ranged attacks. Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Pistol: Ranged Weapon Attack: +5 to hit, range 125/500 ft., one target. Hit: 8 (1d10 + 3) piercing damage. them to psychically coordinate their attacks on intruders. However, they cannot speak to each other telepathically or communicate any more than feelings to the cult as a whole. Many long-standing cultists have now been utterly consumed by the mind of Scaravore, and if the creature is put to sleep again or destroyed they will die. Their minds cannot function without the presence of Scaravore. The newer converts or especially strong willed may survive the process if Scaravore can be defeated. Either way, there is no other way to ‘deprogramme’ anyone who has been lost to the cult, especially while the Scaravore is inffluencing them. Cultists are usually unarmed, but if they are guarding a location or expecting trouble then they wear armour and carry weapons as noted in the stat block. DOCTORS AND DALEKS | KEYS OF SCARAVORE 112
ELITE CULTIST OF SCARAVORE Medium humanoid (human) Armour Class: 15 (heavy jacket) Hit Points: 78 (12d8 + 24) Speed: 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 16 (+3) Skills: Acrobatics +6, Athletics +5, Insight +4, Perception +4 Senses: passive Perception 14 Challenge: 4 (1,100 XP) Networked: All cultists are psychically linked and can sense when others are in trouble. Pack Tactics: The elite cultist has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incpacitated. ACTIONS Multiattack: The elite cultist makes three melee attacks or three ranged attacks. Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Pistol: Ranged Weapon Attack: +6 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ELITE CULTIST OF SCARAVORE (TOM AND BARBARA ELLISON) While the cult has only placed two agents near this location, Tom and Barbara are both very dangerous. They are much the same as most cultists, but highly trained in various martial arts. While they are better at fftting in with ordinary people, there is still something odd about them. In truth, their veneer of neighbourly charm is very hard work for them to maintain. Their beaming smiles drop the second anyone turns their back on them. Note that the stat block contains the weapons they usually carry with them. The armoury at their house contains almost every kind of weapon should they need them. DRACONIAN SCOUT Draconians are a reptilian humanoid species whose empire had a disastrous ffrst contact with Earth in the 25th century. With communications disrupted during a neutron strom, an Earth vessel destroyed an approaching Draconian vessel believing it to be hostile. This incident sparked a three day war that took half a billion lives. While a truce was called after the error was recognised, lingering bad feelings have kept diplomatic relations cold. Dracona is an arid world that, unlike Saphira, has a harsh environment to go with it. Thus, they depend on rigid codes of conduct to keep their society in order and have a low tolerance for deception. Draconians tend to keep their emotions to themselves and frown on openly displaying them, preferring to project a cool demeanour and making practical decisions. DRACONIAN SCOUT Medium humanoid (Draconian) Armour Class: 12 Hit Points: 19 (3d8 + 6) Speed: 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) Skills: Acrobatics +4, Athletics +3, Perception +4, Stealth +4 Damage Vulnerabilities: cold Senses: darkvision 30 ft., passive Perception 14 Challenge: 1/4 (50 XP) Keen Hearing and Sight: The Draconian scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. ACTIONS Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Blunderbuss: Ranged Weapon Attack: +4 to hit, range 40/120 ft., 1 target, 9 (2d6 + 2) piercing damage. CHAPTER 6 | APPENDIX 113
DYSEN TERI BOUNTY HUNTER The Dysen Teri are a clinical and opportunistic species of shapeshifters who seek highrisk, high-reward professions. Mercenaries, poachers, treasure seekers, and bounty hunters, the Dysen Teri have a reputation for fast, brutal, and often deadly performance. More information on The Dysen Teri can be found on page 72. DYSEN TERI BOUNTY HUNTER Medium humanoid (Dysen Teri) Armour Class: 13 Hit Points: 78 (12d8 + 24) Speed: 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Saving Throws: Dex +5, Int +3 Skills: Acrobatics +5, Deception +2, Perception +2, Stealth +5 Damage Resistances: emotional Senses: darkvision 120 ft., passive Perception 12 Challenge: 3 (700 XP) Alkali Weakness: The Dysen Teri’s body chemistry is vulnerable to alkali. Touching or ingesting the liquid forces it to make a DC 20 Constitution saving throw. On a failure, the Dysen Teri takes 9 (2d8) poison damage (you may increase this if more than a vial-full is used) and suflers the poisoned condition. On a save, the Dysen Teri takes half damage and isn’t poisoned. Evasion: If the