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The Village of Harmony
The Village of Harmony was written by Adrian Middleton & Steve Graeme, and was the first Time Lord scenario published in the fanzine Apocrypha #1 in 1993.
The Doctor slams the Dematerialisation switch forwards, propelling his vehicle into the Space-Time Vortex at a reckless pace.
Spiralling through the spaces between time, the TARDIS accelerates towards its ultimate destination, stopping abruptly as the Materialisation circuit announces its arrival.
In a chamber in the Gallifreyan Citadel the blue box appears, as if from nowhere. An instant later klaxons echo through the corridors of the building as the box's double doors swing open.
Holding the doors open, the dark shadow of the sixth Doctor projects from the glowing interior of his ship. Pacing across the room, he halts before an ornate table, behind which sits the Lord High President of Gallifrey.
Words are exchanged. The Doctor paces from side to side as he speaks. Turning quickly, he places an envelope on the President's desk. Slamming his fist on the table, he turns, striding past the Citadel Guards who have by now entered the chamber.
Slamming the TARDIS doors closed behind him, the Doctor again activates the Dematerialisation switch, as the TARDIS disappears as quickly as it arrived.
On Gallifrey, the Lord High President picks up the Doctor's letter, slicing the envelope with an ornate paper knife said to have once belonged to Rassilon himself. Taking out a slip of paper and unfolding it, the President reads the two words printed in the Doctor's unmistakable handwriting...
I RESIGN.
On the surface, this adventure seems to be a parody of the cult TV series, 'The Prisoner'. It is. But beneath this veneer there is a darker, more mysterious force at work.
Fighting against the cliches of the plot, the Doctor is forced to question his sanity in an attempt to identify the sinister mastermind behind the face of Number One - a mastermind who seems to know more about the Doctor's past than even he can remember.
Awakening in Harmony (The Village, of course), the Doctor examines the empty village before keeping an appointment with Number Two (who, to all extents and purposes, appears to be his second incarnation), who gives him a guided tour of the Village.
Returning to something which is identical to his TARDIS (except that it doesn't work), the Doctor is delayed when he witnesses the death of his previous incarnation.
There follow a number of escape opportunities (which the Doctor may or may not pass up), all of which come to nothing. Along the way he meets friends from his past and future, unable to determine whether they are genuine or bogus.
Tiring of the game, the Doctor eventually breaks into the Green Dome, where he confronts Number Two again. Defeating his 'predecessor', the Doctor finds an entrance to Harmony's substructure, in which he eventually encounters Number One, the mastermind behind his imprisonment.
Number One challenges the Doctor to a battle of wits, defying the Doctor to guess his identity. The prizes are the Doctor's earlier lives, which will be forfeit if he is wrong.
At the end of the 'game', the Doctor will either have identified his opponent, or else have forfeited his past lives, stranding himself in Harmony forever.
The TARDIS has materialised on a beach off the coast of Southern California, where the Doctor has come to find his former companion, Perpugilliam Brown, prematurely returned to Earth by the Time Lords. Certain that Peri is uncomfortable with her new lifestyle as manager to the champion wrestler and former King of the Krontep, Yrcanos, the Doctor has come to offer her companionship once more, as he prepares to embark upon a hermitage.
The Doctor should be given a chance to look around, maybe asking for directions to the home of the famous wrestler King Yrcanos. He should not get far, and certainly shouldn't get any further than the promenade (or whatever Americans call them).
Before he can get any further, the Doctor should be called upon to check his Intuition against a Difficulty of 8. If he succeeds, the Doctor will notice a two dimensional object behind and above him. Pitch black and shaped like a coffin, it spirals towards him.
The Doctor is allowed to try to outrun the object, and successful skill checks can be used to suggest that he may do so, perhaps even reaching the door to his TARDIS. Ultimately, however, the Doctor is enveloped by the object, and everything goes black.
If he fails his Intuition check, the Doctor simply turns at the last moment to feel himself being engulfed by a darkness that he cannot identify.
Note: If the Doctor sees his pursuer, Doctor Who fans are likely to identify the black object as an extension of the Time Scoop. if they are not fans, or fail to make the connection, a Difficulty 7 Knowledge check should be made.
Part One - Rise and Shine, Number Six
'Good morning. It's another lovely day, so rise and shine! Life is for the living!'
Awakening to the sound of a tannoy, the Doctor feels as if he has a hangover. As his mind slowly composes itself, he realises that he is inside his bedroom, inside the TARDIS.
If he chooses to stay in the TARDIS, the Doctor finds that everything appears to function normally, except that the TARDIS is immobile - it cannot move.
Activating the TARDIS scanner reveals an image of Harmony - to be described like the Village - quaint, combining mediterranean and abstract architectures reminiscent of Amalfi or Capri, but with an obviously English climate.
If he leaves the TARDIS, the Doctor finds that it is not shaped like a Police Telephone Box, but instead like a small cottage, its black marble doorway bearing a name and number... Theta Sigma Six (the Doctor's Academy designation from Gallifrey, followed by his incarnation number).
Examining his own clothes, the Doctor finds himself wearing a monochrome version of his normally colourful costume, along with a pin-badge bearing the same name and number as his cottage door.
At this point, the Doctor may choose to explore Harmony. If he does so, he finds the village deserted, with the exception of a silver furred cat and the Gardener (see 'Part Two: A Walk in Harmony'). The GM may use the map provided to fill in the architectural details.
Upon returning to his 'cottage', the internal configuration has changed. Instead of stepping into his control room, the Doctor will have entered his bedroom (if he attempts to leave the bedroom he must still depart by entering a corridor and walking to the control room).
Hearing the ringing of a telephone, the Doctor finds that it is installed to the wall beside his bed (there was never a telephone there as far as he can recall). If he answers the telephone, a small voice (recognisable by a Difficulty 5 Awareness check as that of the second Doctor) introduces itself as Number Two. Giving only the briefest of messages, Number Two invites the Doctor to join him for tea.
The Doctor may agree to tea, or he may not. If the former, then he has a couple of hours of free time to kill. If the latter, then wherever the Doctor is at the appointed time, he will mysteriously be joined by Number Two, who bears an uncanny resemblance to his second incarnation.
Part Two - A Walk in Harmony
Before meeting Number Two in person, the Doctor has another opportunity to explore Harmony. This time, as if magically brought to life by the ringing of the bedside telephone, there are people inhabiting the village of Harmony.
1) The Gardener As soon as the Doctor leaves his 'cottage' he will encounter a gardener. Throughout the course of the adventure this character will be seen in places too far apart for him to have travelled in such a short time span.
The Gardeners (Numbers 113 onwards)
All gardeners are the same character - cloned, and should be encountered in numerical order, just to keep things mysterious. They have a collective memory and can refer to all previous conversations. Once the Doctor has spoken to the gardener he will be quite friendly, always waving or calling 'hello' when the Doctor goes past.
The first encounter with a gardener begins at cross purposes. Before the Doctor can speak the gardener begins a conversation:
'Good morning, sir. Nice to see you again. Did you enjoy your holiday?'
The gardener, if pressed, is convinced that the Doctor is 'Number Six', and that he has been an inhabitant of Harmony for years. He will laugh at any unfamiliar comments made by the Doctor, and will not deviate from his story. If the Doctor pushes too hard, he will excuse himself to pick up some hibiscus to plant outside Number 46.
2) Shop
The shop is always open (unless the Doctor has not yet been greeted by Number Two), and sells everything that anyone could need - except what they would need to escape. All food and hardware is stamped `Made in Harmony'. Food has no fat, aerosols have no CFCs, alcohol is non-flammable (and non-alcoholic), and containers are all bio-degradable. The shop will sell anything that doesn't sound suspicious, and everything costs between 1 and 10 'work units'.
The Shopkeeper (Number 42) The shopkeeper is a large and jolly man, dressed in the garb of a traditional English butcher, complete with striped apron and straw boater. He is exceedingly helpful, and if asked for anything unusual or suspicious, it is simply `out of stock' - he will offer to order it, and will produce the appropriate requisition forms. Whenever a customer leaves the shop, he bids them farewell with the phrase 'Be seeing you!'
3) The Free Sea
Focal point of Harmony, this is basically a giant paddling pool in the middle of the village square. It is overlooked by a podium, from which Number Two may occasionally address the inhabitants of Harmony.
There is always a crowd present here. Everyone says hello by doffing hats, nodding heads or winking, but nobody speaks. People will try to avoid contact with the Doctor unless he singles someone out, in which case, they will be a typical villager.
Typical Villager (Number 77)
Typical villagers are of limited intelligence - pleasant enough, but quite feckless. They are bland and uninteresting, reacting to conversation either with complete disinterest or with complete attention (so happy to have been selected to tell you the time!).
Prying questions lead to typical 'Prisoner' evasions and quotes such as 'Questions are a burden' etc.
4) The Chess Lawn
A lawn decked out like a standard chessboard, in which the two players use megaphones to direct villagers, who act as the pieces in the game.
Whenever the Doctor arrives, the Chessmaster will have just checkmated his previous opponent.
The Chessmaster (Number 123)
The Chessmaster is the most engaging person that the Doctor is likely to meet. He will, however, only converse with someone prepared to play chess with him. Physically, the Chessmaster is recognisably Gallifreyan (A Difficulty 5 Awareness check identifies it as a form once assumed by Councillor Hedin from 'Arc of Infinity' ). He speaks to the Doctor as if they are personal acquaintances, but never confirms his identity.
If quizzed, the Chessmaster will give suggestions for methods of escape, convincingly portraying the character of a fellow prisoner, resigned to life in Harmony after years of fighting against the system. He knows about caves hidden in the mountains, and of secret supply submarines which enter Harmony's bay at midnight (whether these exist is up to the referee).
Note: The Chessmaster's favourite version of Chess is the Rassilon Variation - White Queen and pawns against Black King and entourage (Knights, Bishops, Rooks). The Chessmaster always plays Black.
5) Telephone Boxes
Local Calls only - ask for the number of the person you wish to speak to, and you will be connected. First time use requires contact with the operator, who explains how it works.
It is interesting to note that the Telephone Boxes dotted around Harmony take the form of tall blue Police Public Call Boxes, common in England during the 1950s and 60s.
Note: If he becomes involved in violence of any kind whilst in the open, Security may be called (statistics are given at The Beach). In such cases, Security will appear by leaving the Telephone Boxes, as if they were usable as TARDISes (which, of course, they are not).
6) Palace of Fun
A black-clad gentleman with a megaphone calls out to the crowds of villagers to roll-up and enter the palace of fun. The palace is open during daylight hours.
The Showman (Number 13)
The Showman bears an uncanny resemblance to the Master (as portrayed by Roger Delgado), though he accepts no name, simply the Number 13. Resplendent in black showman's garb and goatee beard, the Showman is highly charismatic, and is willing to talk only after he has been paid 1 work unit to enter the Palace. He will talk once the 'visit' has been completed.
After the visit, the Showman reneges upon the advice that he promised, instead posing a riddle: 'That which you have seen is not, that which you have not seen is. What is not is.'
The sideshow inside the 'Palace of Fun' differs with each visit. The options available are as follows:
(i) The Ghost Train
This ride carries the Doctor into total darkness, where he is confronted by personal evils - Daleks, Cybermen, Yeti, Sontarans, the Black Guardian, the Valeyard, etc. The last image, laughing as it depresses a Tissue Compression Eliminator, is that of the Master.
(ii) The Hall of Mirrors
Each Mirror depicts a different incarnation of the Doctor - Eight in all. Each is a distorted monochrome image, the last being that of the Valeyard.
(iii) The Crooked House
Each room in the house requires a Difficulty 5 Control or Sense of Balance check. Some rooms have rotating, shaking or sliding floors, others have disorienting walls or ceilings. A failed roll will throw the Doctor into the next room, increasing the Difficulty of the Control check by 1 for the next room (there are 8 in all).
The final room contains a pit, at the bottom of which is an Eye, floating amid swirling chaos - symbol of the Gods of Ragnarok. If the roll is failed, the Doctor plummets into the pit, losing consciousness.
He will recover in his room - needing to enter the 'Palace of Fun' again if he wants to talk to the Showman.
(iv) The Magic Roundabout
Each horse is occupied by one of the Doctor's companions, dressed in 'Prisoner' style monochrome, each bearing a number. The Doctor must stay on his horse to survive this 'ride'. If he attempts to dismount, the speed of the ride increases, forcing a Difficulty 10 Control or Sense of Balance check. Failing will throw the Doctor from the ride, inflicting 1D6 wounds and putting him into THE HOSPITAL. To speak to the Showman he must enter the 'Palace of Fun' again.
7) NURSERY
Perhaps an anachronism as there seem to be no couples in Harmony. Upon entry it becomes apparent that it is not a nursery but a school - and all of the children are Clones, being looked after by a prim and proper Nanny, of typical Victorian sensibility.
