Wednesday, March 04, 2026

Dr Who 2e - A Stitch in Time - Review



Pages: 112
Run Time: 10 sessions.
Pre-gens: None

This campaign is really 10 scenarios that have nothing to do with each other. Each scenario lets the PCs collect some items or information that might be helpful in the 10th scenario. The scenarios are fairly short and very straight forward. I would run the 10th scenario last.

I think the scenarios are ok, but on the whole unmemorable and too simple.

Of the scenarios, I'd recommend: The Great Sonic Caper, Silver Screams, Everything Must Go

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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Hi-De-Hide
Time Period: Sept 23, present day.
Location: Fairway Holiday Camp, England, Earth
Pages: 9
Run Time: 1 session
Hook: Temporal disturbance at a sleepy seaside (camping) resort.

A pretty straightforward scenario.




The Most Dangerous Monster
Time Period: 24th century
Location: Former Cazralat prison complex
Pages: 9
Run Time: 1 session
Hook: PCs have won an all expenses paid trip to the opening day of Deadly Prey Executive Holiday Experience by Targetzone Tours.

I had fun with all the NPCs.




Silver Screams
Time Period: 1932
Location: Burbank, California, Earth
Pages: 9
Run Time: 1 session
Hook: A vacation to checkout Hollywood.

My players enjoyed this scenario.




Everything Must Go
Time Period: 23rd Century
Location: HYNAX Gigacomplex
Pages: 9
Run Time: 1 session
Hook: Obnoxious advertising drive the PCs to a Sale. Everything Must Go!

A great place to get various items such as your own Psychic Paper.




Protect and Survive
Time Period: 1066
Location: Battle of Hastings, Earth
Pages: 9
Run Time: 1 session
Hook: Let's checkout the Battle of Hastings!

I liked this because of the Battle of Hastings and the Bayeux Tapestry.




Emergency Ward 26
Time Period: unknown date
Location: Urd
Pages: 9
Run Time: 1 session
Hook: The TARDIS gets a time-space SOS and PCs are whisked away automatically.

In concept, I thought this was a pretty cool scenario. But in play, it was ok, but not as interesting as I thought it'd be.




The Great Sonic Caper
Time Period: 2515
Location: Anahera, New Stenport, Earth Empire
Pages: 9
Run Time: 1 session
Hook: Someone steals the Doctor's Sonic Screwdriver.

This one is actually pretty fun. Sort of an Ocean's Eleven thing going on.




Return to Sender
Time Period: 57th century
Location: Harmenhout, planet FBK-113
Pages: 9
Run Time: 1 session
Hook: Investigate a pan-galactic kidnapping.

I liked the setting and messed up society.




Green for Danger
Time Period: 2147
Location: Boston, Earth
Pages: 9
Run Time: 1 session
Hook: Watch 2147's Hover-Hockey's historic final match.

Sort of a bait and switch as this scenario has nothing to do with Hover-Hockey.




Save Nhein
Time Period: 26th century
Location: Nhein
Pages: 11
Run Time: 1 session
Pre-Gens: None
Hook: PCs are snatched and dropped on Nhein.

For a finale, I felt this was a bit meh.




Dr Who 2e: The Secrets of Scaravore - Review

Pages: 112
Run Time: 7 sessions
Pre-gens: None

A campaign consisting of 4 scenarios, each giving clues to the finale, the 4th scenario. Since each scenario is about 20 pages each, they're a lot more complex than the ones found in A Stitch in Time.

In my game, the PCs don't have the TARDIS, but they have the Hermit's Lantern, a scaled down version of the TARDIS. Since the Hermit's Lantern is slightly damaged, it sometimes takes them somewhere they did not intend to go to. This does two things:
  • Deus ex machina. I ask them where they intend to go and then drop them in the wrong place/time. I can sometimes tie in their intention with their destination, sometimes not. So, now they have to figure out where/when they are when they arrive which is sort of fun.
  • Since the Hermit's Lantern is unreliable, they can't use it all the time to just teleport around because they might end up somewhere unintended.
I have 2 small negatives:
  • Pictures are lacking, most are stock images from episodes of Dr Who, there's not enough useful pictures. I had to do web searches for pictures and used some AI generated images for my game. 
  • Some information is spread out in different scenarios, so GM has to read all of the scenarios to figure some things out.
My Players really enjoyed this campaign, and I did too. So, I highly recommend it.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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The Sigils and Mandala of Scaravore

The issue is that the book doesn't really show what the Sigils and Mandala look like. You only find out by reading the last Chapter. And no examples were given in the book, so I made some myself.





Paradise Lost
Time Period: 2769
Location: Aridius
Pages: 20
Run Time: 1 session




A Kind of Magic

Time Period: 2552
Location: Saphira
Pages: 27 pages
Run Time: 2 sessions





Westward Bound
Time Period: 1843
Location: Earth
Pages: 22 pages
Run Time: 2 sessions





The Mandala of Scaravore

Time Period: 2026 (present day)
Location: London, Earth
Pages: 22
Run Time: 2 sessions