Dysen Teri is subjected to an eflect that allows it to make a Dexterity saving throw to take only half damage, the Dysen Teri instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Master of Disguise: The Dysen Teri has double proffciency with the Deception and Stealth skills. Shapeshifter: The Dysen Teri can use the disguise self and alter self spells at will without expending material components. Sneak Attack: The Dysen Teri deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Dysen Teri that isn’t incapacitated and the Dysen Teri doesn’t have disadvantage on the attack roll. ACTIONS Multiattack: The Dysen Teri makes two melee attacks with its hunting knife or two ranged attacks. Hunting Knife: Melee Weapon Attack: +7 to hit, reach5 ft., one target. Hit: 5 (1d4+3) slashing damage. Pistol: Ranged Weapon Attack: +7 to hit, range 50/200, one target. Hit: 8 (1d10+3) piercing damage. Poison Syringe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Target must make a DC 18 Constitution saving throw or be paralysed for 1 minute. The Dysen Teri Bounty Hunter can only use a Poison Syringe once. DOCTORS AND DALEKS | KEYS OF SCARAVORE 114
GIGARAPTOR The gigaraptor is a larger cousin of the velociraptor (unknown amongst humanity until its fossils were found near a Silurian hibernation colony in 2121) and, adapted for a desert climate, lacks feathers over its scales. Despite its diminutive size amongst dinosaurs, the gigaraptor is a vicious predator, especially when hunting in packs. PTERANODON Pteranodons are fflying reptiles from the Mesozoic era that lived alongside dinosaurs, but they are not the ancestors of birds (currently birds are classiffed as ‘dinosaurs,’ which any self-respecting Thinker should wax poetic about once a pteranodon is spotted!). GIGARAPTOR Medium beast Armour Class: 14 (natural armour) Hit Points: 16 (3d8 + 3) Speed: 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 10 (+0) 5 (-3) Saving Throws: Dexterity +5 Skills: Stealth +5 Damage Immunities: emotional, logical Senses: darkvision 30 ft., passive Perception 10 Challenge: 1 (200 XP) Keen Hearing and Smell: The gigaraptor has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics: The gigaraptor has advantage on an attack roll against a creature if at least one of the gigaraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitatied. ACTIONS Multiattack: The gigaraptor makes two attacks, one with its bite and one with its claw. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage. The target must succeed on a DC 12 Strength saving throw or be knocked prone. Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. PTERANODON Medium beast, unaligned Armour Class: 13 (natural armor) Hit Points: 10 (2d8 + 1) Speed: 10 ft., ffly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 4 (-3) Skills: Perception +3 Damage Immunities: emotional, logical Senses: passive Perception 13 Challenge: 1/8 (25 XP) Swoop: If the pteranodon attacks while moving at least 30 feet, then it doesn’t provoke opportunity attacks when it fflies out of an enemy’s reach. ACTIONS Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. CHAPTER 6 | APPENDIX 115
MYRKA Large beast Armour Class: 14 (natural armour) Hit Points: 68 (8d10 + 24) Speed: 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 5 (-3) Skills: Athletics +6, Perception +3 Damage Vulnerabilities: radiant Damage Immunities: emotional, lightning, logical Senses: darkvision (120 ft.) Challenge: 3 (700 XP) Amphibious: The Myrka can breathe air and water. Electric Body: The Myrka’s body continually generates an electrical ffeld. Any creature touching it or hitting it with a melee attack must make a DC 14 Constitution saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one. This damage is also applied if the Myrka hits a creature with its claw attack. This is included in the claw damage. Ultraviolet Hypersensitivity: The Myrka takes 40 radiant damage (20 radiant damage, doubled by the Myrka’s radiant damage vulnerability) when it starts its turn in sunlight. This includes any light source that projects ultraviolet light. The Myrka also suflers the blinded condition while exposed to sunlight or ultraviolet light. ACTIONS Multiattack: The Myrka makes two claw attacks. Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage. The creature must also make a DC 14 Constitution saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one. MYRKA The Myrka is a deep sea creature distantly related to mosasaurs that was modiffed by aquatic Silurians as a weapon of war, especially when ranged attacks weren’t as common beneath the waves. In its original state, the Myrka (dubbed a ‘myrkasaur’ by 30th century Earth zoologists after a reestablishment of communications with the Silurians), was a scavenger, with six powerful limbs designed to help it move along the ocean ffloor and grasp large prey. It also had the ability to generate an electrical ffeld that helped it stun prey. Silurian enhancements have made the Myrka as deadly on land as in the sea, and increased the strength of its electrical ffeld. DOCTORS AND DALEKS | KEYS OF SCARAVORE 116
