One of our submarines is missing


Background

It is the height of the Cold War, some time in the 1970s or perhaps the 1980s. Six days ago, in the Barents Sea, a US Navy Los Angeles-class submarine was trailing a Russian Delta-III ballistic missile sub. And then, suddenly, with no explanation or warning, all contact with both submarines was lost.

Four days ago, the two submarines were found in the English Channel, adrift but undamaged, their nuclear reactors shut down and their crews unconscious and unresponsive. They were placed in immediate quarantine. The Russian Ambassador went - well, ballistic - at the thought of the Western powers gaining unrestricted access to a Soviet nuclear submarine, and so a UNIT team made up of a rather volatile mix of US, UK and Russian specialists was assigned to investigate.

They soon discovered that both crews had been infected by an identical virus, a hitherto unknown pathogen that attacked the nervous system, slowing down the subject's metabolic rate and inducing a state akin to hibernation. The crews' own immune systems were already fighting off the infection, and conventional anti-viral drugs proved effective in speeding the process along.

Both vessels' computers had been wiped, and most of their crew members, once they'd awoken, had no memory of what had happened. In a few cases, they had a garbled recollection of meeting what they variously described as a hell-hound, the Hound of the Baskervilles, or just "a big, mean, really freakin' weird-looking dog" - a great black hound, almost as large as a Shetland pony, with glowing red eyes and flames rippling through its fur. And one or two of the crew members from each sub awoke in a sort of fugue state, in which they compulsively drew strange pictograms resembling prehistoric cave paintings on any surface they could reach. They shook off the strange delirium after a few days, with no recollection of what they'd done or why.

Initially, America and Russia went through the motions of accusing one another of having engineered the incident, but their hearts weren't really in it. If either of them had captured a fully operational nuclear sub belonging to the other, Admirals on both sides pointed out with deadly logic, they wouldn't have promptly abandoned it in the middle of one of the busiest shipping lanes in the world, in full view of any passing ferry, yacht or fishing boat.

From the beginning, UNIT knew better than to blame either superpower. The strange fugues and pictograms were almost identical to the ones in the reports of the Wenley Moor incident in Derbyshire, and the Taskforce guessed at once that they were dealing with another Silurian shelter. But their genetic analysis of the "hibernation virus" proved that it didn't have a terrestrial origin at all, not even a very ancient one. These Silurians appeared to have an alien ally.

Neither superpower was happy with UNIT's conclusions, but at least they stopped bickering with each other - albeit so that they could demand answers from UNIT with one voice, preferably by five minutes ago. The thought of a Silurian/alien alliance lurking in the Barents Sea, an alliance with a proven ability to hijack a nuclear missile boat and a probable capacity to manufacture biological weapons, gave a lot of trigger fingers a nasty itch.

Both America and Russia sent more submarines to the location where contact with the first two vessels was lost. So did Britain. None of them found anything remotely unusual. Short of ideas and under enormous pressure to find out what was happening, UNIT issued a general alert for anything that might be a dinosaur sighting along the Barents Sea coastline, and started cross-referencing their only other clue, a ghostly spectral hound, with anything vaguely related to either aliens or submarines.

To their surprise, they hit paydirt pretty quickly. David Royce, a former US Navy sailor imprisoned for drug dealing, had vanished from his Texan prison cell a couple of weeks earlier, in a classic locked-room mystery. His cellmate was found on the floor of the cell, without a mark on him but so deeply unconscious that he was impossible to revive for several hours. When he eventually came around, he was muttering something about a "goddamn' werewolf with its fur on fire" taking the missing man, although he refused to elaborate once he'd regained his senses. Crucially, David Royce knew how to pilot a Los Angeles-class submarine.

The Soviets eventually admitted, with some reluctance, that something similar happened to them at about the same time. Three guards at a Siberian prison camp were knocked unconscious by something they described as a "devil-dog", immediately before a "political dissident" named Alexei Leonov went missing from the camp. Alexei had previously served as a navigation officer on a Delta-III submarine. The Soviet authorities assumed that he might try to make contact with a relative, but when they checked, they discovered that his entire extended family - parents, surviving grandparents, sister and two brothers - had vanished from their homes on the same night that Alexei himself escaped, taking most of their personal effects with them.