The Nanny (Number 4)
Dressed like Mary Poppins, the Nanny is a tall, white haired lady whose sole purpose is to protect the children. She considers intrusions to be bad for them, and will be haughty amd abrupt when addressed. She is censorious, easily spotting `mistakes' (egg stains, dirty necks, untied shoelaces etc.), upon which she will comment. Gifted with magical powers, the Nanny will tidy up, change diapers, smack bottoms, read bed-time stories etc. using a combination of telekinesis and telepathy. She is oblivious to the use of her powers, becoming impatient at prolonged inquiries, using them against intruders who won't go away. Note: The Doctor may well remember (Difficulty 5 Awareness check) that the Nanny bears an uncanny resemblance to the Nanny who looked after his welfare in his own formative years. Strength 3 Control 6 Size 3 Weight 2 Move 3 Cheat Death 2 Telepathy 2 Iron Constitution 3 Telekinesis 2 Knowledge 4 Determination 5 Awareness 6 History 2 Child Handling 4 Acute Hearing 2 Science 2 Command 4 Keen Sight 2 Indomitable Will 2 The Children All children resemble Tweedledum and Tweedledee from `Alice in Wonderland', in a variety of ages. A Difficulty 5 Awareness check tells the Doctor that they resemble a large schoolboy he once met, called Cyril. Dressed in striped clothes - diapers, rompers suits or, with older children, fifties-style school uniforms, these children all wear badges with numbers in excess of 100. All are overweight chocolate eaters, and all exhibit malicious streaks, torturing each other behind the Nanny's back. Given the opportunity (ie. if they are ignored), the children will play some form of practical joke on the Doctor. 8) TOWN HALL & LIBRARY Empty and thick with dust, the Town Hall consists of a meeting hall, a reception, and a small room containing an Electoral Register, listing all occupants in number order. A Councillor is present, taking down addresses for a forthcoming election. The Councillor (Number 17) Again, the Doctor feels deja vu when meeting one of the Councillors (A Difficulty 4 Awareness check reveals the face to be one once worn by Borusa). The Councillor will engage the Doctor in conversation, displaying familiarity, but unable to offer a name. He will attempt to invite himself back to the Doctor's `cottage', in an effort to divert him from the Electoral Register. He will keep finding something interesting to discuss, taking the Doctor's elbow in an attempt to steer him out of the room. Strength 3 Control 4 Size 4 Weight 3 Move 3 Cheat Death 3 Iron Constitution 2 Knowledge 6 Determination 4 Awareness 4 History 2 Command 2 Bureaucracy 3 Law 3 Eloquence 2 Note: The Electoral Register simply lists addresses eg. Number 77 lives at Number 77, Harmony etc. The list is endless. Only if he specifies the Numbers can the Doctor notice the useful information stored here: Number Two lives at `The Green Dome', but so does Number 1, whose address is given as `Everywhere, courtesy of the Green Dome'. Adjoining to the Town Hall is the Harmony Library, which is almost always empty. Inside, the books are in no order, and there appears to be no Librarian. If the Doctor decides to look for a book or to study a subject, the moment that he starts to search he hears a polite cough behind him, as the Librarian introduces himself. The Librarian (Number 106) As soon as he introduces himself, the Librarian makes it quite clear that he is invisible (except for his badge). A Difficulty 7 Awareness check tells the Doctor that the Librarian's voice, which is familiar, is that of his first incarnation. He will avoid giving himself a name or number, claiming to have forgotten (he gives a good impression of senility). If asked for a book, the Librarian will gleefully retrieve it from its place, as the book appears to float into the Doctor's hands. Any information that may prove useful to the Doctor's escape will have been severely censored, thick black lines erasing the offending passages. Strength 3 Control 4 Size 3 Weight 4 Move 2 Sleight of Hand 1 Running 2 Stealth 1 Knowledge 6 Astrogation 1 Electronics 1 MacGuffin 2 Robotics 1 Cryptanalysis 2 First Aid 2 Medicine 1 Science 1 Detective Powers 1 Law 2 Pseudoscience 1 Determination 7 Awareness 4 Indomitable Will 1 Acting 1 Disguise 1 Refined Palate 1 Bargaining 1 Eloquence 1 Sensitive Nose 1 Bureaucracy 1 Intuition 2 9) TAXI RANK A row of Taxis sits here, ready to answer a call at a moments notice. All Taxis are remote- controlled (in case the Doctor ever steals one), but have a courtesy driver who programmes their destination. All Taxis are old Roadsters resembling the Doctor's own car, `Bessie', but are black and white, rather than the classic yellow he is familiar with. Typical Taxi Driver (Number 85) The Taxi Driver is a talkative fellow, prepared to take the Doctor `anywhere local'. Just give him an address and he gets there in three minutes flat. This is just enough time for him to establish where he is going, why his passenger is going there, and that it costs 1 work unit. Strength 3 Control 3 Size 3 Weight 3 Move 3 Driving 3 Knowledge 3 Determination 2 Awareness 3 10) OLD PEOPLE'S HOME Perhaps the busiest building in Harmony, occupied by a sprightly bunch of pangenarians. The one thing that differs from normal Old People's Homes is that there are no Wardens. Of all of Harmony's inhabitants, the elderly have a whale of a time. They get everywhere, do everything, and nobody cares. Typical Geriatric (Number 44) Aided only by his walking stick, Number 44 is a keen outdoor man, playing boule or running up and down the rigging of the Stone Boat all day. Strength 2 Control 2 Size 3 Weight 3 Move 3 Knowledge 1 Determination 2 Awareness 2 Untypical Geriatric (Number 15) This rather grouchy, wheelchair-bound villager is the only truly miserable member of the pangenarian classes. He sits outside, moping all day, his gnarled hand poised above an invisible switch on the right hand side of his chair. He is unsociable, but will rant and rave (in a ve-ry gra-velly voice) about the past, and about the reasons that he came to Harmony. Apparently `He' wanted Number 15 out of the way. Although failing to recognise the Doctor, Davros.. er Number 15, says that the mysterious `He' is Number Six. If asked why Number Six wanted Number 15 out of the way, he replies `because of my creations... my beautiful creations... I invented them you know.'
He then drifts off into pure gibberish. Strength 3 Control 2 Size 4 Weight 5 Move 2 Cheat Death 3 Sleight of Hand 2 Iron Constitution 2 Knowledge 7 Determination 7 Awareness 2 Computing 2 Poisons 1 Command 1 Acute Hearing 2 Electronics 1 Pseudoscience 2 Gloating 1 Bureaucracy 2 Engineering 1 Robotics 2 Indomitable Will 2 Eloquence 3 Mathematics 1 Science 1 11) THE HELICOPTER PAD In truth, this is a Transmat station and not a helipad at all. Transmat devices bring new arrivals to Harmony, and are protected by Security guards. If the Doctor succeeds in stealing a transmitter, his vessel materialises either a) inside the Green Dome, b) back on the helipad, c) inside a Telephone Box, d) in the Hospital, or e) inside the Lighthouse. Note: Transmat booths are remarkably similar in shape and design to Number Two's bubble chair. 12) LIGHTHOUSE A solitary tower set apart from the rest of Harmony. In effect, the Lighthouse appears to be Security headquarters - the highest vantage point in Harmony from which Security can observe everything. The basement is an armoury, equipped with active Gallifreyan Staser Rifles, padlocked and protected by the solitary keeper, who is rumoured to be chief of Security. The ground floor houses the living quarters, the first floor has a bedroom, the third has a radio room, and the top story operates the light itself. Using binoculars, the top of the Lighthouse can be used to see beyond the all-enclosing Transduction Barrier which surrounds Harmony. Space is all that can be seen. The Lighthouse Keeper The Lighthouse Keeper is a typical Security Guard, but with Command 2. 13) WOODS Dark and desolate, the Autumnal woods of Harmony stretch in all directions from the village, ending after a mile or two with a Gallifreyan Transduction Barrier. The Watchers The watchers are apparently immobile statues dotted throughout the woods. All of them monitor on all frequencies, and would be difficult (but not impossible) to jam. Wounds 20 Damaging a Watcher leads to Rover being summoned. 14) STONE BOAT What it says. Largely frequented by Geriatrics, who crawl all over it except for one place - the Bridge. Here, a middle-aged man in a peaked cap stands at the wheel. He is a man of military bearing, with his number embossed into a circular cap badge. He is recognisable as the Brigadier, but all of the villagers (who only know him by number) jokingly call him the `Admiral'. The Admiral (Number 10) Staring intently out to sea, this gentleman, baton under arm, will talk to anyone who enters the Bridge. If it is a geriatric he will issue orders (`swab the decks', `brace the rigging' etc.), but to anyone else he will talk quite happily in a stiff-upper-lip sort of way, recounting past adventures - all classified - missing out large and important chunks. He is only of use if danger is mentioned. If anyone needs his help he tells them to lead on, he will be right behind them - a loyal and quite helpful accomplice. He owns a pair of serviceable binoculars and a walkie talkie (the only one in the village - so not actually much use for this purpose). Strength 4 Control 5 Size 3 Weight 4 Move 3 Cheat Death 2 Brawling 1 Driving 1 Quick Recovery 1 Fast Reactions 1 Piloting 1 Marksmanship 2 Running 1 Thrown Weapons 1 Knowledge 4 Determination 4 Awareness 4 Explosives 1 Command 2 Bureaucracy 1 First Aid 1 Indomitable Will 1 Striking Appearance 2 Wilderness Lore 1 15) DOCK A number of Pedaloes are moored here for use by the villagers, as well as a couple of rowing boats. There is an exclusion limit around Harmony of half a mile. If this is exceeded, `Rover' will be activated. Rover `Rover' has already been encountered by the Doctor - it brought him here. In Harmony, Rover takes the form of a spinning black coffin-shaped lozenge, about the size of a man. Spiralling though the air it obeys basic instructions from its master, Number One. These instructions each have different results: (i) Fetch : Rover retrieves whatever it is told to get (usually a number) by enveloping it and returning it to Number One. The target loses consciousness, waking up wherever Number One chooses. This command is used when boats or pedaloes move beyond the exclusion limit, for example. (ii) Follow : Rover follows (very closely) whatever or whoever it is told to. (iii) Kill : Rover attacks and envelops a selected victim, and will not release or her. (iv) Stay/Sit : Rover stays where it is until ordered to move. (v) Heel : Rover immediately returns from whence it came. Rover has an effective Move rate of 10, but can travel slower if required. It automatically hits any target that it can catch, and is effectively indestructible. If not already done, a Difficulty 7 Knowledge check identifies Rover as a Time Scoop. 16) TOWER A derelict watchtower from which all of Harmony can be seen. 17) BANDSTAND At midday every day a concert begins, lasting until teatime. The band plays a number of traditional tunes, and the band leader will frequently ask for requests. Any attempt to disturb the band causes Security to appear. The spectators are a mixed bag, and are mostly typical villagers. 18) GENERAL STORES If you can't get it in the Village Shop, you can always visit the Village Stores, which supply the shop, selling any items too large to be sold normally. The Storeman (Number 42B) The Storeman is identical in every way to the Shopkeeper, except that he wears a one-piece APOCRYPHA 63 overall. Use the same statistics and customs. A Difficulty 4 Awareness check reveals that the Storeman and Shopkeeper are clones. 19) THE BEACH A long strip of sand running the length of Harmony. Often frequented during the day by geriatrics and other visitors, the beach is deserted after about 5.30. Because it provides the only access to the dock and the sea, the beach is a constant site for escape attempts. Typical Security (Number 234) Strength 3 Control 3 Size 3 Weight 4 Move 3 Pain Resistance 2 Fisticuffs 2 Driving 2 Quick Recovery 2 M/Arts 2 Sailing 2 Thrown Weapons 2 Knowledge 1 Determination 2 Awareness 2 Keen Sight 2 20) CITIZENS ADVICE Citizens don't come here for advice - it is usually very poor. The Adviser is a typical bureaucrat, causing inconvenience rather than providing a service. Typical Bureaucrat (Number 36) As a bureaucrat, the Citizens adviser does nothing but tie people up in great knots of law and policy. They rarely serve a useful function. Strength 3 Control 3 Size 3 Weight 3 Move 3 Knowledge 3 Determination 2 Awareness 3 Bureaucracy 4 21) LABOUR EXCHANGE Like the Citizens Advice Bureau, the Labour Exchange is run by a typical bureaucrat who, if you can complete forms in quadruplicate, can arrange jobs for characters - gardener, taxi driver, maintenance worker etc. APOCRYPHA 64 22) RECREATION HALL Used for various sports and other physical recreation, the hall is being used for an aerobics class when the Doctor arrives. The class is comprised of typical villagers, who train under a young redhead in a pink and white striped leotard. The Aerobics Instructor (Number 25) The Doctor knows her as Melanie Bush, his last? current? next? companion. She only knows her number, although she does remember travelling with 'Number Six', even after he regenerated and became `Number Seven'. She knows things about the Doctor's future that he doesn't. Strength 3 Control 5 Size 4 Weight 3 Move 3 Cheat Death 2 Dancing 1 Running 1 Gymnastics 1 Stealth 1 Knowledge 4 Determination 3 Awareness 3 Computing 2 Acute Hearing 1 Detective Powers 2 Con 1 Electronics 1 Eloquence 1 Science 1 Screaming 2 Upon seeing the Doctor, Number 25 calls her class to a halt, ending it prematurely. After showering, she insists on taking the Doctor to the Cafe. On the way, she explains that her starship, `Nosferatu II' crashed into the sea beyond the Harmony coast. Separated from her partner, Sabalom Glitz, she was washed ashore, and nurtured back to health by Number Two who, she says, is very much like Number Six. At the Cafe, if he has not already met her, she will introduce the Doctor to Number 26, who, she explains, will be a future companion, after he has regenerated and become `Number Seven'. 23) CAFE The Waitress (Number 26) A teenager in waitress black & whites, over the top of which she wears a black silk bomber jacket, encrusted with badges showing different numbers. Her own number is embroidered on the back of the jacket. She has long black hair, tied back with a pony-tail, and speaks with a London accent (a Difficulty 9 Awareness or Acute Hearing check reveals her accent to come from the vicinity of Perivale). APOCRYPHA 65 The girl is rude and gives poor service. If the Doctor visits the Cafe she will ask `Wotcher want Professor?', and will be ignorant to any other questions. She can be won over by giving her a badge (which incurs the wrath of Rover!), after which she will offer help at every opportunity. Her favourite expressions are `Ace!', `'Triffic' and `Wicked'. She is the only character in Harmony with access to explosives, which she makes by mixing various cocktails from the drinks on the menu. She will use these for her friends, but will not hand them over to anyone. Her one weakness is fear of the Green Dome, which she explains is a replacement for the one that she burnt down a couple of years ago. A Difficulty 6 Intuition check indicates that she has been subjected to mental torture of some kind. Her constant companion, doubling as the Cafe muzak system, is a Ghetto Blaster - the only one in the village. If dismantled it still works - indicating that it is a Harmony-made artefact. Strength 3 Control 4 Cheat Death 2 Blunt Weapons 1 Leaping 1 Mountaineering 1 Brawling 1 Marksmanship 2 Thrown Weapons 2 Size 4 Weight 3 Move 3 Knowledge 4 Driving 1 Computing 1 Running 1 Explosives 2 Swimming 1 Mechanics 1 Science 1 Determination 3 Awareness 3 Command 1 Con 2 Resourceful Pockets Independent Spirit 2 Keen Sight 1 (Rucksack) 2 Striking Appearance 1 24) HOSPITAL Heavily guarded by Security, the Hospital is a big Castle some distance away from the rest of Harmony. Access can only be gained by a) receiving injury, b) being brought by Rover, or c) waking up there! Should the Doctor (Number Six) awaken in Hospital, he will first be given a full examination by the doctor, who gives a brief guided tour of the wing in which Number Six is being kept. APOCRYPHA 66 The `Doctor' Firstly, this doctor will insist that he is The Doctor, and that the Doctor is Number Six. A genial and open chap, he will treat Number Six as appropriate and then attempt sedation (If he resists, Security appear in white jackets). The doctor has no number. Strength 3 Control 3 Size 3 Weight 3 Move 3 Knowledge 5 Determination 2 Awareness 2 First Aid 2 Poisons 2 Bureaucracy 2 Medicine 3 Science 1 A series of Difficulty checks should be called for Strength, Quick Recovery or Iron Constitution. Regardless of the results, the Doctor awakens from sedation early. In the bed beside the Doctor is a familiar face, a fellow Time Lord called Drax. Drax Though sedated, Drax can easily be roused by the Doctor, whom he will recognise and call by name (`Thete, me old sparrer!'). Though drowsy, Drax is cheery to see his old friend, and will explain what has happened to him. He knows nothing of Harmony, and has no number, explaining that when he was drawn to this place, it appeared to be a replica of Newgate Prison, where the Warden tried to prise the secrets of Time Travel from his mind. After hours of torture he gave up the information, and passed out to wake up `here', in the prison Sanatorium. Strength 3 Control 4 Size 3 Weight 3 Move 3 Cheat Death 3 Sense of Balance 1 Driving 2 Iron Sleight of Hand 2 Piloting 1 Constitution 2 Lockpicking & Running 2 Regenerative Safecracking 3 Powers 3 Knowledge 6 Astrogation 2 First Aid 2 Medicine 1 TARDIS 3 Computing 1 History 1 Pseudoscience 2 Temporal Electronics 2 MacGuffin 2 Science 2 Science 2 Determination 4 Awareness 4 Acting 2 Con 3 Intuition 1 APOCRYPHA 67 No sooner has Drax spoken with the Doctor than the other doctor arrives with a Security team. Separating the Doctor and Drax, they try to administer more sedative. Drax tries to escape, but crashes into the room's window, through which he falls. The Doctor, meanwhile, has an opportunity to attempt to make an escape attempt (if he wishes). FIRST FLOOR A) The Ward - Half a dozen beds, two of which are occupied (by Drax and the Doctor); B) Nurses Station - Actually manned by Security men in white coats; C) Diagnostics Room - A large diagnostic bed (in the `Star Trek' vein); D) Prep. Room - Where doctors `scrub-up' before surgery; E) Toilet; F) Surgery - Where all operations take place; G) Recovery Room - Containing 3 beds and various monitors; H) Consulting Room - Where a doctor may consult with patients or with other doctors; I) Laundry Room - with chute leading into Haven's substructure; J) Broom cupboard; K) Elevator (Transmat receiver) - where transmat capsules arrive and depart; L) Stairs. GROUND FLOOR A) Isolation Ward - several beds in plastic life-support cocoons; B) Security Station and Foyer - 2 Security men in white coats; C) Shock Therapy - what looks like an electric chair, kitted out with electrodes and a head clamp; D) Dream Therapy - several villagers strapped to tables with their heads wired to video monitors (recording or altering their thoughts); E) Toilet; APOCRYPHA 68 F) Implantation Room - where cybernetic or biochemical implant operations are performed (much like a normal surgery, but with more scanning equipment); G) Padded Cells - occupied by a number of straightjacketted villagers; H) Paranormal Evaluation - Zener and telekinesis tests are performed in carrels around the sides of the room, being monitored by staff in the centre; I) Pharmacy - all medical supplies are stored here; J,K,L) As `First Floor'; LEAVING HOSPITAL The only safe way to leave hospital is release by the doctor, which means being declared fit. Unless being in hospital as part of an elaborate plan (eg. Dream Therapy, Mind Control, Paranormal Evaluation etc.), the Doctor should be cured and released within a day. A taxi will return him to his cottage, or he may be sedated, waking up in his own bedroom next morning. 