SAPHIRANS Natives to the enigmatic planet Saphira, these characters are part of a strange civilisation spawned from the crash-landing of an Earth colony ship. More information on these characters can be found in the adventure A Kind of Magic (page 36). ARCHBISHOP EDWICK FOSS Archbishop Foss plays the role of religious leader, but he knows the truth about the Saphiran’s origins. CHIRURGEON HALLAS PRAKE Hallas Prake is the castle healer, but she has little practical knowledge of medicine, instead relying on her ‘blessing’ to heal others. ARCHBISHOP EDWICK FOSS Medium humanoid (Human) Armour Class: 12 Hit Points: 27 (5d8 + 5) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 14 (+2) Skills: Deception +4, History +4, Insight +4, Persuasion +4 Senses: passive Perception 12 Challenge: 1/2 (100 XP) Quips: The archbishop can use the following Quips: At will: emotional appeal, logical argument 1/day each: bolstering encouragement, guilty conscience Spellcasting: The archbishop is a 5thlevel spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He may cast the following cantrips at will and spells as if using a 3rd level spell slot, for a total of 2 spells per short or long rest. Cantrips: blade ward, mage hand Spells known: telekinesis, wall of force ACTIONS Multiattack: The archbishop makes two melee attacks. Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. CHIRURGEON HALLAS PRAKE Medium humanoid (Human) Armour Class: 10 Hit Points: 27 (5d8 + 5) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 13 (+1) 13 (+1) 16 (+3) Skills: Insight +3, Persuasion +5 Senses: passive Perception 11 Challenge: 1/8 (25 XP) Quips: Hallas can use the following Quips: 1/day each: preparation, rallying words, strengthen resolve Spellcasting: Hallas is a 5th level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She may cast the following cantrips at will and spells as if using a 3rdlevel spell slot, for a total of 2 spells per short or long rest. Cantrips: resistance, spare the dying Spells Known: cure wounds, healing word, lesser restoration ACTIONS Punch: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. CHAPTER 6 | APPENDIX 117
DUCHESS CEYLANA KELOS Duchess Ceylana Kelos is a shrewd ruler. Having discovered that her ‘blessing’ dampens other psychic abilities, she publicly pretends that she has no blessings in order to trick her opponents. This is an easy ruse to keep as it is considered a breach of etiquette to use one’s blessings in the duchess’ presence and those that do try to assassinate a ‘weak duchess’ are in for a surprise, usually just before the guards remove them SHERIFF GALTON Sherifl Galton is a loyal officer, but openminded enough to realise when things aren’t what they seem. They can be a powerful ally for the characters, if they can convince the Sherifl of their good intentions. DUCHESS CEYLANA KELOS Medium humanoid (Human) Armour Class: 12 Hit Points: 33 (6d8 + 6) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 18 (+4) Skills: Deception +6, Insight +4, Persuasion +6 Senses: passive Perception 12 Challenge: 1 (200 XP) Antimagic Field: The duchess constantly radiates an antimagic ffeld. She does not need to concentrate to maintain this eflect, nor can she end it. Quips: The Duchess can use the following Quips: At will: emotional argument, shocking statement 1/day each: instil conffdence, powerful plea, rallying words, strengthen resolve ACTIONS Multiattack: The duchess makes two melee attacks. Rapier: Melee Weapon Attack: +5 to hit., reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Dagger: Melee or Ranged Weapon Attack: +5 to hit., reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. REACTIONS Parry: The duchess adds 2 to her AC against one melee attack that would hit her. To do so, the duchess must see the attacker and be wielding a melee weapon. SHERIFF GALTON Medium humanoid (Human) Armour Class: 13 (leather armour) Hit Points: 39 (6d8 + 12) Speed: 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2) Skills: Athletics +4, Insight +3, Intimidation +4, Perception +3 Damage Immunities: ffre, psychic Senses: passive Perception 13 Challenge: 1 (200 XP) Quips: Sherifl Galton can use the following Quips: At will: expose weakness, motivation 1/day each: bolstering, encouragement, improvised slingshot ACTIONS Multiattack: Sherifl Galton can make two melee attacks or two ffre bolt attacks. Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Fire Bolt: Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target Hit: 13 (2d10 + 2) ffre damage. DOCTORS AND DALEKS | KEYS OF SCARAVORE 118