Beginning the adventure

Both the Soviet prison camp and the American jail have security recordings of the nights in question, which the US and Russian authorities will grudgingly provide to UNIT with a warning that they don't contain anything useful. A PC who makes the appropriate technical rolls, however, will be able to clean the recordings up to the point where a strange wheezing, groaning sound can be heard, faintly, in the background, shortly before and after the two prisoners vanished. Even if the PCs have no direct personal experience of what a TARDIS sounds like, it won't take long before someone in UNIT identifies it.

At this point, the PCs might jump to the conclusion that they're dealing with the Master. They may wish to interview the witnesses to confirm this, or discover anything else they might know.

The Soviet authorities will allow the characters to interview the three guards by remote video link, but the men can tell them very little. They can relate how they were felled by blasts of "red light" from the hellhound's mouth, which most characters will be able to guess was some kind of energy weapon, but nothing else. They didn't see anyone with the hellhound, and they haven't met anyone matching the Master's description recently. That leaves David Royce's cellmate, Clayton Harris.

Although UNIT characters don't have law-enforcement powers, the US authorities are willing to stretch a point considering that aliens, nuclear missiles and bioweapons are involved. They'll assign the PCs an FBI "minder" to assist their investigation – which may be a way to introduce a new PC, if the players and GM wish.

Harris will be cagey. At first, he'll deny all knowledge of where Royce has gone or what he might be doing. In part, that's because he's holding out for whatever his information might be worth, but he's also worried that the characters won't believe the truth. (Harris barely believes it himself, and he witnessed it). To get anywhere with him, the characters will need to make some good social rolls, offer him something he wants badly enough (such as early parole), and/or demonstrate technology or abilities that are sufficiently unusual to convince him that they'll take him seriously.

Harris' story

First thing I knew about it was the noise. Weird kind of groaning and gasping, like a rhino with asthma or something crazy like that. It woke up me and Royce, and we thought it was each other at first, but it was coming from the corner. We got lockers for clothes and stuff in our cell, one each, but that night, there was another locker there, right in front of the window. Then it opens up, and this, like, freakin' werewolf thing comes out. Big as a pony and muscles like a weightlifter, and I swear it was on fire, man. I mean, really on fire, you could see flames coming out of its fur, and its eyes were like, glowing red. Bright red. And then this little guy who looks like a Mexican college kid follows it out of the locker. He's dressed like a garage mechanic and he's looking around like a damn' tourist, and he says "Is there anyone here who can fly a submarine?"

Royce looks mad. He asks the little Mexican who the hell he is, and the Mexican says his name's Galen and he's offering Royce a new face and a lot of money in exchange for one job piloting a submarine plus the name of someone who can do fake IDs, and that's all Royce needs to know for now. Royce gets even madder and he tells this Galen guy that he'll decide what he needs to know, and then he tells me to grab Galen so we can sweat some answers out of him. I'm, like, are you crazy? What about his pet werewolf? Royce tells me it’s some kinda fake, 'cause a real animal wouldn't just be standing there while its fur was on fire. So I take a step towards the Mexican kid, and the werewolf turns to look at me and I see a red flash, and that's the last thing I remember.

If they ask Harris if Royce does know someone who can do fake IDs, Harris will admit that Royce once mentioned a "crooked lawyer" named Ferris, who was based "someplace in the Pacific Northwest - Vancouver, I think he said, but he only talked about it the once"

A check of Royce's past history will reveal that Martin Ferris is a senior partner in the legal firm Walker, Ferris and Hargrove, which is based out of one of the skyscrapers in downtown Vancouver. Ferris brokered several real estate deals that Royce used to launder the profits of his drug-running, but claimed complete ignorance of his client's criminal activities when Royce was arrested. He's notable for being Royce's only significant contact outside the US, and more or less the only one who isn't in either in jail, a fugitive from justice, or shot by rival drug dealers. A visit to Vancouver seems to be on the cards.