25) MOUNTAINS High, rolling hills which stretch away from Harmony for several miles, eventually ending with a very strong, very impregnable forcefield, which a Difficulty 5 Knowledge or Pseudoscience check identifies as a Gallifreyan Transduction Barrier. If the Doctor gets this far, a Security team appears from nowhere (see THE BEACH) to escort him back to Harmony in a Taxi. 26) THE GRAVEYARD Atop a cliff overlooking the sea and the beach of Harmony there lies a solitary graveyard. It is likely that the Doctor will not visit this until he witnesses the death of Number 5 later on. However, once he reaches the graveyard, he finds a number of graves - all fairly old except for a row of freshly dug holes, each with a tombstone (numbered 1 to 13), and each engraved with the name Theta Sigma. If the Doctor has not yet witnessed the death of Number 5, the first four graves are filled. If exhumed, graves 1 and 2 are empty, whilst 3 and 4 contain the same as grave 5, given below (but containing the third and fourth Doctors). If Number 5 is dead (see `It's your funeral'), the first 5 graves will be filled. If exhumed, the coffin of Number 5 contains a two-dimensional lozenge - Rover - in which the body of the fifth Doctor seems to be trapped - gripped with eternal agony (a scene reminiscent of the criminals trapped and propelled into space at the beginning of the film `Superman'). Although unlikely, it is possible that the Doctor will challenge the reality of Harmony by disinterring a corpse other than that of Theta Sigma. If he does so, the surreal revenant of a dead friend or companion... Katarina, Sara Kingdom, Adric, rises from the grave to APOCRYPHA 69 APOCRYPHA Ward B 69A challenge and torment the Doctor, demanding that he end their eternal torment. Typical Corpse Strength 1 Control 1 Size 4 Weight 2 Move 2 Knowledge 1 Determination 2 Awareness 2 27) OTHER APARTMENTS Other apartments meet the individual requirements of their owners. Mostly (in the case of typical villagers), these are cottages or flats. However, other inhabitants (met elsewhere), if visited, have distinct personalised homes: Number 2 of course lives at the Green Dome; Numbers 13, 17 and 123 live in cottages of Gallifreyan design; Number 10 lives in a duplicate of the Brigadier's four-storey country house seen in the story `Battlefield'; Number 25 lives in a small cottage personalised by the name-plate above its door, `Pease Pottage'; Number 26 lives on the first floor of a terraced apartment, which exactly matches the home of Ace in Perivale. PART THREE - WHO IS NUMBER TWO? Note: This meeting with Number Two is likely to take place before many of the encounters described in A WALK IN HARMONY. Number Two (The second Doctor?) As has been explained, Number Two bears an uncanny resemblance to the second Doctor, both in physical form and in personality. He also dresses (except for his badge) exactly like the second Doctor. Strength 4 Control 4 Size 4 Weight 3 Move 3 Cheat Death 2 Bench-thumping 3 Piloting 1 Iron Brawling 1 Running 1 Constitution 2 Marksmanship 1 Sleight of Hand 1 Stealth 2 APOCRYPHA 70 Knowledge 6 Cryptanalysis 2 Law 2 Pseudoscience 3 TARDIS 2 Detective Powers 1 MacGuffin 1 Robotics 1 Temporal Science 2 Electronics 1 First Aid 2 Science 2 Transmat 1 Determination 5 Awareness 4 Hypnotism 2 Con 2 Resourceful Pockets 2 Indomitable Will 2 Intuition 2 Striking Appearance 2 Musicianship (recorder) 1 QUESTIONS AND ANSWERS Number Two is a very chatty and congenial host, personally greeting the Doctor at the front door of the Green Dome, leading him through an Edwardian hallway into a large domed room, the Centrum. At the centre of the room is a black bubble chair, in the style of `The Prisoner'. Taking a seat, Number Two summons the Doctor's favourite breakfast, of which he jokingly claims to have first hand knowledge. If grilled about his identity, Number Two becomes very cagey, saying that `that would be telling.' He welcomes Number Six `back' to the village, and asks if he enjoyed his little `holiday'. At any claim by the Doctor that he has never been to Harmony before, Number Two tut-tuts, explaining that post-holiday amnesia is quite common, and nothing to worry about. If asked what he wants, or what Harmony wants, Number Two says `Nothing, my dear boy. Harmony is a rest home. You did resign, remember.' Without revealing who is in charge, Number Two casually explains that `the powers that be' need to know why the Doctor resigned, but that there is no rush. If the Doctor refuses to tell, Number Two dismisses the question, saying that `it will all come out in the wash'. He goes on to explain that the Doctor is really here for his own protection -because of his resignation. The information in the Doctor's head is valuable, and he cannot be allowed to gallivant around the universe selling it to the highest bidder (`A man like you is worth a great deal on the open market'). If asked when Number Six was here last, Number Two replies, `Why, just the other day - mind you, time is relative. It could have been a hundred years ago.' With `small-talk' over, Number Two asks the Doctor if he has had a chance to see Harmony properly yet, seeing as he doesn't remember it very well. He will then get up and offer to give a guided tour of anything the Doctor hasn't seen yet. APOCRYPHA 71 Number Two takes the most direct route to the Free Sea, making small talk with villagers as he does so. At the Free Sea, he steps up onto the podium where he addresses the village, calling for their attention with a Megaphone. Suddenly, time stands still, and Number Two addresses a `captive' audience, making a small speech about Number Six and his return to Harmony, asking that people be patient and as helpful as possible. As soon as the speech ends, time flows normally again, and the massed villagers in the Free Sea engage in spontaneous applause as Number Two stealthily disappears, leaving the Doctor alone on the podium for a moment, before the people again begin to go about their business. PART FOUR - IT'S YOUR FUNERAL With Number Two gone, the Doctor is again free to continue his exploration of Harmony. Either before he leaves the Free Sea, or the next time he goes near to the Free Sea, a Difficulty 4 Intuition check should be made. If successful, he will notice a man running towards him across the Free Sea, wading through the water and into view - the fifth Doctor, dressed in a monochrome version of his costume, the badge Number 5 on his lapel. If the Doctor fails his Intuition check he notices nothing until time freezes. Then he will see the only moving figure - Number Five heading towards him. A disembodied voice demands that Number Five stops. He ignores it, continuing to head towards Number Six. Behind him a Rover appears, zeroing in on its target, as he mouths his final words, `save her'. Only a foot away from his successor, the fifth Doctor presses a tattered note into the sixth Doctors hand, even as the Rover devours his body, enveloping him in two-dimensional blackness before spiralling away from whence it came. As the Doctor pockets at the letter, a voice interrupts him from behind. It is the gardener, who asks `Will you be going to the funeral then?', and passes an invitation card giving the time and place of the funeral procession. An hour later, a black coffin is borne from the Town Hall towards the beach, followed by the band and a procession of villagers. It takes about twenty minutes for the mourners to reach the graveyard at the top of the cliffs, overlooking the beach. At the graveyard, Number Two arrives, sporting a dog-collar, and makes a small speech: `Dearly beloved, we are gathered here today to pay our last respects to Theta Sigma five. A man wise beyond his years, yet a man who could not learn from his own experience, nor from the experiences of those before him. `We told him so time and time again, but would he listen? Now he has paid for his ignorance. APOCRYPHA 72 `Ashes to ashes, dust to dust, the wood will go rotten and the handles will rust. May you rest in peace, Number Five. Good Luck, Number Six.' No sooner are his words over than the crowd scatters, engulfing Number Two, who disappears into the diminishing crowd. A single stick of celery is left behind, standing proud from a vase of fresh water. A piece of string is tied around the celery, from which a plastic pass-key dangles. On it is the legend `No. 2'. THE LETTER The letter passed to the Doctor by Number Five is in a familiar hand, but not that of the Doctor. A Difficulty 10 Knowledge check would be needed for the Doctor to identify the handwriting of his former companion, Dodo Chaplet: `Doctor, He brought me here to play games with your mind. You must beat him at his own game, like before. Just get me out of here. Dorothea.' PART FIVE - THE QUEST FOR DOROTHEA The Doctor now has motivation. `Dorothea' is a captive somewhere in Harmony. Forced to abandon whatever escape plans he may have had, the Doctor must now concentrate on freeing her, as well as finding out how many of his real friends need help. Everybody knows Dorothea, whom they know as the `old' Number Six, describing her as a girl of average height and build, short black hair and a London accent. She wore typical Harmony garb (black and white striped pullover, tight black trousers and shoes, with a floppy red peaked hat), reminiscent of the mid-sixties. Strangely, nobody can remember the last time that they saw her, nor can they explain why they would know that Number Six's name is Dorothea. Asking where she may be, everyone presumed she is dead. If she is alive, however, the Doctor will always be told the same thing: she could only be held in the Hospital, at the Green Dome, or in the caverns deep beneath Harmony. Everywhere else is too open to conceal anyone. The Doctor is now faced with two choices. Either he confronts Number Two in an effort to secure Dorothea's release, or else he must find her and free her himself. If he chooses to confront Number Two, the Doctor must go to the Green Dome. If, instead, he chooses another option, he must break into the Hospital or the Green Dome, or else find a secret entrance to the caverns beneath Harmony (only Number 19 knows the location of the cave entrance). (i) The Hospital This is, effectively, impregnable. Any attempt to break inside succeeds, when a Rover catches the intruder and, quite literally, hospitalises him. Entrance to Harmony's substructure can be made by using a laundry chute, which carries dirty laundry far beneath the building; APOCRYPHA 73 (ii) The Caves Once found, the caves provide direct entry into Harmony's substructure (described later on); (iii) The Green Dome - See INSIDE THE GREEN DOME. PART SEVEN - INSIDE THE GREEN DOME The next time that the Doctor pays a visit to the Green Dome, it is locked. Over the door handle is a small sign, scrawled in Number Two's handwriting: `Music lesson with Number 22. Back soon, Number 2.' The door is locked, but can be opened if Number Six has a pass-key. If not, opening the door requires a Difficulty 7 Control or Lockpicking & Safecracking check to enter. If he breaks inside the Doctor finds the atrium in darkness and the door to the `Centrum' secured. A search of the room (Difficulty 7 Awareness, Keen Sight or Intuition check) reveals a small switch on a table beside the door. Upon activation, access to the Centrum is given. The Centrum is, of course, empty. At its centre is Number Two's bubble chair, which is the only object open to examination. As the Doctor does so, he hears whistling, as the doors to the Green Dome and the Centrum open, and Number Two strolls in. A startled look on his face, Number Two soon regains his composure, politely asking what Number Six is doing. He will ask the Doctor to vacate his chair which, the Doctor notices, is also a transmat module. The Doctor is faced with three choices: (i) If the Doctor allows Number Two to take his seat, the little man sits down, engaging the Doctor in conversation. Explaining that options are severely limited, and that he is under severe pressure, Number Two tells the Doctor that he has one last chance - to explain the circumstances of his resignation satisfactorily, or else become a permanent resident of Harmony. The Doctor will then be permitted to leave the Green Dome. (ii) If the Doctor takes a seat, but continues to engage Number Two in conversation, the latter will abruptly end the talk, explaining that Number Six has had his chance, and that stronger measures will now be taken. The bubble chair snaps shut abruptly, and everything goes black (The Doctor will awaken next morning in his bedroom, as before). APOCRYPHA 74 (iii) The Doctor can attempt to use the bubble chair to transmat. To do so he must insert a pass-key, and make a Difficulty 2 Knowledge or Transmat ability check. The transmat unit shimmers for a moment, and a disembodied voice announces that `Authority has been suspended' and that `Priveleges have been withdrawn'. Number Two looks puzzled, saying `It shouldn't do that. The pass-key works. I made it myself!' Brushing the Doctor aside, Number Two fiddles with the transmat controls, failing to get any reaction, even with his own pass-key. Picking up the telephone, Number Two demands to know what is wrong. The reply turns him pale. `Failed?' he stutters, looking into the mouthpiece of the 'phone as it goes dead. Slamming the 'phone down, he looks at the Doctor and says, `We've got to get to the caverns... Now!' Jumping out of the bubble chair as it attempts to snap shut around him, Number Two leaves the Centrum, gesturing for the Doctor to follow (without access to the bubble chair, it should be obvious that there is little that the Doctor can gain by staying in the Centrum). Outside the Green Dome, Number Two breaks into a run. even as he does so, a Rover appears, spiralling downwards to engulf him in mid-scream, bearing him away to some two-dimensional hell. CURFEW If option (ii) or (iii) was taken, the Doctor should now be outside the Green Dome (whose door has sealed shut behind him). The Tannoy which woke him up activates again, a fanfare of tasteless music announcing its latest message: `And so another day draws to a close. Curfew will begin in five minutes, Good Night, be seeing you!' The Doctor may take the hint and return to his `cottage', or he may decide to do some nocturnal exploring (this should be allowed for twenty minutes or so - simply describing Harmony as a deserted village). If he does not return home, the Doctor will be confronted by a pair of silent Security men, who will attempt to beat him senseless if he refuses to accompany them back. If he defeats the Security, the Doctor will, a few minutes later, be confronted by Rover, which will engulf him, returning him to bed until morning. APOCRYPHA 75 APOCRYPHA The New Number Two 76A PART EIGHT - THE NEW NUMBER TWO The previous day's routine is again followed, as the Doctor is awakened by a tannoy, and after dressing, is diverted by the ringing of his new bedside telephone. This time, he is greeted by a woman's voice. `Morning, Number Six. See you at the Green Dome after breakfast, Nine O'Clock sharp.' The Doctor has two options: (i) If he keeps the appointment and arrives at the Green Dome, the door will be opened for him by a small dog, the number 9 on its collar. The Robot Dog (Number 9) Of course, this is K-9. K-9 Mark II in fact. He is equipped with standard K-9 features, but if dismantled will continue to function, having a sticker (`Made in Harmony') on his base. Strength 3 Control 3 Size 5 Weight 2 Move 2 Regenerative Powers