SAPHIRAN BEAR-APE The bear-ape is like a furry spider, sporting a second set of arms, and its legs end in handlike feet. It has the build and agility of a large orangutan, but with the ferocity and facial features of a bear SAPHIRAN TIGER Of a similar size to its Earth equivalent, the Saphiran tiger is striking, not only because of its blue fur, but also its extra pair of limbs. SAPHIRAN BEAR-APE Large beast Armour Class: 11 (natural armour) Hit Points: 34 (4d10 + 12) Speed: 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Skills: Perception +3 Damage Immunities: emotional, logical Senses: passive Perception 13 Challenge: 1 (200 XP) Keen Smell: The bear-ape has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Multiattack: The bear-ape makes two claw attacks, or one claw attack and one bite attack. Bite: Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 4) slashing damage SAPHIRAN TIGER Large beast Armour Class: 12 Hit Points: 37 (5d10 + 10) Speed: 40 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Skills: Perception +3, Stealth +6 Damage Immunities: emotional, logical Senses: darkvision 60 ft., passive Perception 13 Challenge: 1 (200 XP) Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce: If the tiger moves at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can take a bonus action to make one bite attack against it. ACTIONS Bite: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 +3) piercing damage Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. CHAPTER 6 | APPENDIX 119
SECURITY DRONE Developed by aquatic Silurian technology, Security Drones resemble ffloating porcupine blowffsh. A Security Drone is programmed with a soothing voice, but failure to follow its orders results in a sonic blast delivered through its ‘mouth.’ SWANNSON WAGON TRAIN Full information on the Swannson Wagon Train and advice on playing these characters can be found on page 67. GEORGE P. SWANNSON George is the wagon master of the Swannson wagon train, an unassuming Missouri farmer who hopes to take his alien wife and children to a new home in the west, where they can live without fear. He worries that someone or something may be coming for his wife, Mara, and that he will not be able to save her. SECURITY DRONE Small construct Armour Class: 16 (natural armour) Hit Points: 32 (5d6 + 15) Speed: ffly 60 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 3 (-4) Saving Throws: Dexterity +5 Skills: Perception +2 Damage Immunities: emotional, poison Condition Immunities: charmed, exhaustion, frightened, paralysed, poisoned Senses: darkvision 120 ft., echolocation 60 ft., passive Perception 12 Challenge: 2 (450 XP) Scan: A security drone may scan as if it were a datapad (Doctor Who Player’s Guide, page 159). ACTIONS Multiattack: The security drone can make two melee attacks. Prick: Melee Weapon Attack. +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Sonic Blast: The security drone wails a sonic blast in a 20-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save, or half as much on a successful one. GEORGE P. SWANNSON Medium humanoid (human) Armour Class: 10 Hit Points: 33 (6d8 + 6) Speed: 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Skills: Insight +4, Perception +4, Persuade +4, Survival +4 Senses: passive Perception 14 Challenge: 1/2 (100 XP) Quips: George can use the following Quips: At will: emotional appeal, fast talker 1/day each: dress wounds, heartwrenching argument ACTIONS Multiattack: George makes two melee attacks or two ranged attacks. Hunting Knife: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Shotgun: Ranged Weapon Attack: +2 to hit, 40/120 ft., one target. Hit: 7 (2d6) piercing damage or volley, 14 (2 shots) piercing damage. DOCTORS AND DALEKS | KEYS OF SCARAVORE 120
DR THEO HALIFAX Medium humanoid (human) Armour Class: 12 Hit Points: 38 (7d8 + 7) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 10 (+0) Skills: Deception +2, History +5, Medicine +5, Persuasion +2, Stealth +4, Technology +5 Senses: passive Perception 13 Challenge: 1/8 (25 XP) Boffin: Dr Halifax has advantage on Intelligence (Technology) checks. ACTIONS Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. MARA SWANNSON Mara is an Ara'nai, a species of alien with an innate biological ability to sense deception. She ffled a war, and has a price on her head, but will do anything to keep her new family safe. The Ara'nai are humanoid with ridges down the bridge of the nose, along the cheekbones, and have deep spirals within their ears. MARA SWANNSON Medium humanoid (human) Armour Class: 10 Hit Points: 33 (6d8 + 6) Speed: 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Skills: Insight +4, Perception +4, Persuade +4, Survival +4 Senses: passive Perception 14 Challenge: 1/2 (100 XP) Detect Lie: Mara innately knows when someone is speaking a falsehood in her presence or being evasive about the truth. She has advantage on all Wisdom (Insight) checks when her opponent is lying. Soothing Song: Mara can soothe others with her singing. Treat this as a calm emotions Quip. ACTIONS Multiattack: Mara makes two melee attacks. Hunting Knife: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. DR THEO HALIFAX Dr. Theo Halifax, or Kahler Teo as he was originally known, is a Kahler — identiffed by his green facial tattoos. A former dentist, he has convinced the wagon train that he is a doctor, secretly using advanced Kahler technology to help with medical problems, making him look like a more competent doctor than he actually is. The very technology that is attracting the attention of the alien bounty hunters that are now tracking the wagon train. CHAPTER 6 | APPENDIX 121
