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Doctor Who: The Big Bang Generation (BBC New Series by Gary Russell

By Gary Russell

"I'm an archaeologist, yet not really the only you have been expecting." Christmas 2015, Sydney, New South Wales, Australia. think everyone's shock while a time portal opens up in Sydney Cove. think their surprise as a huge pyramid now sits beside the Harbour Bridge, inconveniently blocking off Port Jackson and gleaming with strength. think their worry as Cyrrus "the mobster" Globb, Professor Horace Jaanson and an alien murderer known as Kik arrive to say the gleaming pyramid. ultimately think everyone's dismay after they are through a number of con artists out to spring their maximum grift but. This gang comprises Legs (the attractive comedian), puppy Boy (providing security and firepower), Shortie (handling logistics), Da Trowel (in cost of excavation and historical past) and their chief, document (busy ensuring the universe isn't destroyed in an explosion that makes the massive Bang appear like a humid squib). And whilst a person by chance reawakens The Ancients of the Universe - which, document reckons, wasn't the wisest or best-judged of activities - issues get a lot extra complicated...

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First of all, it is triple locked, end there is a -3 penalty to any open locks rolls for all three because of their masterful construction. The keys have been sent separately to Lalali-Puy for security purposes. Once the locks have been opened, there is a magical shock trap on the coffer, which will inflict 6d10 dice of electrical damage on anyone other then Lalali-Puy who attempts to open the coffer and 3d10 points to anyone within ten feet (save versus paralyzation for half damage). If, after all this, the PCs still want to open the coffer, they will be disappointed to find an exceedingly ordinary necklace inside.

Quarter is neither asked nor given. Role-playing in such a merciless melee is minimal at best. Statistics. The various raiders and caravan defenders are given here. The PCs will fight their nearest enemies, then go on to the next. Human Raiders and Human Guards: AL N; AC 10; MV 12; HD 4d10; hp 26; THAC0 17; #AT 1; Dmg 1d6; SZ M; ML 12; XP 15 Elven Raiders: AL CN; AC 10; MV 12; HD 5d10; hp 34; THAC0 16; #AT 1; Dmg 1d6; SD Surprise foes; SZ M; ML 13; XP 35 Thri-kreen Raider: AL N; AC 5; MV 18; HD 6+3; hp 25; THAC0 13; #AT 5; Dmg 1d4/1d4/1d4/1d4/1d4+1; SA Paralyzation; SD Dodge missiles; SZ L; ML 17; XP 1,400 Semponius of Asticles, leader.

The various raiders and caravan defenders are given here. The PCs will fight their nearest enemies, then go on to the next. Human Raiders and Human Guards: AL N; AC 10; MV 12; HD 4d10; hp 26; THAC0 17; #AT 1; Dmg 1d6; SZ M; ML 12; XP 15 Elven Raiders: AL CN; AC 10; MV 12; HD 5d10; hp 34; THAC0 16; #AT 1; Dmg 1d6; SD Surprise foes; SZ M; ML 13; XP 35 Thri-kreen Raider: AL N; AC 5; MV 18; HD 6+3; hp 25; THAC0 13; #AT 5; Dmg 1d4/1d4/1d4/1d4/1d4+1; SA Paralyzation; SD Dodge missiles; SZ L; ML 17; XP 1,400 Semponius of Asticles, leader.

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