Marksmanship 3 (circuits only) 3 Stealth 1 Knowledge 6 Determination 6 Awareness 4 Computing 2 Mathematics 2 Acute Hearing 2 Cryptanalysis 1 Medicine 1 Keen Sight 2 Electronics 1 Science 1 Precision 3 Tracking 2 Before he can get over the surprise of encountering his former `pet', Number 9 ushers the Doctor into the Centrum, saying `This way, Master'. Inside, in a monochrome beach costume and straw hat, sits the new Number Two, whom the Doctor recognises as the second Romana. The New Number Two The face may be the same, but the personality is definitely not that of the Doctor's former companion. Cold as ice, she informs him that the old Number Two had been under surveillance for some time, and that his duplicity was discovered. She asks for the return of the pass-key (if the Doctor has it), and begins to interrogate the Doctor, who suddenly finds himself trapped in a stasis field generated by Number 9, who stands beside him. APOCRYPHA 76 Strength 3 Control 4 Size 3 Weight 3 Move 3 Cheat Death 2 Marksmanship 2 Running 1 Iron Constitution 2 Sleight of Hand 2 Stealth 1 Knowledge 5 Determination 5 Awareness 3 Computing 1 Pseudoscience 3 Command 1 Bureaucracy 1 Cryptanalysis 2 Science 2 Independent Striking Appearance 1 Electronics 3 Temporal Science 2 Spirit 1 First Aid 1 Transmat 2 MacGuffin 2 (ii) If the Doctor ignores the appointment, he will either have his door opened by Number 9, announcing the arrival of its mistress, or else (if walking in Harmony) he will be stopped in his tracks by Number 9, who will hold him in stasis whilst his mistress, at the other end of his lead, interrogates Number Six. Outside the Green Dome, the new Number Two never walks, instead she floats above the ground, suspended in the bubble chair from the Centrum, which appears to respond to her thoughts directly. When she leaves, the bubble chair will dematerialise, and Number 9 will turn to leave, his lead trailing behind him. MORE QUESTIONS, FEWER ANSWERS Number Two is a more traditional `Prisoner' style warder, running through the spiel familiar to fans of the series: `We want information.' `Why did you resign?' `Information.' `By hook or by crook...' If the Doctor resists, Number Two is happy to use force - ordering Number 9 to stun, or to perhaps use other devices (pain inducer rays, non-fatal tissue compression beams, perhaps even time reversal fields, taking the Doctor backwards through his past incarnations, rapidly heading towards the time of his birth). No holds are barred as long as the Doctor is returned to health by the end of the interview. Dissatisfied with any answers that the Doctor gives, Number Two disappears, leaving the Doctor alone. APOCRYPHA 77 PART NINE - ALL FALL DOWN By this time, the Doctor can be certain of the following: (i) life under the new Number Two and her sadistic robot butler is going to be unbearable; (ii) at least two possible incarnations of the Doctor, and maybe as many as five, have been captured or killed; (iii) several of the Doctor's companions may be in danger, and one, Dodo Chaplet (Dorothea), could be in immediate danger; (iv) according to the second Doctor, or former Number Two, either safety or a solution lie in the `caves', wherever they may be. If he has not already learned about the cave entrance from Number 123, the Doctor may decide to find out more about these `caves'. Many villagers suspect the existence of a subterranean nerve-centre, likely to be accessible in the mountains, the cliffs, or in the woods. The actual location of the caves is up to the referee as they have not been marked on the map of Harmony. At this point in the adventure, pace is set very much by referee and players, rather than by the situation. If the whereabouts of the caves haven't been discovered, there are a number of options. If nobody has tired of `Village cat-and-mouse' a mini-scenario could be run, in search of the caves. If the atmosphere is tense, or time is running short, one of the companions could simply say that they overheard Number 123 mention caverns once. I assume that the next stage is for the Doctor to investigate the substructure of Harmony. THE CAVES A) Entrance - Access to the cave network is restricted by a pair of typical Security men; B) Hospital basement - Not part of the cavern system, but this room leads from the laundry chute into the Maze; C) The Maze - Once the caves have been discovered, this labyrinth of tunnels is found to run throughout the village, leading on to secret passages all over Harmony. These many branches merge into one large tunnel; D) Security checkpoint - There are two Security men on duty here. They will attempt to subdue any intruders. APOCRYPHA 78 E) The Monorail - This automated system carries Security men to and from the Security checkpoint; F) The Transmat Chamber - The Monorail ends beside a row of Transmat capsules, all identical to Number two's bubble chair. By sitting in one of these and activating the correct switch (Difficulty 3 Knowledge or Transmat check), the capsule dematerialises to rematerialise at reception (and vice versa); G) Reception - A row of parked Transmat capsules can be found here, unattended (local distances only); H) The Nerve Centre - A vast domed room surrounded by computer and television monitors. hundreds of bald-headed men perform silent tasks under the control of a bald supervisor. The appearance of the Doctor is unexpected, and a call is put out for Security, as `Yellow Alert' announcements echo through the chamber. The bald observers evacuate the chamber through small side doors, whilst the Supervisor steps down to intercept Number Six. The Supervisor The Supervisor has no number. Dressed in typical `Prisoner' garb, his duty is to carry out the orders of Numbers One and Two, ensuring that life in Harmony continues, and that `Special Cases' are kept under surveillance. Strength 3 Control 5 Size 3 Weight 3 Move 3 Cheat Death 1 Knowledge 5 Determination 3 Awareness 5 Computing 2 Linguistics 2 Command 1 Bureaucracy 1 Detective Powers 1 Pseudoscience 2 Eloquence 1 Keen Sight 2 Cancelling the Yellow alert, the Supervisor address the Doctor as Number Six, welcoming him to `the underground'. He tells the Doctor that he has been expected, and that he is to follow the Supervisor into the next chamber, where he will be able to meet the mysterious Number One. I) The Audience Chamber The Supervisor ushers the Doctor into the audience chamber before departing. Inside, the chamber is enormous. Unseen pipes blow steam into the chamber at intermittent intervals, whilst tier upon tier of seats surround the room, filled to the brim with spectators, their identities concealed by robes of all colours. APOCRYPHA 79 There is applause as the Doctor enters the chamber. In the centre is a raised platform containing an ornate chair, upon which sits a man in black robes, covering him from head to foot. On the robes he wears a badge, on which the Number One is clearly printed. On his head sits a circlet of gold, holding his mask into place. To the left of Number One, Number Two floats, her robotic companion at her side. Paraded in front of Number One's platform are the Doctor's five previous incarnations. Each wears a circlet similar to that of Number One, and each is surrounded by a perspex tube, held in suspended animation. Two Security men, armed with Staser Rifles, protect the Doctors. To the right of Number One, in perspex columns identical to those holding the five Doctors, are Drax and Dorothea (Dodo Chaplet). PART TEN - CONFRONTING NUMBER ONE Number One greets the Doctor as `Doctor', informing him that he has earned the right to be an individual, and that he no longer needs to be allocated a number (saying that, `we can always find a new Number Six!'). Announcing that the Doctor is on trial for his life, Number One asks who will speak on the Doctor's behalf. Nobody volunteers. There are, however, many offers to speak against the Doctor, but this honour falls upon Number Two. The Doctor's crime, he is told, is interference and bad sportsmanship. Arriving uninvited, the Doctor never gives anyone else a chance of victory. He takes it all. The Doctor is given an opportunity to speak for himself, which he will probably take. After this, a vote is taken by the spectators, who agree to disagree about the Doctor's guilt. A hung vote, explains Number One, allows for him to cast the deciding vote, finding the Doctor guilty. Once a verdict has been given, the massed spectators remove their hoods, revealing their identities (a list is given below, under TARGETS). Laughing maniacally, Number One produces a revolver, which he tosses to the Doctor, daring him to guess Number One's true identity. He explains that the Doctor can end the game by selecting a target - someone in the room whose death would end the encounter. The Doctor must shoot whichever target he chooses. If the Doctor kills the right person, he is free to continue living, away from Harmony. If he kills the wrong one, he forfeits all of his future incarnations in exchange for a life spent in Harmony. NOTE: Examining the gun will reveal that there is only one bullet (so the Doctor must choose his target carefully), and it is engraved with the number `6'. The bullet is a blank, APOCRYPHA 80 so no death caused by shooting is `real' (Checks should be made to find this information). The targets are as follows: A) Number Six - by shooting himself, the Doctor automatically wins the game, as his presence is required for the game to continue. Harmony disappears (see POP); B) Five previous incarnations of the Doctor - As with option A, by shooting a previous incarnation, the Doctor is effectively shooting himself; C) Number One - *; D) Number Two (Romana II) - *; E) Number 9 (K-9) - *; F) Drax - *; G) Dodo Chaplet - Shooting Dodo causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the Celestial Toymaker (see WHO IS NUMBER ONE?); H) Generic `Villager' Spectators (Numbers 36, 42, 42B, 44, 77, 85, 113+) - *; I) Spectator 4 - By shooting his Nanny, as with option A, the Doctor would effectively alter his own history, changing the Doctor's past actions with regards to Number One, whoever he may be; J) Spectator 13 - Shooting the Showman causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the Master (see WHO IS NUMBER ONE?); K) Spectator 15 (The Miserable Geriatric - in his true form - as Davros) - *; L) Spectator 17 - Shooting the Councillor causes Harmony to disappear, ending the game (see POP), and reveals Number One to be ex-President Borusa (see WHO IS NUMBER ONE?); M) Spectator 123 - Shooting the Chessmaster causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the Celestial Toymaker (see WHO IS NUMBER ONE?); N) Number 10 (The Brigadier) - *; O) Number 25 - Shooting Mel has the same effect as shooting Dodo Chaplet; P) Number 26 - Shooting Ace causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the seventh Doctor (see WHO IS NUMBER ONE?); APOCRYPHA 81 Note: All Targets marked with an `*' are wrong targets, meaning that the Doctor has lost his game with Number One, who then reveals his identity. The Doctor can still challenge Number One to a battle of wills (see MIND GAMES). MIND GAMES The Doctor does not, of course, have to shoot. He can instead pit his will against those of Number One, in a similar fashion to the contest of wills in `The Brain of Morbius'. To simulate the `battle of wits', the Doctor is called upon to make a number of Determination checks, of varying levels of difficulty. For the sake of the plot, the Doctor must win, but this should not be made obvious. To represent the difficulty of his task, the Doctor should, perhaps, physically revert to previous incarnations as the battle draws on - have his opponent do the same, if possible. At the end of the conflict, the Doctor should be left standing, and his opponent should collapse. `POP' - THE EPILOGUE With an implosive sound, the artificial reality of Harmony ceases to exist, leaving the Doctor, Number One, Mel, Dodo, Ace, Drax and (if she joined him) Peri, standing in the shadow of the TARDIS. All else was illusion. As they return to the TARDIS, the Doctor and his companions see Number One on the monitor. As he picks himself up and looks their way, there is a loud bang as `prison bars', as artificial as Harmony had been, slam shut in front of him. The image fades. WHO IS NUMBER ONE? In TARGETS, some of the options selected specify the identity of Number One. In these cases, how and why is explained below. Other options are deliberately left open, allowing the referee to select his own Number One (he may wish to choose someone not mentioned below - that's up to him). The Celestial Toymaker The Prime Suspect. Originally, this adventure was designed specifically with the Toymaker in mind. As an Elder of the Universe with complete mastery over the dimension that he inhabits, he has both the resources and the inclination to play this little game with the Doctor, especially after having suffered two defeats at the hands of the Time Lord. APOCRYPHA 82 Kidnapping Dodo (a product of the sixties), the Toymaker took the game that he would play from her mind, taking his revenge out not only upon the Doctor, but also upon the companions who had assisted him (Dodo in `The Celestial Toymaker', and Mel in `The Nightmare Fair'). The Valeyard As Keeper of the Matrix, the Valeyard has access to resources capable of engineering this little game. By drawing energy from the minds of the five Doctors, the Valeyard is able to prevent the Doctor from `denying the existence' of a Matrix-generated reality. Taking the memories of the Doctor from the Matrix, the Valeyard chose Mel as his source for inspiration, drawing his game from her memories of a sixties TV series called `The Prisoner'. His purpose in this battle is to sever the link between the minds of the first five Doctors and that of the sixth, effectively giving him access to the Doctor's future incarnations. The seventh Doctor Trapped with his companion Ace in the realm of `The Mind Robber', the seventh Doctor is forced to control the land of fiction until someone else can take over. Unknown to the Mind Robber, the Doctor has chosen his previous incarnation, knowing that, whilst he doesn't have sufficient mental energies to escape on his own, the combined minds of two or more Doctors could allow him to break free, causing the land of fiction to cease to exist. The Master Like the Valeyard, the Master has, in the past, had access to the Matrix and to its resources. As such, he could play the same game as the Valeyard. In his current (Anthony Ainley) incarnation, the Master cannot regenerate. Like the Valeyard before him, he seeks to steal the Doctor's future incarnations and transfer them to himself. The Black Guardian Unable to take physical action against the Doctor, the Black Guardian has set a trap, drawing him into the Matrix on Gallifrey, intending to destroy the Doctor. In this scenario, as soon as the Black Guardian reveals himself, he pits his `mind' against that of the Doctor (see MIND GAMES). Confident of victory, the Black Guardian is surprised when his counterpart, the White Guardian, becomes involved, siding with the Doctor, to whom he adds his own mental strength, defeating the Black Guardian. APOCRYPHA 83 Omega In the past, Omega has attempted, rather unsuccessfully, to enter the physical universe. On this occasion, following a contingency planned by his servant, Hedin, Omega has managed to move his mind into the Matrix itself. Drawn into the game against his own volition, Omega has deliberately been brought into conflict with the combined minds of the Doctor's six incarnations, focused through the sixth Doctor, who had been drawn into the Matrix against his own will by Rassilon and the Matrix Lords. EXPANDING THE ADVENTURE It would be quite easy, if the players wanted, for the referee to convert this adventure into a mini-campaign. It was specifically designed as a traditional `six-part' adventure, but could easily stretch to eight, ten or twelve. Using `Prisoner' episodes as an example, there is a lot you can do with `Harmony'. In the early stages of the game, it may be more interesting to make Harmony seem harmless, inoffensive even. After all, it's the sort of place that the Doctor would retire to, isn't it? OTHER PLAYERS It is likely that more people will participate in this game than just the referee and the player of the Doctor. If this is the case, it is easy to say that the Doctor managed to pick up Peri before his capture (you could build this into the introduction). Other companions exist within the village. Some - Mel and Ace are obvious choices, but there is no harm in other companions turning up or being used (the Brigadier appears, whilst Jamie McCrimmon, Steven Taylor or others could easily be worked into the story - each with a number, and each with an introduction - which the referee would need to devise). SOURCES `The Prisoner' TV series; `The Celestial Toymaker',`The Mind Robber', `The Brain of Morbius', `The Deadly Assassin', `The Key to Time', `The Five Doctors', `Trial of a Time Lord', `The Nightmare Fair' and others.
Prologue
The Doctor slams the Dematerialisation switch forwards, propelling his vehicle into the Space-Time Vortex at a reckless pace.
Spiralling through the spaces between time, the TARDIS accelerates towards its ultimate destination, stopping abruptly as the Materialisation circuit announces its arrival.
In a chamber in the Gallifreyan Citadel the blue box appears, as if from nowhere. An instant later klaxons echo through the corridors of the building as the box's double doors swing open.
Holding the doors open, the dark shadow of the sixth Doctor projects from the glowing interior of his ship. Pacing across the room, he halts before an ornate table, behind which sits the Lord High President of Gallifrey.
Words are exchanged. The Doctor paces from side to side as he speaks. Turning quickly, he places an envelope on the President's desk. Slamming his fist on the table, he turns, striding past the Citadel Guards who have by now entered the chamber.