NESTA Medium humanoid (Reptilian) Armour Class: 15 (Natural Armour) Hit Points: 65 (10d8 + 20) Speed: 30 ft STR DEX CON INT WIS CHA 16 (+3) 10 (+1) 15 (+2) 13 (+1) 14 (+2) 14 (+2) Saving Throws: Wisdom +4 Skills: Athletics +5, Insight +4, Intimidation +4, Medicine +3, Persuasion +4, Survival +5, Technology +4 Damage Vulnerabilities: cold Damage Resistances: ffre Senses: darkvision 120 ft., passive Perception 12 Challenge: 1/2 (100 XP) Tech Level: 6 ACTIONS Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 3) slashing damage Riffle: Ranged Weapon Attack: +3 to hit, range 80/240 ft., one creature. Hit: 5 (1d10) piercing damage. Loading, loud, two-handed. Tongue (Recharge 5–6): The Silurian uses its extrudable venomous tongue. A single target within 10 feet must succeed a DC 13 Constitution saving throw or take 7 (2d6) acid damage and be Poisoned. A creature may repeat this saving throw at the end of each of its turns, ending the eflect on itself on a success. STYNE Medium humanoid (Sontaran) Armour Class: 12 Hit Points: 88 (10d8 + 40) Speed: 25 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 14 (+2) Saving Throws: Wisdom +3 Skills: Athletics +6, Intimidation +4, Persuasion +4, Survival +3, Technology +4 Senses: passive Perception 11 Challenge: 3 (700 XP) Tech Level: 7 High Gravity Native: Sontar is known for its high gravity, contributing to Sontaran strength and stoicism. Sontarans do not sufler the negative eflects of high-gravity environments. Additionally, Sontarans count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. Made for War: Sontarans are proffcient with all forms of weapons and armour of TL 7 or lower. Additionally, they have advantage on all saving throws made to resist or remove the Frightened condition. Probic Vent Vulnerability: The probic vent that feeds all cloned Sontarans is a major weak point. When a Sontaran suflers a critical hit, all damage dice are maximised unless they spend a reaction to redirect the attack. The Sontaran still suflers the eflects of the critical, but the damage dice are not maximised. ACTIONS Fist Bash: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage. NESTA Nesta is a typical Welsh Silurian, armed with a single-shot riffle. She keeps to herself on the trail, but has developed a fondness for the children. She speaks with a cultured English accent, with a faint hint of Virginian. STYNE Styne is a paciffst Sontaran, adhering to a strict non-violence policy similar to Buddhists. He does not carry a weapon, or wear the usual Sontaran armour. DOCTORS AND DALEKS | KEYS OF SCARAVORE 122
TRIUMVIRATE COUNCILLOR The three councillors of the Triumvirate, Halas, Ortan, and Trinidus, are the ruling council of Paradise. More information on these characters and advice on how to play them can be found on page 26. TYRANNOSAURUS EO A smaller cousin to the popular tyrannosaurus rex, the tyrannosaurus eo was coined by UNIT Dr Elizabeth Shaw, as their use by some Silurian groups as guard animals led her to name them after the ‘Eocenes,’ which the Doctor in his third incarnation had dubbed the Silurians. TRIUMVIRATE COUNCILLOR Medium humanoid (Neanderthal) Armour Class: 11 Hit Points: 22 (4d8 + 4) Speed: 30 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3) Skills: Insight +5, Persuasion +6 Damage Resistances: emotional, logical Senses: passive Perception 12 Challenge: 1/2 (100 XP) Quips: The Triumvirate Councillor has access to the following Quips using Wisdom (saving throw DC 12, +4 to hit). 1/day each: command, observe microexpressions, rational repartee. ACTIONS Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. TYRANNOSAURUS Large beast, unaligned Armour Class: 14 (natural armour) Hit Points: 51 (6d10 + 18) Speed: 50 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 2 (-4) 12 (+1) 9 (+0) Skills: Perception +3 Damage Immunities: emotional, logical Senses: passive Perception 13 Challenge: 2 (450 XP) Keen Smell: The tyrannosaurus eo has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 5) piercing damage. Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage. JAX Medium humanoid (Judoon) Armour Class: 12 (thick hide) Hit Points: 93 (11d8 + 44) Speed: 30 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (0) 19 (+4) 12 (+1) 16 (+3) 14 (+2) Saving Throws: Constitution +6 Skills: Athletics +6, Intimidation +2, Persuasion +2, Survival +5, Technology +3 Damage Resistances: bludgeoning Damage Immunities: emotional, poison Senses: passive Perception 13 Challenge: 5 (1,800 XP) Tech Level: 7 Judoon Resilience: Judoon can survive without air, or in a poisonous environment. ACTIONS Fist Bash: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage. JAX Jax is a Judoon who usually hides his face with sack-cloth. He feels a sense of protective responsibility towards Ben, but unaware of Ben's replacement. He does not have the traditional blaster or scanner. CHAPTER 6 | APPENDIX 123
ZYGON VINDICTA SQUAD Ignium Vindicta are an Earthling organisation bent on reigniting an all-out war with the Draconians. The Squad that crash-landed on Saphira are mostly Zygon, and aim to use their shapeshifting powers to discover whatever they can about the strange planet and use it to their advantage to instigate a deadly confflict in A Kind of Magic (page 38). CAPTAIN ZEO Captain Zeo is the leader of the crashed Earth vessel. He is currently masquerading as an ambassador. The real ambassador, Hugh Tamren (noble), is currently imprisoned in a hibernation chamber in the Earth vessel. CAPTAIN ZEO Medium humanoid (shapechanger) Armour Class: 14 (natural armour) Hit Points: 65 (10d8 + 20) Speed: 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 18 (+4) Saving Throws: Wisdom +4 Skills: Athletics +5, Deception +6, Persuasion +6, Stealth +4, Survival +4, Technology +5 Senses: passive Perception 12 Challenge: 2 (450 XP) Tech Level: 6 Quips: Captain Zeo can use the following Quips: At will: fast talker Shapeshifter: Captain Zeo can use the disguise self and alter self spells at will without expending material components. ACTIONS Multiattack: Captain Zeo makes two melee attacks. Hand Stinger: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) lightning damage. If this attack hits, the target must make a DC 15 Constitution saving throw. If the target fails, they are Stunned until the end of your next turn. Hand Blast: Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 16 (4d6 + 2) lightning damage. DOCTOR SEYLA BROMOS The chief medical officer is currently trying to work around the technology problem in order to conduct more thorough — and possibly more lethal — scans on the Saphirans. DR SEYLA BROMOS Medium humanoid (shapechanger) Armour Class: 13 (natural armour) Hit Points: 58 (9d8 + 18) Speed: 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 16 (+3) 16 (+3) 16 (+3) Saving Throws: Wisdom +5 Skills: Athletics +6, Deception +6, Medicine +6, Persuasion +6, Stealth +4, Survival +6, Technology +6 Senses: passive Perception 12 Challenge: 2 (450 XP) Tech Level: 6 Shapeshifter: Captain Zeo can use the disguise self and alter self spells at will without expending material components. ACTIONS Multiattack: Sela makes two melee attacks. Hand Stinger: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) lightning damage. If this attack hits, the target must make a DC 15 Constitution saving throw. If the target fails, they are Stunned until the end of your next turn. Hand Blast: Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 15 (4d6 + 1) lightning damage. ’’ ‘‘ Selected humans provide us with body prints, a Zygon device that is beyond your understanding. DOCTORS AND DALEKS | KEYS OF SCARAVORE 124
GENERIC CHARACTERS Some of the characters used in the adventures point to the generic types used in the SRD, such as Commoner, Noble, and Scout. These are reproduced from the SRD here for ease of reference, with minor modiffcations to suit the adventures. COMMONER Medium humanoid Armour Class: 10 Hit Points: 4 (1d8) Speed: 30 ft. STR DEX CON INT WIS CHA 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) Senses: passive Perception 10 Challenge: 0 (10 XP) Tech Level: as adventure setting ACTIONS Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. NOBLE Medium humanoid Armour Class: 11 (or 15 if wearing breastplate) Hit Points: 9 (2d8) Speed: 30 ft. STR DEX CON INT WIS CHA 11 (+3) 12 (+1) 11 (0) 12 (+1) 14 (+2) 16 (+3) Skills: Deception +5, Insight +4, Persuasion +6 Senses: passive Perception 12 Challenge: 1/8 (25 XP) Tech Level: as adventure setting ACTIONS Rapier: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Parry: The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. SCOUT Medium humanoid Armour Class: 13 (leather armour) Hit Points: 16 (3d8 + 3) Speed: 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Skills: Nature +4, Perception +5, Stealth +6, Survival +5 Senses: passive Perception 15 Damage Immunities: psychic Challenge: 2 (450 XP) Tech Level: 6 Keen Hearing and Sight: The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. ACTIONS Multiattack: Scouts make