Slamming the TARDIS doors closed behind him, the Doctor again activates the Dematerialisation switch, as the TARDIS disappears as quickly as it arrived.
On Gallifrey, the Lord High President picks up the Doctor's letter, slicing the envelope with an ornate paper knife said to have once belonged to Rassilon himself. Taking out a slip of paper and unfolding it, the President reads the two words printed in the Doctor's unmistakable handwriting...
I RESIGN.
Plot Summary
On the surface, this adventure seems to be a parody of the cult TV series, 'The Prisoner'. It is. But beneath this veneer there is a darker, more mysterious force at work. Fighting against the cliches of the plot, the Doctor is forced to question his sanity in an attempt to identify the sinister mastermind behind the face of Number One - a mastermind who seems to know more about the Doctor's past than even he can remember.
Awakening in Harmony (The Village, of course), the Doctor examines the empty village before keeping an appointment with Number Two (who, to all extents and purposes, appears to be his second incarnation), who gives him a guided tour of the Village.
Returning to something which is identical to his TARDIS (except that it doesn't work), the Doctor is delayed when he witnesses the death of his previous incarnation.
There follow a number of escape opportunities (which the Doctor may or may not pass up), all of which come to nothing. Along the way he meets friends from his past and future, unable to determine whether they are genuine or bogus.
Tiring of the game, the Doctor eventually breaks into the Green Dome, where he confronts Number Two again. Defeating his 'predecessor', the Doctor finds an entrance to Harmony's substructure, in which he eventually encounters Number One, the mastermind behind his imprisonment.
Number One challenges the Doctor to a battle of wits, defying the Doctor to guess his identity. The prizes are the Doctor's earlier lives, which will be forfeit if he is wrong.
At the end of the 'game', the Doctor will either have identified his opponent, or else have forfeited his past lives, stranding himself in Harmony forever.
Capture
The TARDIS has materialised on a beach off the coast of Southern California, where the Doctor has come to find his former companion, Perpugilliam Brown, prematurely returned to Earth by the Time Lords. Certain that Peri is uncomfortable with her new lifestyle as manager to the champion wrestler and former King of the Krontep, Yrcanos, the Doctor has come to offer her companionship once more, as he prepares to embark upon a hermitage. The Doctor should be given a chance to look around, maybe asking for directions to the home of the famous wrestler King Yrcanos. He should not get far, and certainly shouldn't get any further than the promenade (or whatever Americans call them).
Before he can get any further, the Doctor should be called upon to check his Intuition against a Difficulty of 8. If he succeeds, the Doctor will notice a two dimensional object behind and above him. Pitch black and shaped like a coffin, it spirals towards him.
The Doctor is allowed to try to outrun the object, and successful skill checks can be used to suggest that he may do so, perhaps even reaching the door to his TARDIS. Ultimately, however, the Doctor is enveloped by the object, and everything goes black.
If he fails his Intuition check, the Doctor simply turns at the last moment to feel himself being engulfed by a darkness that he cannot identify.
Note: If the Doctor sees his pursuer, Doctor Who fans are likely to identify the black object as an extension of the Time Scoop. if they are not fans, or fail to make the connection, a Difficulty 7 Knowledge check should be made.
Part One - Rise and Shine, Number Six
'Good morning. It's another lovely day, so rise and shine! Life is for the living!'
Awakening to the sound of a tannoy, the Doctor feels as if he has a hangover. As his mind slowly composes itself, he realises that he is inside his bedroom, inside the TARDIS.
If he chooses to stay in the TARDIS, the Doctor finds that everything appears to function normally, except that the TARDIS is immobile - it cannot move.
Activating the TARDIS scanner reveals an image of Harmony - to be described like the Village - quaint, combining mediterranean and abstract architectures reminiscent of Amalfi or Capri, but with an obviously English climate.
If he leaves the TARDIS, the Doctor finds that it is not shaped like a Police Telephone Box, but instead like a small cottage, its black marble doorway bearing a name and number... Theta Sigma Six (the Doctor's Academy designation from Gallifrey, followed by his incarnation number).
Examining his own clothes, the Doctor finds himself wearing a monochrome version of his normally colourful costume, along with a pin-badge bearing the same name and number as his cottage door.
At this point, the Doctor may choose to explore Harmony. If he does so, he finds the village deserted, with the exception of a silver furred cat and the Gardener (see 'Part Two: A Walk in Harmony'). The GM may use the map provided to fill in the architectural details.
Upon returning to his 'cottage', the internal configuration has changed. Instead of stepping into his control room, the Doctor will have entered his bedroom (if he attempts to leave the bedroom he must still depart by entering a corridor and walking to the control room).
Hearing the ringing of a telephone, the Doctor finds that it is installed to the wall beside his bed (there was never a telephone there as far as he can recall). If he answers the telephone, a small voice (recognisable by a Difficulty 5 Awareness check as that of the second Doctor) introduces itself as Number Two. Giving only the briefest of messages, Number Two invites the Doctor to join him for tea.
The Doctor may agree to tea, or he may not. If the former, then he has a couple of hours of free time to kill. If the latter, then wherever the Doctor is at the appointed time, he will mysteriously be joined by Number Two, who bears an uncanny resemblance to his second incarnation.
Part Two - A Walk in Harmony
Before meeting Number Two in person, the Doctor has another opportunity to explore Harmony. This time, as if magically brought to life by the ringing of the bedside telephone, there are people inhabiting the village of Harmony.
1) The Gardener As soon as the Doctor leaves his 'cottage' he will encounter a gardener. Throughout the course of the adventure this character will be seen in places too far apart for him to have travelled in such a short time span.
The Gardeners (Numbers 113 onwards)
All gardeners are the same character - cloned, and should be encountered in numerical order, just to keep things mysterious. They have a collective memory and can refer to all previous conversations. Once the Doctor has spoken to the gardener he will be quite friendly, always waving or calling 'hello' when the Doctor goes past.
The first encounter with a gardener begins at cross purposes. Before the Doctor can speak the gardener begins a conversation:
'Good morning, sir. Nice to see you again. Did you enjoy your holiday?'
The gardener, if pressed, is convinced that the Doctor is 'Number Six', and that he has been an inhabitant of Harmony for years. He will laugh at any unfamiliar comments made by the Doctor, and will not deviate from his story. If the Doctor pushes too hard, he will excuse himself to pick up some hibiscus to plant outside Number 46.
| Strength 3 | Control 3 | Size 3 | Weight 3 |
| Move 3 | Knowledge 2 | Determination 2 | Awareness 2 |
| Gardening 3 MacGuffin 1 Mechanics 2 | Striking Appearance 1 |
2) Shop
The shop is always open (unless the Doctor has not yet been greeted by Number Two), and sells everything that anyone could need - except what they would need to escape. All food and hardware is stamped `Made in Harmony'. Food has no fat, aerosols have no CFCs, alcohol is non-flammable (and non-alcoholic), and containers are all bio-degradable. The shop will sell anything that doesn't sound suspicious, and everything costs between 1 and 10 'work units'.
The Shopkeeper (Number 42) The shopkeeper is a large and jolly man, dressed in the garb of a traditional English butcher, complete with striped apron and straw boater. He is exceedingly helpful, and if asked for anything unusual or suspicious, it is simply `out of stock' - he will offer to order it, and will produce the appropriate requisition forms. Whenever a customer leaves the shop, he bids them farewell with the phrase 'Be seeing you!'
| Strength 5 | Control 5 | Size 3 | Weight 5 |
| Move 3 | Knowledge 4 | Determination 3 | Awareness 3 |
| Bargaining 2 Bureaucracy 2 |
3) The Free Sea
Focal point of Harmony, this is basically a giant paddling pool in the middle of the village square. It is overlooked by a podium, from which Number Two may occasionally address the inhabitants of Harmony.
There is always a crowd present here. Everyone says hello by doffing hats, nodding heads or winking, but nobody speaks. People will try to avoid contact with the Doctor unless he singles someone out, in which case, they will be a typical villager.
Typical Villager (Number 77)
Typical villagers are of limited intelligence - pleasant enough, but quite feckless. They are bland and uninteresting, reacting to conversation either with complete disinterest or with complete attention (so happy to have been selected to tell you the time!).
Prying questions lead to typical 'Prisoner' evasions and quotes such as 'Questions are a burden' etc.
| Strength 3 | Control 3 | Size 3 | Weight 3 |
| Move 3 | | Determination 2 | Awareness 2 |
4) The Chess Lawn
A lawn decked out like a standard chessboard, in which the two players use megaphones to direct villagers, who act as the pieces in the game.
Whenever the Doctor arrives, the Chessmaster will have just checkmated his previous opponent.
The Chessmaster (Number 123)
The Chessmaster is the most engaging person that the Doctor is likely to meet. He will, however, only converse with someone prepared to play chess with him. Physically, the Chessmaster is recognisably Gallifreyan (A Difficulty 5 Awareness check identifies it as a form once assumed by Councillor Hedin from 'Arc of Infinity' ). He speaks to the Doctor as if they are personal acquaintances, but never confirms his identity.
If quizzed, the Chessmaster will give suggestions for methods of escape, convincingly portraying the character of a fellow prisoner, resigned to life in Harmony after years of fighting against the system. He knows about caves hidden in the mountains, and of secret supply submarines which enter Harmony's bay at midnight (whether these exist is up to the referee).
Note: The Chessmaster's favourite version of Chess is the Rassilon Variation - White Queen and pawns against Black King and entourage (Knights, Bishops, Rooks). The Chessmaster always plays Black.
| Strength 3 | Control 3 | Size 3 | Weight 3 |
| Cheat Death 3 Iron Constitution 2 | |||
| Move 3 | Knowledge 6 | Determination 4 | Awareness 6 |
| | Chess 2 | Command 2 | Gambling 2 |
5) Telephone Boxes
Local Calls only - ask for the number of the person you wish to speak to, and you will be connected. First time use requires contact with the operator, who explains how it works.
It is interesting to note that the Telephone Boxes dotted around Harmony take the form of tall blue Police Public Call Boxes, common in England during the 1950s and 60s.
Note: If he becomes involved in violence of any kind whilst in the open, Security may be called (statistics are given at The Beach). In such cases, Security will appear by leaving the Telephone Boxes, as if they were usable as TARDISes (which, of course, they are not).
6) Palace of Fun
A black-clad gentleman with a megaphone calls out to the crowds of villagers to roll-up and enter the palace of fun. The palace is open during daylight hours.
The Showman (Number 13)
The Showman bears an uncanny resemblance to the Master (as portrayed by Roger Delgado), though he accepts no name, simply the Number 13. Resplendent in black showman's garb and goatee beard, the Showman is highly charismatic, and is willing to talk only after he has been paid 1 work unit to enter the Palace. He will talk once the 'visit' has been completed.
After the visit, the Showman reneges upon the advice that he promised, instead posing a riddle: 'That which you have seen is not, that which you have not seen is. What is not is.'
| Strength 4 | Control 5 | Size 3 | Weight 4 |
| Cheat Death 3 Iron Constitution 2 | Leaping 1 Martial Arts 1 Sense of Balance 1 Sleight of Hand 1 Stealth 2 Thrown Weapons 1 | | |
| Move 3 | Knowledge 6 | Determination 7 | Awareness 4 |
| Driving 1 Piloting 1 Running 1 | Astrogation 1 Computing 2 Electronics 2 Explosives 2 First Aid 2 Law 2 MacGuffin 2 Mechanics 1 Medicine 2 Occult 2 Pseudoscience 1 Science 2 | Command 1 Gloating 2 Hypnotism 1 | Acting 2 Con 3 Disguise 3 Eloquence 2 Striking Appearance 2 |
The sideshow inside the 'Palace of Fun' differs with each visit. The options available are as follows:
(i) The Ghost Train
This ride carries the Doctor into total darkness, where he is confronted by personal evils - Daleks, Cybermen, Yeti, Sontarans, the Black Guardian, the Valeyard, etc. The last image, laughing as it depresses a Tissue Compression Eliminator, is that of the Master.
(ii) The Hall of Mirrors
Each Mirror depicts a different incarnation of the Doctor - Eight in all. Each is a distorted monochrome image, the last being that of the Valeyard.
(iii) The Crooked House
Each room in the house requires a Difficulty 5 Control or Sense of Balance check. Some rooms have rotating, shaking or sliding floors, others have disorienting walls or ceilings. A failed roll will throw the Doctor into the next room, increasing the Difficulty of the Control check by 1 for the next room (there are 8 in all).
The final room contains a pit, at the bottom of which is an Eye, floating amid swirling chaos - symbol of the Gods of Ragnarok. If the roll is failed, the Doctor plummets into the pit, losing consciousness.
He will recover in his room - needing to enter the 'Palace of Fun' again if he wants to talk to the Showman.
(iv) The Magic Roundabout
Each horse is occupied by one of the Doctor's companions, dressed in 'Prisoner' style monochrome, each bearing a number. The Doctor must stay on his horse to survive this 'ride'. If he attempts to dismount, the speed of the ride increases, forcing a Difficulty 10 Control or Sense of Balance check. Failing will throw the Doctor from the ride, inflicting 1D6 wounds and putting him into THE HOSPITAL. To speak to the Showman he must enter the 'Palace of Fun' again.
7) NURSERY
Perhaps an anachronism as there seem to be no couples in Harmony. Upon entry it becomes apparent that it is not a nursery but a school - and all of the children are Clones, being looked after by a prim and proper Nanny, of typical Victorian sensibility.