two melee attacks, or two ranged attacks. Short Sword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spear: Melee or Ranged Weapon Attack: +4 to hit, range 5ft. or 20/60 ft., one target. Hit: 4 (1d6) piercing damage. ZYGON Medium humanoid (shapechanger) Armour Class: 13 (Natural Armour) Hit Points: 45 (7d8 + 14) Speed: 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) Saving Throws: Wisdom +4 Skills: Athletics +5, Deception +5, Medicine +4, Persuasion +5, Stealth +3, Survival +4, Technology +4 Senses: passive Perception 12 Challenge: 1/2 (50 XP) Tech Level: 6 Shapeshifter: A Zygon can use the disguise self and alter self SRD spells at will without material components. ACTIONS Hand Stinger: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) lightning damage. If this attack hits, the target must make a DC 15 Constitution saving throw. If the target fails, they are Stunned until the end of your next turn. CHAPTER 6 | APPENDIX 125
INDEX # 17 Erovarac Street, Cripplegate . . . . . . . . . . . . . . . . . . . 103 A A Desperate Move . . . . . . . . . . . . . 59 A Kind of Magic . . . . . . . . . . . . . . 9, 36 A Strange & Dangerous Journey .31 A Strange, Blue World . . . . . . . . . . 42 Almost on Target . . . . . . . . . . . . . . . 32 Alternative Beginnings . . . . . . . . . 16 Aquatic Silurian . . . . . . . . . . . . . . . . 111 Ara'nai, The . . . . . . . . . . . . . . . . . . . . 68 Archbishop Edwick Foss . . . . . . . . 117 Archive, The . . . . . . . . . . . . . . . . . . . 25 Army of the Storm, The . . . . . . . . 106 Arrival in the Gardens . . . . . . . . . . .17 Avoiding the Railroad . . . . . . . . . . 22 B Background . . . . . . . . . . . . . . . . . . . 38 Banquet, The . . . . . . . . . . . . . . . . . . 52 Ben Connolly . . . . . . . . . . . . . . . . . . .71 Bittersweet Success . . . . . . . . . . . 84 Burial, The . . . . . . . . . . . . . . . . . . . . . 79 C Captain Zeo . . . . . . . . . . . . . . . . . . 124 Caretaker Worker . . . . . . . . . . . . . . 111 Castle Guests . . . . . . . . . . . . . . . . . . 52 Cavalry Arrives, The . . . . . . . . . . . . 43 Chirurgeon Hallas Prake . . . . . . . . 117 City in the City, The . . . . . . . . . . . . 89 Cold Comfort . . . . . . . . . . . . . . . . . . .21 Commoner . . . . . . . . . . . . . . . . . . . 125 Computer Trouble . . . . . . . . . . . . . 20 Constance Booker . . . . . . . . . . . . . 68 Crater, The . . . . . . . . . . . . . . . . . . . . . 47 Cultist of Scaravore . . . . . . . . . . . . 112 D Daniel Warner . . . . . . . . . . . . . . . . . . 70 Dr Halifax . . . . . . . . . . . . . . . . . . 70, 121 Dr Seyla Bromos . . . . . . . . . . . . . . 124 Draconian Scout . . . . . . . . . . . 48, 113 Dragon’s Den, The . . . . . . . . . . . . . . 48 Duchess Ceylana Kelos . . . . . . . . .118 Dungeon, The . . . . . . . . . . . . . . . . . . 56 Dysen Teri, The . . . . . . . . . . . . . .72, 114 E Earth Interrogation . . . . . . . . . . . . 58 Emigrant Road, The . . . . . . . . . . . . 65 Enlightenment . . . . . . . . . . . . . . . . . 56 Entering the Castle . . . . . . . . . . . . 50 Entrance, The . . . . . . . . . . . . . . . . . . 33 Escape Tunnel, The . . . . . . . . . . . . . 57 Exposing the Threats . . . . . . . . . . . 58 F Fall of a City, The . . . . . . . . . . . . . . 107 Farewell Facilities . . . . . . . . . . . . . . 23 Farms , The . . . . . . . . . . . . . . . . . . . . 30 Final Confrontation . . . . . . . . . . . 109 Final Negotiation, The . . . . . . . . . . 34 Final Walk, The . . . . . . . . . . . . . . . . 106 Following the Trail . . . . . . . . . . . . . . 64 Franken-Styne . . . . . . . . . . . . . . . . . 84 G Gathering Crowd, The . . . . . . . . . . 75 George P. Swannson . . . . . . . 67, 120 Getting Out of the City . . . . . . . . 29 Gigaraptor . . . . . . . . . . . . . . . . . . . . . 115 Grotto Guardian, The . . . . . . . . . . . 33 Guard Detail . . . . . . . . . . . . . . . . . . . 66 H Halifax’s Technology . . . . . . . . . . . 85 Have You Met My Wife? . . . . . . . . 73 Heart of Paradise, The . . . . . . . . . . 24 Helping Out . . . . . . . . . . . . . . . . . . . 83 Horse Without a Rider . . . . . . . . . . 66 I Into The Wastes . . . . . . . . . . . . . . . . 28 Investigating Bank Station . . . . . 91 Investigating the Vault . . . . . . . . . 98 Irregularity, The . . . . . . . . . . . . . . . . 24 J Jax . . . . . . . . . . . . . . . . . . . . . . . . 69, 123 Jim and Sarah Shankford . . . . . . . .71 Jungle, The . . . . . . . . . . . . . . . . . . . . 45 Jungle Clues . . . . . . . . . . . . . . . . . . . 46 K Kelos Investigations . . . . . . . . . . . . 54 Key Locations, The . . . . . . . . . . . . 100 Key to Paradise . . . . . . . . . . . . . . . . 33 Killing Dragons . . . . . . . . . . . . . . . . 58 L Leave Your Luggage in the Stratosphere . . . . . . . . . . . . 64 Legion and the Abyss . . . . . . . . . . 