The Nanny (Number 4)
Dressed like Mary Poppins, the Nanny is a tall, white haired lady whose sole purpose is to protect the children. She considers intrusions to be bad for them, and will be haughty amd abrupt when addressed. She is censorious, easily spotting `mistakes' (egg stains, dirty necks, untied shoelaces etc.), upon which she will comment. Gifted with magical powers, the Nanny will tidy up, change diapers, smack bottoms, read bed-time stories etc. using a combination of telekinesis and telepathy. She is oblivious to the use of her powers, becoming impatient at prolonged inquiries, using them against intruders who won't go away. Note: The Doctor may well remember (Difficulty 5 Awareness check) that the Nanny bears an uncanny resemblance to the Nanny who looked after his welfare in his own formative years. Strength 3 Control 6 Size 3 Weight 2 Move 3 Cheat Death 2 Telepathy 2 Iron Constitution 3 Telekinesis 2 Knowledge 4 Determination 5 Awareness 6 History 2 Child Handling 4 Acute Hearing 2 Science 2 Command 4 Keen Sight 2 Indomitable Will 2 The Children All children resemble Tweedledum and Tweedledee from `Alice in Wonderland', in a variety of ages. A Difficulty 5 Awareness check tells the Doctor that they resemble a large schoolboy he once met, called Cyril. Dressed in striped clothes - diapers, rompers suits or, with older children, fifties-style school uniforms, these children all wear badges with numbers in excess of 100. All are overweight chocolate eaters, and all exhibit malicious streaks, torturing each other behind the Nanny's back. Given the opportunity (ie. if they are ignored), the children will play some form of practical joke on the Doctor. 8) TOWN HALL & LIBRARY Empty and thick with dust, the Town Hall consists of a meeting hall, a reception, and a small room containing an Electoral Register, listing all occupants in number order. A Councillor is present, taking down addresses for a forthcoming election. The Councillor (Number 17) Again, the Doctor feels deja vu when meeting one of the Councillors (A Difficulty 4 Awareness check reveals the face to be one once worn by Borusa). The Councillor will engage the Doctor in conversation, displaying familiarity, but unable to offer a name. He will attempt to invite himself back to the Doctor's `cottage', in an effort to divert him from the Electoral Register. He will keep finding something interesting to discuss, taking the Doctor's elbow in an attempt to steer him out of the room. Strength 3 Control 4 Size 4 Weight 3 Move 3 Cheat Death 3 Iron Constitution 2 Knowledge 6 Determination 4 Awareness 4 History 2 Command 2 Bureaucracy 3 Law 3 Eloquence 2 Note: The Electoral Register simply lists addresses eg. Number 77 lives at Number 77, Harmony etc. The list is endless. Only if he specifies the Numbers can the Doctor notice the useful information stored here: Number Two lives at `The Green Dome', but so does Number 1, whose address is given as `Everywhere, courtesy of the Green Dome'. Adjoining to the Town Hall is the Harmony Library, which is almost always empty. Inside, the books are in no order, and there appears to be no Librarian. If the Doctor decides to look for a book or to study a subject, the moment that he starts to search he hears a polite cough behind him, as the Librarian introduces himself. The Librarian (Number 106) As soon as he introduces himself, the Librarian makes it quite clear that he is invisible (except for his badge). A Difficulty 7 Awareness check tells the Doctor that the Librarian's voice, which is familiar, is that of his first incarnation. He will avoid giving himself a name or number, claiming to have forgotten (he gives a good impression of senility). If asked for a book, the Librarian will gleefully retrieve it from its place, as the book appears to float into the Doctor's hands. Any information that may prove useful to the Doctor's escape will have been severely censored, thick black lines erasing the offending passages. Strength 3 Control 4 Size 3 Weight 4 Move 2 Sleight of Hand 1 Running 2 Stealth 1 Knowledge 6 Astrogation 1 Electronics 1 MacGuffin 2 Robotics 1 Cryptanalysis 2 First Aid 2 Medicine 1 Science 1 Detective Powers 1 Law 2 Pseudoscience 1 Determination 7 Awareness 4 Indomitable Will 1 Acting 1 Disguise 1 Refined Palate 1 Bargaining 1 Eloquence 1 Sensitive Nose 1 Bureaucracy 1 Intuition 2 9) TAXI RANK A row of Taxis sits here, ready to answer a call at a moments notice. All Taxis are remote- controlled (in case the Doctor ever steals one), but have a courtesy driver who programmes their destination. All Taxis are old Roadsters resembling the Doctor's own car, `Bessie', but are black and white, rather than the classic yellow he is familiar with. Typical Taxi Driver (Number 85) The Taxi Driver is a talkative fellow, prepared to take the Doctor `anywhere local'. Just give him an address and he gets there in three minutes flat. This is just enough time for him to establish where he is going, why his passenger is going there, and that it costs 1 work unit. Strength 3 Control 3 Size 3 Weight 3 Move 3 Driving 3 Knowledge 3 Determination 2 Awareness 3 10) OLD PEOPLE'S HOME Perhaps the busiest building in Harmony, occupied by a sprightly bunch of pangenarians. The one thing that differs from normal Old People's Homes is that there are no Wardens. Of all of Harmony's inhabitants, the elderly have a whale of a time. They get everywhere, do everything, and nobody cares. Typical Geriatric (Number 44) Aided only by his walking stick, Number 44 is a keen outdoor man, playing boule or running up and down the rigging of the Stone Boat all day. Strength 2 Control 2 Size 3 Weight 3 Move 3 Knowledge 1 Determination 2 Awareness 2 Untypical Geriatric (Number 15) This rather grouchy, wheelchair-bound villager is the only truly miserable member of the pangenarian classes. He sits outside, moping all day, his gnarled hand poised above an invisible switch on the right hand side of his chair. He is unsociable, but will rant and rave (in a ve-ry gra-velly voice) about the past, and about the reasons that he came to Harmony. Apparently `He' wanted Number 15 out of the way. Although failing to recognise the Doctor, Davros.. er Number 15, says that the mysterious `He' is Number Six. If asked why Number Six wanted Number 15 out of the way, he replies `because of my creations... my beautiful creations... I invented them you know.'
He then drifts off into pure gibberish. Strength 3 Control 2 Size 4 Weight 5 Move 2 Cheat Death 3 Sleight of Hand 2 Iron Constitution 2 Knowledge 7 Determination 7 Awareness 2 Computing 2 Poisons 1 Command 1 Acute Hearing 2 Electronics 1 Pseudoscience 2 Gloating 1 Bureaucracy 2 Engineering 1 Robotics 2 Indomitable Will 2 Eloquence 3 Mathematics 1 Science 1 11) THE HELICOPTER PAD In truth, this is a Transmat station and not a helipad at all. Transmat devices bring new arrivals to Harmony, and are protected by Security guards. If the Doctor succeeds in stealing a transmitter, his vessel materialises either a) inside the Green Dome, b) back on the helipad, c) inside a Telephone Box, d) in the Hospital, or e) inside the Lighthouse. Note: Transmat booths are remarkably similar in shape and design to Number Two's bubble chair. 12) LIGHTHOUSE A solitary tower set apart from the rest of Harmony. In effect, the Lighthouse appears to be Security headquarters - the highest vantage point in Harmony from which Security can observe everything. The basement is an armoury, equipped with active Gallifreyan Staser Rifles, padlocked and protected by the solitary keeper, who is rumoured to be chief of Security. The ground floor houses the living quarters, the first floor has a bedroom, the third has a radio room, and the top story operates the light itself. Using binoculars, the top of the Lighthouse can be used to see beyond the all-enclosing Transduction Barrier which surrounds Harmony. Space is all that can be seen. The Lighthouse Keeper The Lighthouse Keeper is a typical Security Guard, but with Command 2. 13) WOODS Dark and desolate, the Autumnal woods of Harmony stretch in all directions from the village, ending after a mile or two with a Gallifreyan Transduction Barrier. The Watchers The watchers are apparently immobile statues dotted throughout the woods. All of them monitor on all frequencies, and would be difficult (but not impossible) to jam. Wounds 20 Damaging a Watcher leads to Rover being summoned. 14) STONE BOAT What it says. Largely frequented by Geriatrics, who crawl all over it except for one place - the Bridge. Here, a middle-aged man in a peaked cap stands at the wheel. He is a man of military bearing, with his number embossed into a circular cap badge. He is recognisable as the Brigadier, but all of the villagers (who only know him by number) jokingly call him the `Admiral'. The Admiral (Number 10) Staring intently out to sea, this gentleman, baton under arm, will talk to anyone who enters the Bridge. If it is a geriatric he will issue orders (`swab the decks', `brace the rigging' etc.), but to anyone else he will talk quite happily in a stiff-upper-lip sort of way, recounting past adventures - all classified - missing out large and important chunks. He is only of use if danger is mentioned. If anyone needs his help he tells them to lead on, he will be right behind them - a loyal and quite helpful accomplice. He owns a pair of serviceable binoculars and a walkie talkie (the only one in the village - so not actually much use for this purpose). Strength 4 Control 5 Size 3 Weight 4 Move 3 Cheat Death 2 Brawling 1 Driving 1 Quick Recovery 1 Fast Reactions 1 Piloting 1 Marksmanship 2 Running 1 Thrown Weapons 1 Knowledge 4 Determination 4 Awareness 4 Explosives 1 Command 2 Bureaucracy 1 First Aid 1 Indomitable Will 1 Striking Appearance 2 Wilderness Lore 1 15) DOCK A number of Pedaloes are moored here for use by the villagers, as well as a couple of rowing boats. There is an exclusion limit around Harmony of half a mile. If this is exceeded, `Rover' will be activated. Rover `Rover' has already been encountered by the Doctor - it brought him here. In Harmony, Rover takes the form of a spinning black coffin-shaped lozenge, about the size of a man. Spiralling though the air it obeys basic instructions from its master, Number One. These instructions each have different results: (i) Fetch : Rover retrieves whatever it is told to get (usually a number) by enveloping it and returning it to Number One. The target loses consciousness, waking up wherever Number One chooses. This command is used when boats or pedaloes move beyond the exclusion limit, for example. (ii) Follow : Rover follows (very closely) whatever or whoever it is told to. (iii) Kill : Rover attacks and envelops a selected victim, and will not release or her. (iv) Stay/Sit : Rover stays where it is until ordered to move. (v) Heel : Rover immediately returns from whence it came. Rover has an effective Move rate of 10, but can travel slower if required. It automatically hits any target that it can catch, and is effectively indestructible. If not already done, a Difficulty 7 Knowledge check identifies Rover as a Time Scoop. 16) TOWER A derelict watchtower from which all of Harmony can be seen. 17) BANDSTAND At midday every day a concert begins, lasting until teatime. The band plays a number of traditional tunes, and the band leader will frequently ask for requests. Any attempt to disturb the band causes Security to appear. The spectators are a mixed bag, and are mostly typical villagers. 18) GENERAL STORES If you can't get it in the Village Shop, you can always visit the Village Stores, which supply the shop, selling any items too large to be sold normally. The Storeman (Number 42B) The Storeman is identical in every way to the Shopkeeper, except that he wears a one-piece APOCRYPHA 63 overall. Use the same statistics and customs. A Difficulty 4 Awareness check reveals that the Storeman and Shopkeeper are clones. 19) THE BEACH A long strip of sand running the length of Harmony. Often frequented during the day by geriatrics and other visitors, the beach is deserted after about 5.30. Because it provides the only access to the dock and the sea, the beach is a constant site for escape attempts. Typical Security (Number 234) Strength 3 Control 3 Size 3 Weight 4 Move 3 Pain Resistance 2 Fisticuffs 2 Driving 2 Quick Recovery 2 M/Arts 2 Sailing 2 Thrown Weapons 2 Knowledge 1 Determination 2 Awareness 2 Keen Sight 2 20) CITIZENS ADVICE Citizens don't come here for advice - it is usually very poor. The Adviser is a typical bureaucrat, causing inconvenience rather than providing a service. Typical Bureaucrat (Number 36) As a bureaucrat, the Citizens adviser does nothing but tie people up in great knots of law and policy. They rarely serve a useful function. Strength 3 Control 3 Size 3 Weight 3 Move 3 Knowledge 3 Determination 2 Awareness 3 Bureaucracy 4 21) LABOUR EXCHANGE Like the Citizens Advice Bureau, the Labour Exchange is run by a typical bureaucrat who, if you can complete forms in quadruplicate, can arrange jobs for characters - gardener, taxi driver, maintenance worker etc. APOCRYPHA 64 22) RECREATION HALL Used for various sports and other physical recreation, the hall is being used for an aerobics class when the Doctor arrives. The class is comprised of typical villagers, who train under a young redhead in a pink and white striped leotard. The Aerobics Instructor (Number 25) The Doctor knows her as Melanie Bush, his last? current? next? companion. She only knows her number, although she does remember travelling with 'Number Six', even after he regenerated and became `Number Seven'. She knows things about the Doctor's future that he doesn't. Strength 3 Control 5 Size 4 Weight 3 Move 3 Cheat Death 2 Dancing 1 Running 1 Gymnastics 1 Stealth 1 Knowledge 4 Determination 3 Awareness 3 Computing 2 Acute Hearing 1 Detective Powers 2 Con 1 Electronics 1 Eloquence 1 Science 1 Screaming 2 Upon seeing the Doctor, Number 25 calls her class to a halt, ending it prematurely. After showering, she insists on taking the Doctor to the Cafe. On the way, she explains that her starship, `Nosferatu II' crashed into the sea beyond the Harmony coast. Separated from her partner, Sabalom Glitz, she was washed ashore, and nurtured back to health by Number Two who, she says, is very much like Number Six. At the Cafe, if he has not already met her, she will introduce the Doctor to Number 26, who, she explains, will be a future companion, after he has regenerated and become `Number Seven'. 23) CAFE The Waitress (Number 26) A teenager in waitress black & whites, over the top of which she wears a black silk bomber jacket, encrusted with badges showing different numbers. Her own number is embroidered on the back of the jacket. She has long black hair, tied back with a pony-tail, and speaks with a London accent (a Difficulty 9 Awareness or Acute Hearing check reveals her accent to come from the vicinity of Perivale). APOCRYPHA 65 The girl is rude and gives poor service. If the Doctor visits the Cafe she will ask `Wotcher want Professor?', and will be ignorant to any other questions. She can be won over by giving her a badge (which incurs the wrath of Rover!), after which she will offer help at every opportunity. Her favourite expressions are `Ace!', `'Triffic' and `Wicked'. She is the only character in Harmony with access to explosives, which she makes by mixing various cocktails from the drinks on the menu. She will use these for her friends, but will not hand them over to anyone. Her one weakness is fear of the Green Dome, which she explains is a replacement for the one that she burnt down a couple of years ago. A Difficulty 6 Intuition check indicates that she has been subjected to mental torture of some kind. Her constant companion, doubling as the Cafe muzak system, is a Ghetto Blaster - the only one in the village. If dismantled it still works - indicating that it is a Harmony-made artefact. Strength 3 Control 4 Cheat Death 2 Blunt Weapons 1 Leaping 1 Mountaineering 1 Brawling 1 Marksmanship 2 Thrown Weapons 2 Size 4 Weight 3 Move 3 Knowledge 4 Driving 1 Computing 1 Running 1 Explosives 2 Swimming 1 Mechanics 1 Science 1 Determination 3 Awareness 3 Command 1 Con 2 Resourceful Pockets Independent Spirit 2 Keen Sight 1 (Rucksack) 2 Striking Appearance 1 24) HOSPITAL Heavily guarded by Security, the Hospital is a big Castle some distance away from the rest of Harmony. Access can only be gained by a) receiving injury, b) being brought by Rover, or c) waking up there! Should the Doctor (Number Six) awaken in Hospital, he will first be given a full examination by the doctor, who gives a brief guided tour of the wing in which Number Six is being kept. APOCRYPHA 66 The `Doctor' Firstly, this doctor will insist that he is The Doctor, and that the Doctor is Number Six. A genial and open chap, he will treat Number Six as appropriate and then attempt sedation (If he resists, Security appear in white jackets). The doctor has no number. Strength 3 Control 3 Size 3 Weight 3 Move 3 Knowledge 5 Determination 2 Awareness 2 First Aid 2 Poisons 2 Bureaucracy 2 Medicine 3 Science 1 A series of Difficulty checks should be called for Strength, Quick Recovery or Iron Constitution. Regardless of the results, the Doctor awakens from sedation early. In the bed beside the Doctor is a familiar face, a fellow Time Lord called Drax. Drax Though sedated, Drax can easily be roused by the Doctor, whom he will recognise and call by name (`Thete, me old sparrer!'). Though drowsy, Drax is cheery to see his old friend, and will explain what has happened to him. He knows nothing of Harmony, and has no number, explaining that when he was drawn to this place, it appeared to be a replica of Newgate Prison, where the Warden tried to prise the secrets of Time