44 Lia and Owen Swannson . . . . . . . 68 Lose Face . . . . . . . . . . . . . . . . . . . . . . 81 M Mandala of Scaravore , The . .10, 86 Mara Swannson . . . . . . . . . . . . .67, 121 Mara’s Confession . . . . . . . . . . . . . . 80 Marooned! . . . . . . . . . . . . . . . . . . . . . 40 Maturation Pods . . . . . . . . . . . . . . . 22 Meeting the Duchess . . . . . . . . . . .51 Meeting the Triumvirate . . . . . . . . 26 Memory Clicks . . . . . . . . . . . . . . . . . .31 Missing Unhoused, The . . . . . . . . . 91 Missing, Presumed…? . . . . . . . . . . . 74 Moral Dilemmas. . . . . . . . . . . . . . . . .15 Myrka . . . . . . . . . . . . . . . . . . . . . . . . .116 Mystery Illness . . . . . . . . . . . . . . . . . 79 N Nesta . . . . . . . . . . . . . . . . . . . . . . 68, 122 Noble . . . . . . . . . . . . . . . . . . . . . . . . . 125 O Odd Architecture . . . . . . . . . . . . . . 18 Odd Body . . . . . . . . . . . . . . . . . . . . . 76 One by One . . . . . . . . . . . . . . . . . . . . 81 Optional Scene: Another Beast! 47 Optional Scene: Saving Fayn . . . .51 Optional Scenes: Further Wanderings . . . . . . . . . . . . 22 Other Means to Saphira . . . . . . . . .41 Overnight Subterfuge . . . . . . . . . . 53 P Paradise . . . . . . . . . . . . . . . . . . . . . . . .13 Paradise Lost . . . . . . . . . . . . . . . . . . . 11 Piyuri, The . . . . . . . . . . . . . . . . . . . . . 72 Poacher, The . . . . . . . . . . . . . . . . . . . 78 Predator! . . . . . . . . . . . . . . . . . . . . . . 42 Preventing Armageddon . . . . . . . 60 Primus Halas . . . . . . . . . . . . . . . . . . 26 Promenade of Caretakers, The . 19 Psychic Dampener . . . . . . . . . . . . . 61 Psychic Interference . . . . . . . . . . . .41 Pteranodon . . . . . . . . . . . . . . . . . . . 115 Q Queen’s Cathedral, The. . . . . . . . . 55 Quicksand! . . . . . . . . . . . . . . . . . . . . 47 R Ready to Aid . . . . . . . . . . . . . . . . . . . 74 Rod and Vault, Ludgate, The . . . 102 S Sacred Church of All Righteous Angels . . . . . . . . . . .101 Saphiran Bear-Ape . . . . . . . . . . . . .119 Saphiran Tiger . . . . . . . . . . . . . . . . .119 Scaravore Immunity . . . . . . . . . . . . 88 Scout . . . . . . . . . . . . . . . . . . . . . . . . . 125 Scratch Test . . . . . . . . . . . . . . . . . . . 84 Search the Woods . . . . . . . . . . . . . 76 Secrets of Scaravore . . . . .16, 40, 63 Secundus Ortan . . . . . . . . . . . . . . . 26 Security Drone . . . . . . . . . . . . . . . . 120 Security Patrol . . . . . . . . . . . . . . . . . .21 Sheriffl Galton . . . . . . . . . . . . . . . . . .118 Silurian Triad, The . . . . . . . . . . . . . . 34 Silurians or Sea Devils? . . . . . . . . . .14 Spontaneous Magic . . . . . . . . . . . . 42 Stephanie and Lipidd . . . . . . . . . . 74 Styne . . . . . . . . . . . . . . . . . . . . . . 69, 122 Swannson Wagon Train, The 67, 120 Symbols, The . . . . . . . . . . . . . . . . . . . 91 Synopses and Synapses . . . . . . . . . 8 Syringe . . . . . . . . . . . . . . . . . . . . . . . . 74 T Tamren's Team . . . . . . . . . . . . . . . . . 54 Tool-Wielding Dragons? . . . . . . . . 44 Trinidus Kagan . . . . . . . . . . . . . . . . . 26 Trouble with HADS, The . . . . . . . . 30 Tyrannosaurus Eo . . . . . . . . . . . . . 123 U Unusual Suspects, The . . . . . . . . . . 77 Unveiling the Secrets. . . . . . . . . . . . 5 V Vault of Scaravore, The . . . . . . . . . 97 W Wait Here, K-9! . . . . . . . . . . . . . . . . 38 Wastes, The . . . . . . . . . . . . . . . . . . . . 28 Water Tanks, The . . . . . . . . . . . . . . . 22 Welcome Wagon . . . . . . . . . . . . . . 72 Westward Bound. . . . . . . . . . . . . 9, 62 What About Madame Vastra? . . . .13 What Do Caretakers Look Like? 18 Z Zygon . . . . . . . . . . . . . . . . . . . . . . . . 125 Zygon Shuttle, The . . . . . . . . . . . . . 59 Zygon Zapper . . . . . . . . . . . . . . . . . . 61 DOCTORS AND DALEKS | KEYS OF SCARAVORE 126
DOCTORS AND DALEKS | PLAYER’S GUIDE 334
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Deffnitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modiffcation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;(d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identiffed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but speciffcally excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or eflects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiffed as Product identity by the owner of the Product Identity, and which speciffcally excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.0 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Ofler and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Contentdoes not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identiffcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aflected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. DOCTORS AND DALEKS | KEYS OF SCARAVORE 128