Travel from his mind. After hours of torture he gave up the information, and passed out to wake up `here', in the prison Sanatorium. Strength 3 Control 4 Size 3 Weight 3 Move 3 Cheat Death 3 Sense of Balance 1 Driving 2 Iron Sleight of Hand 2 Piloting 1 Constitution 2 Lockpicking & Running 2 Regenerative Safecracking 3 Powers 3 Knowledge 6 Astrogation 2 First Aid 2 Medicine 1 TARDIS 3 Computing 1 History 1 Pseudoscience 2 Temporal Electronics 2 MacGuffin 2 Science 2 Science 2 Determination 4 Awareness 4 Acting 2 Con 3 Intuition 1 APOCRYPHA 67 No sooner has Drax spoken with the Doctor than the other doctor arrives with a Security team. Separating the Doctor and Drax, they try to administer more sedative. Drax tries to escape, but crashes into the room's window, through which he falls. The Doctor, meanwhile, has an opportunity to attempt to make an escape attempt (if he wishes). FIRST FLOOR A) The Ward - Half a dozen beds, two of which are occupied (by Drax and the Doctor); B) Nurses Station - Actually manned by Security men in white coats; C) Diagnostics Room - A large diagnostic bed (in the `Star Trek' vein); D) Prep. Room - Where doctors `scrub-up' before surgery; E) Toilet; F) Surgery - Where all operations take place; G) Recovery Room - Containing 3 beds and various monitors; H) Consulting Room - Where a doctor may consult with patients or with other doctors; I) Laundry Room - with chute leading into Haven's substructure; J) Broom cupboard; K) Elevator (Transmat receiver) - where transmat capsules arrive and depart; L) Stairs. GROUND FLOOR A) Isolation Ward - several beds in plastic life-support cocoons; B) Security Station and Foyer - 2 Security men in white coats; C) Shock Therapy - what looks like an electric chair, kitted out with electrodes and a head clamp; D) Dream Therapy - several villagers strapped to tables with their heads wired to video monitors (recording or altering their thoughts); E) Toilet; APOCRYPHA 68 F) Implantation Room - where cybernetic or biochemical implant operations are performed (much like a normal surgery, but with more scanning equipment); G) Padded Cells - occupied by a number of straightjacketted villagers; H) Paranormal Evaluation - Zener and telekinesis tests are performed in carrels around the sides of the room, being monitored by staff in the centre; I) Pharmacy - all medical supplies are stored here; J,K,L) As `First Floor'; LEAVING HOSPITAL The only safe way to leave hospital is release by the doctor, which means being declared fit. Unless being in hospital as part of an elaborate plan (eg. Dream Therapy, Mind Control, Paranormal Evaluation etc.), the Doctor should be cured and released within a day. A taxi will return him to his cottage, or he may be sedated, waking up in his own bedroom next morning. 25) MOUNTAINS High, rolling hills which stretch away from Harmony for several miles, eventually ending with a very strong, very impregnable forcefield, which a Difficulty 5 Knowledge or Pseudoscience check identifies as a Gallifreyan Transduction Barrier. If the Doctor gets this far, a Security team appears from nowhere (see THE BEACH) to escort him back to Harmony in a Taxi. 26) THE GRAVEYARD Atop a cliff overlooking the sea and the beach of Harmony there lies a solitary graveyard. It is likely that the Doctor will not visit this until he witnesses the death of Number 5 later on. However, once he reaches the graveyard, he finds a number of graves - all fairly old except for a row of freshly dug holes, each with a tombstone (numbered 1 to 13), and each engraved with the name Theta Sigma. If the Doctor has not yet witnessed the death of Number 5, the first four graves are filled. If exhumed, graves 1 and 2 are empty, whilst 3 and 4 contain the same as grave 5, given below (but containing the third and fourth Doctors). If Number 5 is dead (see `It's your funeral'), the first 5 graves will be filled. If exhumed, the coffin of Number 5 contains a two-dimensional lozenge - Rover - in which the body of the fifth Doctor seems to be trapped - gripped with eternal agony (a scene reminiscent of the criminals trapped and propelled into space at the beginning of the film `Superman'). Although unlikely, it is possible that the Doctor will challenge the reality of Harmony by disinterring a corpse other than that of Theta Sigma. If he does so, the surreal revenant of a dead friend or companion... Katarina, Sara Kingdom, Adric, rises from the grave to APOCRYPHA 69 APOCRYPHA Ward B 69A challenge and torment the Doctor, demanding that he end their eternal torment. Typical Corpse Strength 1 Control 1 Size 4 Weight 2 Move 2 Knowledge 1 Determination 2 Awareness 2 27) OTHER APARTMENTS Other apartments meet the individual requirements of their owners. Mostly (in the case of typical villagers), these are cottages or flats. However, other inhabitants (met elsewhere), if visited, have distinct personalised homes: Number 2 of course lives at the Green Dome; Numbers 13, 17 and 123 live in cottages of Gallifreyan design; Number 10 lives in a duplicate of the Brigadier's four-storey country house seen in the story `Battlefield'; Number 25 lives in a small cottage personalised by the name-plate above its door, `Pease Pottage'; Number 26 lives on the first floor of a terraced apartment, which exactly matches the home of Ace in Perivale. PART THREE - WHO IS NUMBER TWO? Note: This meeting with Number Two is likely to take place before many of the encounters described in A WALK IN HARMONY. Number Two (The second Doctor?) As has been explained, Number Two bears an uncanny resemblance to the second Doctor, both in physical form and in personality. He also dresses (except for his badge) exactly like the second Doctor. Strength 4 Control 4 Size 4 Weight 3 Move 3 Cheat Death 2 Bench-thumping 3 Piloting 1 Iron Brawling 1 Running 1 Constitution 2 Marksmanship 1 Sleight of Hand 1 Stealth 2 APOCRYPHA 70 Knowledge 6 Cryptanalysis 2 Law 2 Pseudoscience 3 TARDIS 2 Detective Powers 1 MacGuffin 1 Robotics 1 Temporal Science 2 Electronics 1 First Aid 2 Science 2 Transmat 1 Determination 5 Awareness 4 Hypnotism 2 Con 2 Resourceful Pockets 2 Indomitable Will 2 Intuition 2 Striking Appearance 2 Musicianship (recorder) 1 QUESTIONS AND ANSWERS Number Two is a very chatty and congenial host, personally greeting the Doctor at the front door of the Green Dome, leading him through an Edwardian hallway into a large domed room, the Centrum. At the centre of the room is a black bubble chair, in the style of `The Prisoner'. Taking a seat, Number Two summons the Doctor's favourite breakfast, of which he jokingly claims to have first hand knowledge. If grilled about his identity, Number Two becomes very cagey, saying that `that would be telling.' He welcomes Number Six `back' to the village, and asks if he enjoyed his little `holiday'. At any claim by the Doctor that he has never been to Harmony before, Number Two tut-tuts, explaining that post-holiday amnesia is quite common, and nothing to worry about. If asked what he wants, or what Harmony wants, Number Two says `Nothing, my dear boy. Harmony is a rest home. You did resign, remember.' Without revealing who is in charge, Number Two casually explains that `the powers that be' need to know why the Doctor resigned, but that there is no rush. If the Doctor refuses to tell, Number Two dismisses the question, saying that `it will all come out in the wash'. He goes on to explain that the Doctor is really here for his own protection -because of his resignation. The information in the Doctor's head is valuable, and he cannot be allowed to gallivant around the universe selling it to the highest bidder (`A man like you is worth a great deal on the open market'). If asked when Number Six was here last, Number Two replies, `Why, just the other day - mind you, time is relative. It could have been a hundred years ago.' With `small-talk' over, Number Two asks the Doctor if he has had a chance to see Harmony properly yet, seeing as he doesn't remember it very well. He will then get up and offer to give a guided tour of anything the Doctor hasn't seen yet. APOCRYPHA 71 Number Two takes the most direct route to the Free Sea, making small talk with villagers as he does so. At the Free Sea, he steps up onto the podium where he addresses the village, calling for their attention with a Megaphone. Suddenly, time stands still, and Number Two addresses a `captive' audience, making a small speech about Number Six and his return to Harmony, asking that people be patient and as helpful as possible. As soon as the speech ends, time flows normally again, and the massed villagers in the Free Sea engage in spontaneous applause as Number Two stealthily disappears, leaving the Doctor alone on the podium for a moment, before the people again begin to go about their business. PART FOUR - IT'S YOUR FUNERAL With Number Two gone, the Doctor is again free to continue his exploration of Harmony. Either before he leaves the Free Sea, or the next time he goes near to the Free Sea, a Difficulty 4 Intuition check should be made. If successful, he will notice a man running towards him across the Free Sea, wading through the water and into view - the fifth Doctor, dressed in a monochrome version of his costume, the badge Number 5 on his lapel. If the Doctor fails his Intuition check he notices nothing until time freezes. Then he will see the only moving figure - Number Five heading towards him. A disembodied voice demands that Number Five stops. He ignores it, continuing to head towards Number Six. Behind him a Rover appears, zeroing in on its target, as he mouths his final words, `save her'. Only a foot away from his successor, the fifth Doctor presses a tattered note into the sixth Doctors hand, even as the Rover devours his body, enveloping him in two-dimensional blackness before spiralling away from whence it came. As the Doctor pockets at the letter, a voice interrupts him from behind. It is the gardener, who asks `Will you be going to the funeral then?', and passes an invitation card giving the time and place of the funeral procession. An hour later, a black coffin is borne from the Town Hall towards the beach, followed by the band and a procession of villagers. It takes about twenty minutes for the mourners to reach the graveyard at the top of the cliffs, overlooking the beach. At the graveyard, Number Two arrives, sporting a dog-collar, and makes a small speech: `Dearly beloved, we are gathered here today to pay our last respects to Theta Sigma five. A man wise beyond his years, yet a man who could not learn from his own experience, nor from the experiences of those before him. `We told him so time and time again, but would he listen? Now he has paid for his ignorance. APOCRYPHA 72 `Ashes to ashes, dust to dust, the wood will go rotten and the handles will rust. May you rest in peace, Number Five. Good Luck, Number Six.' No sooner are his words over than the crowd scatters, engulfing Number Two, who disappears into the diminishing crowd. A single stick of celery is left behind, standing proud from a vase of fresh water. A piece of string is tied around the celery, from which a plastic pass-key dangles. On it is the legend `No. 2'. THE LETTER The letter passed to the Doctor by Number Five is in a familiar hand, but not that of the Doctor. A Difficulty 10 Knowledge check would be needed for the Doctor to identify the handwriting of his former companion, Dodo Chaplet: `Doctor, He brought me here to play games with your mind. You must beat him at his own game, like before. Just get me out of here. Dorothea.' PART FIVE - THE QUEST FOR DOROTHEA The Doctor now has motivation. `Dorothea' is a captive somewhere in Harmony. Forced to abandon whatever escape plans he may have had, the Doctor must now concentrate on freeing her, as well as finding out how many of his real friends need help. Everybody knows Dorothea, whom they know as the `old' Number Six, describing her as a girl of average height and build, short black hair and a London accent. She wore typical Harmony garb (black and white striped pullover, tight black trousers and shoes, with a floppy red peaked hat), reminiscent of the mid-sixties. Strangely, nobody can remember the last time that they saw her, nor can they explain why they would know that Number Six's name is Dorothea. Asking where she may be, everyone presumed she is dead. If she is alive, however, the Doctor will always be told the same thing: she could only be held in the Hospital, at the Green Dome, or in the caverns deep beneath Harmony. Everywhere else is too open to conceal anyone. The Doctor is now faced with two choices. Either he confronts Number Two in an effort to secure Dorothea's release, or else he must find her and free her himself. If he chooses to confront Number Two, the Doctor must go to the Green Dome. If, instead, he chooses another option, he must break into the Hospital or the Green Dome, or else find a secret entrance to the caverns beneath Harmony (only Number 19 knows the location of the cave entrance). (i) The Hospital This is, effectively, impregnable. Any attempt to break inside succeeds, when a Rover catches the intruder and, quite literally, hospitalises him. Entrance to Harmony's substructure can be made by using a laundry chute, which carries dirty laundry far beneath the building; APOCRYPHA 73 (ii) The Caves Once found, the caves provide direct entry into Harmony's substructure (described later on); (iii) The Green Dome - See INSIDE THE GREEN DOME. PART SEVEN - INSIDE THE GREEN DOME The next time that the Doctor pays a visit to the Green Dome, it is locked. Over the door handle is a small sign, scrawled in Number Two's handwriting: `Music lesson with Number 22. Back soon, Number 2.' The door is locked, but can be opened if Number Six has a pass-key. If not, opening the door requires a Difficulty 7 Control or Lockpicking & Safecracking check to enter. If he breaks inside the Doctor finds the atrium in darkness and the door to the `Centrum' secured. A search of the room (Difficulty 7 Awareness, Keen Sight or Intuition check) reveals a small switch on a table beside the door. Upon activation, access to the Centrum is given. The Centrum is, of course, empty. At its centre is Number Two's bubble chair, which is the only object open to examination. As the Doctor does so, he hears whistling, as the doors to the Green Dome and the Centrum open, and Number Two strolls in. A startled look on his face, Number Two soon regains his composure, politely asking what Number Six is doing. He will ask the Doctor to vacate his chair which, the Doctor notices, is also a transmat module. The Doctor is faced with three choices: (i) If the Doctor allows Number Two to take his seat, the little man sits down, engaging the Doctor in conversation. Explaining that options are severely limited, and that he is under severe pressure, Number Two tells the Doctor that he has one last chance - to explain the circumstances of his resignation satisfactorily, or else become a permanent resident of Harmony. The Doctor will then be permitted to leave the Green Dome. (ii) If the Doctor takes a seat, but continues to engage Number Two in conversation, the latter will abruptly end the talk, explaining that Number Six has had his chance, and that stronger measures will now be taken. The bubble chair snaps shut abruptly, and everything goes black (The Doctor will awaken next morning in his bedroom, as before). APOCRYPHA 74 (iii) The Doctor can attempt to use the bubble chair to transmat. To do so he must insert a pass-key, and make a Difficulty 2 Knowledge or Transmat ability check. The transmat unit shimmers for a moment, and a disembodied voice announces that `Authority has been suspended' and that `Priveleges have been withdrawn'. Number Two looks puzzled, saying `It shouldn't do that. The pass-key works. I made it myself!' Brushing the Doctor aside, Number Two fiddles with the transmat controls, failing to get any reaction, even with his own pass-key. Picking up the telephone, Number Two demands to know what is wrong. The reply turns him pale. `Failed?' he stutters, looking into the mouthpiece of the 'phone as it goes dead. Slamming the 'phone down, he looks at the Doctor and says, `We've got to get to the caverns... Now!' Jumping out of the bubble chair as it attempts to snap shut around him, Number Two leaves the Centrum, gesturing for the Doctor to follow (without access to the bubble chair, it should be obvious that there is little that the Doctor can gain by staying in the Centrum). Outside the Green Dome, Number Two breaks into a run. even as he does so, a Rover appears, spiralling downwards to engulf him in mid-scream, bearing him away to some two-dimensional hell. CURFEW If option (ii) or (iii) was taken, the Doctor should now be outside the Green Dome (whose door has sealed shut behind him). The Tannoy which woke him up activates again, a fanfare of tasteless music announcing its latest message: `And so another day draws to a close. Curfew will begin in five minutes, Good Night, be seeing you!' The Doctor may take the hint and return to his `cottage', or he may decide to do some nocturnal exploring (this should be allowed for twenty minutes or so - simply describing Harmony as a deserted village). If he does not return home, the Doctor will be confronted by a pair of silent Security men, who will attempt to beat him senseless if he refuses to accompany them back. If he defeats the Security, the Doctor will, a few minutes later, be confronted by Rover, which will engulf him, returning him to bed until morning. APOCRYPHA 75 APOCRYPHA The New Number Two 76A PART EIGHT - THE NEW NUMBER TWO The previous day's routine is again followed, as the Doctor is awakened by a tannoy, and after dressing, is diverted by the ringing of his new bedside telephone. This time, he is greeted by a woman's voice. `Morning, Number Six. See you at the Green Dome after breakfast, Nine O'Clock sharp.' The Doctor has two options: (i) If he keeps the appointment and arrives at the Green Dome, the door will be opened for him by a small dog, the number 9 on its collar. The Robot Dog (Number 9) Of course, this is K-9. K-9 Mark II in fact. He is equipped with standard K-9 features, but if dismantled will continue to function, having a sticker (`Made in Harmony') on his base. Strength 3 Control 3 Size 5 Weight 2 Move 2 Regenerative Powers Marksmanship 3 (circuits only) 3 Stealth 1 Knowledge 6 Determination 6 Awareness 4 Computing 2 Mathematics 2 Acute Hearing 2 Cryptanalysis 1 Medicine 1 Keen Sight 2 Electronics 1 Science 1 Precision 3 Tracking 2 Before he can get over the surprise of encountering his former `pet', Number 9 ushers the Doctor into the Centrum, saying `This way, Master'. Inside, in a monochrome beach costume and straw hat, sits the new Number Two, whom the Doctor recognises as the second Romana. The New Number Two The face may be the same, but the personality is definitely not that of the Doctor's former companion. Cold as ice, she informs him that the old Number Two had been under surveillance for some time, and that his duplicity was discovered. She asks for the return of the pass-key (if the Doctor has it), and begins to interrogate the Doctor, who suddenly finds himself trapped in a stasis field generated by Number 9, who stands beside him. APOCRYPHA 76 Strength 3 Control 4 Size 3 Weight 3 Move 3 Cheat Death 2 Marksmanship 2 Running 1 Iron Constitution 2 Sleight of Hand 2 Stealth 1 Knowledge 5 Determination 5 Awareness 3 Computing 1 Pseudoscience 3 Command 1 Bureaucracy 1 Cryptanalysis 2 Science 2 Independent Striking Appearance 1 Electronics 3 Temporal Science 2 Spirit 1 First Aid 1 Transmat 2 MacGuffin 2 (ii) If the Doctor ignores the appointment, he will either have his door opened by Number 9, announcing the arrival of its mistress, or else (if walking in Harmony) he will be stopped in his tracks by Number 9, who will hold him in stasis whilst his mistress, at the other end of his lead, interrogates Number Six. Outside the Green Dome, the new Number Two never walks, instead she floats above the ground, suspended in the bubble chair from the Centrum, which appears to respond to her thoughts directly. When she leaves, the bubble chair will dematerialise, and Number 9 will turn to leave, his lead trailing behind him. MORE QUESTIONS, FEWER ANSWERS Number Two is a more traditional `Prisoner' style warder, running through the spiel familiar to fans of the series: `We want information.' `Why did you resign?' `Information.' `By hook or by crook...' If the Doctor resists, Number Two is happy to use force - ordering Number 9 to stun, or to perhaps use other devices (pain inducer rays, non-fatal tissue compression beams, perhaps even time reversal fields, taking the Doctor backwards through his past incarnations, rapidly heading towards the time of his birth). No holds are barred as long as the Doctor is returned to health by the end of the interview. Dissatisfied with any answers that the Doctor gives, Number Two disappears, leaving the Doctor alone. APOCRYPHA 77 PART NINE - ALL FALL DOWN By this time, the Doctor can be certain of the following: (i) life under the new Number Two and her sadistic robot butler is going to be unbearable; (ii) at least two possible incarnations of the Doctor, and maybe as many as five, have been captured or killed; (iii) several of the Doctor's companions may be in danger, and one, Dodo Chaplet (Dorothea), could be in immediate danger; (iv) according to the second Doctor, or former Number Two, either safety or a solution lie in the `caves', wherever they may be. If he has not already learned about the cave entrance from Number 123, the Doctor may decide to find out more about these `caves'. Many villagers suspect the existence of a subterranean nerve-centre, likely to be accessible in the mountains, the cliffs, or in the woods. The actual location of the caves is up to the referee as they have not been marked on the map of Harmony. At this point in the adventure, pace is set very much by referee and players, rather than by the situation. If the whereabouts of the caves haven't been discovered, there are a number of options. If nobody has tired of `Village cat-and-mouse' a mini-scenario could be run, in search of the caves. If the atmosphere is tense, or time is running short, one of the companions could simply say that they overheard Number 123 mention caverns once. I assume that the next stage is for the Doctor to investigate the substructure of Harmony. THE CAVES A) Entrance - Access to the cave network is restricted by a pair of typical Security men; B) Hospital basement - Not part of the cavern system, but this room leads from the laundry chute into the Maze; C) The Maze - Once the caves have been discovered, this labyrinth of tunnels is found to run throughout the village, leading on to secret passages all over Harmony. These many branches merge into one large tunnel; D) Security checkpoint - There are two Security men on duty here. They will attempt to subdue any intruders. APOCRYPHA 78 E) The Monorail - This automated system carries Security men to and from the Security checkpoint; F) The Transmat Chamber - The Monorail ends beside a row of Transmat capsules, all identical to Number two's bubble chair. By sitting in one of these and activating the correct switch (Difficulty 3 Knowledge or Transmat check), the capsule dematerialises to rematerialise at reception (and vice versa); G) Reception - A row of parked Transmat capsules can be found here, unattended (local distances only); H) The Nerve Centre - A vast domed room surrounded by computer and television monitors. hundreds of bald-headed men perform silent tasks under the control of a bald supervisor. The appearance of the Doctor is unexpected, and a call is put out for Security, as `Yellow Alert' announcements echo through the chamber. The bald observers evacuate the chamber through small side doors, whilst the Supervisor steps down to intercept Number Six. The Supervisor The Supervisor has no number. Dressed in typical `Prisoner' garb, his duty is to carry out the orders of Numbers One and Two, ensuring that life in Harmony continues, and that `Special Cases' are kept under surveillance. Strength 3 Control 5 Size 3 Weight 3 Move 3 Cheat Death 1 Knowledge 5 Determination 3 Awareness 5 Computing 2 Linguistics 2 Command 1 Bureaucracy 1 Detective Powers 1 Pseudoscience 2 Eloquence 1 Keen Sight 2 Cancelling the Yellow alert, the Supervisor address the Doctor as Number Six, welcoming him to `the underground'. He tells the Doctor that he has been expected, and that he is to follow the Supervisor into the next chamber, where he will be able to meet the mysterious Number One. I) The Audience Chamber The Supervisor ushers the Doctor into the audience chamber before departing. Inside, the chamber is enormous. Unseen pipes blow steam into the chamber at intermittent intervals, whilst tier upon tier of seats surround the room, filled to the brim with spectators, their identities concealed by robes of all colours. APOCRYPHA 79 There is applause as the Doctor enters the chamber. In the centre is a raised platform containing an ornate chair, upon which sits a man in black robes, covering him from head to foot. On the robes he wears a badge, on which the Number One is clearly printed. On his head sits a circlet of gold, holding his mask into place. To the left of Number One, Number Two floats, her robotic companion at her side. Paraded in front of Number One's platform are the Doctor's five previous incarnations. Each wears a circlet similar to that of Number One, and each is surrounded by a perspex tube, held in suspended animation. Two Security men, armed with Staser Rifles, protect the Doctors. To the right of Number One, in perspex columns identical to those holding the five Doctors, are Drax and Dorothea (Dodo Chaplet). PART TEN - CONFRONTING NUMBER ONE Number One greets the Doctor as `Doctor', informing him that he has earned the right to be an individual, and that he no longer needs to be allocated a number (saying that, `we can always find a new Number Six!'). Announcing that the Doctor is on trial for his life, Number One asks who will speak on the Doctor's behalf. Nobody volunteers. There are, however, many offers to speak against the Doctor, but this honour falls upon Number Two. The Doctor's crime, he is told, is interference and bad sportsmanship. Arriving uninvited, the Doctor never gives anyone else a chance of victory. He takes it all. The Doctor is given an opportunity to speak for himself, which he will probably take. After this, a vote is taken by the spectators, who agree to disagree about the Doctor's guilt. A hung vote, explains Number One, allows for him to cast the deciding vote, finding the Doctor guilty. Once a verdict has been given, the massed spectators remove their hoods, revealing their identities (a list is given below, under TARGETS). Laughing maniacally, Number One produces a revolver, which he tosses to the Doctor, daring him to guess Number One's true identity. He explains that the Doctor can end the game by selecting a target - someone in the room whose death would end the encounter. The Doctor must shoot whichever target he chooses. If the Doctor kills the right person, he is free to continue living, away from Harmony. If he kills the wrong one, he forfeits all of his future incarnations in exchange for a life spent in Harmony. NOTE: Examining the gun will reveal that there is only one bullet (so the Doctor must choose his target carefully), and it is engraved with the number `6'. The bullet is a blank, APOCRYPHA 80 so no death caused by shooting is `real' (Checks should be made to find this information). The targets are as follows: A) Number Six - by shooting himself, the Doctor automatically wins the game, as his presence is required for the game to continue. Harmony disappears (see POP); B) Five previous incarnations of the Doctor - As with option A, by shooting a previous incarnation, the Doctor is effectively shooting himself; C) Number One - *; D) Number Two (Romana II) - *; E) Number 9 (K-9) - *; F) Drax - *; G) Dodo Chaplet - Shooting Dodo causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the Celestial Toymaker (see WHO IS NUMBER ONE?); H) Generic `Villager' Spectators (Numbers 36, 42, 42B, 44, 77, 85, 113+) - *; I) Spectator 4 - By shooting his Nanny, as with option A, the Doctor would effectively alter his own history, changing the Doctor's past actions with regards to Number One, whoever he may be; J) Spectator 13 - Shooting the Showman causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the Master (see WHO IS NUMBER ONE?); K) Spectator 15 (The Miserable Geriatric - in his true form - as Davros) - *; L) Spectator 17 - Shooting the Councillor causes Harmony to disappear, ending the game (see POP), and reveals Number One to be ex-President Borusa (see WHO IS NUMBER ONE?); M) Spectator 123 - Shooting the Chessmaster causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the Celestial Toymaker (see WHO IS NUMBER ONE?); N) Number 10 (The Brigadier) - *; O) Number 25 - Shooting Mel has the same effect as shooting Dodo Chaplet; P) Number 26 - Shooting Ace causes Harmony to disappear, ending the game (see POP), and reveals Number One to be the seventh Doctor (see WHO IS NUMBER ONE?); APOCRYPHA 81 Note: All Targets marked with an `*' are wrong targets, meaning that the Doctor has lost his game with Number One, who then reveals his identity. The Doctor can still challenge Number One to a battle of wills (see MIND GAMES). MIND GAMES The Doctor does not, of course, have to shoot. He can instead pit his will against those of Number One, in a similar fashion to the contest of wills in `The Brain of Morbius'. To simulate the `battle of wits', the Doctor is called upon to make a number of Determination checks, of varying levels of difficulty. For the sake of the plot, the Doctor must win, but this should not be made obvious. To represent the difficulty of his task, the Doctor should, perhaps, physically revert to previous incarnations as the battle draws on - have his opponent do the same, if possible. At the end of the conflict, the Doctor should be left standing, and his opponent should collapse. `POP' - THE EPILOGUE With an implosive sound, the artificial reality of Harmony ceases to exist, leaving the Doctor, Number One, Mel, Dodo, Ace, Drax and (if she joined him) Peri, standing in the shadow of the TARDIS. All else was illusion. As they return to the TARDIS, the Doctor and his companions see Number One on the monitor. As he picks himself up and looks their way, there is a loud bang as `prison bars', as artificial as Harmony had been, slam shut in front of him. The image fades. WHO IS NUMBER ONE? In TARGETS, some of the options selected specify the identity of Number One. In these cases, how and why is explained below. Other options are deliberately left open, allowing the referee to select his own Number One (he may wish to choose someone not mentioned below - that's up to him). The Celestial Toymaker The Prime Suspect. Originally, this adventure was designed specifically with the Toymaker in mind. As an Elder of the Universe with complete mastery over the dimension that he inhabits, he has both the resources and the inclination to play this little game with the Doctor, especially after having suffered two defeats at the hands of the Time Lord. APOCRYPHA 82 Kidnapping Dodo (a product of the sixties), the Toymaker took the game that he would play from her mind, taking his revenge out not only upon the Doctor, but also upon the companions who had assisted him (Dodo in `The Celestial Toymaker', and Mel in `The Nightmare Fair'). The Valeyard As Keeper of the Matrix, the Valeyard has access to resources capable of engineering this little game. By drawing energy from the minds of the five Doctors, the Valeyard is able to prevent the Doctor from `denying the existence' of a Matrix-generated reality. Taking the memories of the Doctor from the Matrix, the Valeyard chose Mel as his source for inspiration, drawing his game from her memories of a sixties TV series called `The Prisoner'. His purpose in this battle is to sever the link between the minds of the first five Doctors and that of the sixth, effectively giving him access to the Doctor's future incarnations. The seventh Doctor Trapped with his companion Ace in the realm of `The Mind Robber', the seventh Doctor is forced to control the land of fiction until someone else can take over. Unknown to the Mind Robber, the Doctor has chosen his previous incarnation, knowing that, whilst he doesn't have sufficient mental energies to escape on his own, the combined minds of two or more Doctors could allow him to break free, causing the land of fiction to cease to exist. The Master Like the Valeyard, the Master has, in the past, had access to the Matrix and to its resources. As such, he could play the same game as the Valeyard. In his current (Anthony Ainley) incarnation, the Master cannot regenerate. Like the Valeyard before him, he seeks to steal the Doctor's future incarnations and transfer them to himself. The Black Guardian Unable to take physical action against the Doctor, the Black Guardian has set a trap, drawing him into the Matrix on Gallifrey, intending to destroy the Doctor. In this scenario, as soon as the Black Guardian reveals himself, he pits his `mind' against that of the Doctor (see MIND GAMES). Confident of victory, the Black Guardian is surprised when his counterpart, the White Guardian, becomes involved, siding with the Doctor, to whom he adds his own mental strength, defeating the Black Guardian. APOCRYPHA 83 Omega In the past, Omega has attempted, rather unsuccessfully, to enter the physical universe. On this occasion, following a contingency planned by his servant, Hedin, Omega has managed to move his mind into the Matrix itself. Drawn into the game against his own volition, Omega has deliberately been brought into conflict with the combined minds of the Doctor's six incarnations, focused through the sixth Doctor, who had been drawn into the Matrix against his own will by Rassilon and the Matrix Lords. EXPANDING THE ADVENTURE It would be quite easy, if the players wanted, for the referee to convert this adventure into a mini-campaign. It was specifically designed as a traditional `six-part' adventure, but could easily stretch to eight, ten or twelve. Using `Prisoner' episodes as an example, there is a lot you can do with `Harmony'. In the early stages of the game, it may be more interesting to make Harmony seem harmless, inoffensive even. After all, it's the sort of place that the Doctor would retire to, isn't it? OTHER PLAYERS It is likely that more people will participate in this game than just the referee and the player of the Doctor. If this is the case, it is easy to say that the Doctor managed to pick up Peri before his capture (you could build this into the introduction). Other companions exist within the village. Some - Mel and Ace are obvious choices, but there is no harm in other companions turning up or being used (the Brigadier appears, whilst Jamie McCrimmon, Steven Taylor or others could easily be worked into the story - each with a number, and each with an introduction - which the referee would need to devise). SOURCES `The Prisoner' TV series; `The Celestial Toymaker',`The Mind Robber', `The Brain of Morbius', `The Deadly Assassin', `The Key to Time', `The Five Doctors', `Trial of a Time Lord', `The Nightmare Fair' and others.
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