Welcome to Vancouver

If the PCs approach Ferris directly, they'll get nowhere. He has no intention of trading his luxurious faux-Tudor mansion for a prison cell, and he'll flatly deny involvement with anything illegal, threatening the characters with action for defamation of character if they persist.

Beneath his bluster, however, he's a worried man. His under-the-table business in forged identities has provided him with a very lucrative second income for many years, and this is the first time that anyone official has ever shown the slightest awareness of its existence. Once the PCs have gone, he'll contact Royce to demand an explanation for the leak. He'll be careful, using a pay-as-you-go 'phone from a public location, but smart characters who've made an effort to keep him under surveillance will still have a variety of ways to find out who he's called, from using a minor Gadget to trace the signal or spy on the number he keys in, to simply stealing the 'phone in a faked mugging.

Another option for the PCs is to burgle Ferris' mansion. They'll have to "lose" their FBI guardian to do this, and if they are caught, the Secretary will deny all knowledge of their activities, but it's a viable approach. The mansion is a large, mock-Tudor dwelling in the city's Shaughnessy neighborhood, set well back off the road, with woodland at the rear and a large landscaped garden at the front. The house has state-of-the-art burglar alarms and motion-activated night lights, but no guards. The problem for the characters will be sneaking in and out undetected, rather than being captured.

There isn't anything directly incriminating in the house - Ferris is far too canny for that - but if the PCs manage to hack his computer records, they'll discover a large payment to his personal accounts only a day after Royce escaped. The money came from a Portland-based company called "Ryan Galen Investments", which should get their interest if they managed to persuade Clayton Harris to tell his story.

If the PCs stole or traced Ferris' 'phone, they'll discover that the call was made to a small but wealthy Oregon town called Custer's Ford. If they discover the deal with Ryan Galen Investments, they'll learn that some of the money was used to fund a series of real-estate purchases in the town.

The Tromso connection

While the PCs were interrogating Clayton Harris and (if they succeeded in getting Harris' story), Martin Ferris, UNIT's red flag on dinosaur sightings along the Barents Sea coastline was tripped. A group from the University of Tromso, on a field trip studying the polar ecology, were viciously attacked by a creature that none of them had ever seen before. UNIT's scientists have classified it as "a small theropod dinosaur of previously unknown type, tentatively likely belonging to the subgroup Coelurosauria, with a covering of proto-feathers likely designed to serve as both camouflage and insulation in polar environments". The military branch preferred simpler terminology - "a four-foot high T-Rex covered in white feathers, with really sharp teeth". The creature injured three of the university party before a fourth managed to bring it down with a rifle shot.

If the PCs interview the university team, none of them will have anything to add to their initial story. Three students - Tarvald Lauritzen, Larss Haavik and Malena Langeland - were away from the camp at the time of the attack, collecting soil samples. The PCs may notice that all three of them seem evasive or nervous towards the UNIT team. If the PCs succeed in some difficult social rolls, the three may admit to finding an injured "lizard man" who'd collapsed in the snow about five miles from the team's base camp. They erected an emergency tent around him and tried to make him comfortable. If they can't talk the students around, the PCs could follow them by planting tracking bugs in their snowmobiles. The students are afraid of what will happen to the "alien" they've discovered if they hand him over to "government agents", but they don't know how to help the alien themselves, and they'll prove co-operative if the PCs demonstrate their good intentions.

Whether through persuasion or trickery, they'll discover an injured Silurian - a young male of the humanoid subspecies - lying in a tent beside a frozen lake. His legs show bite and claw marks from the dead theropod, and he can barely walk. He's also suffering from shock and the Silurian version of hypothermia - he's not adapted to the arctic environment, but he recovers consciousness just as the PCs arrive. He's not very coherent, but he'll ask for help in the PCs native language - if the PCs have different native languages, each will hear the words in his or her own native tongue, and if they ask, they'll discover that the three students are hearing him in fluent Norwegian. A difficult roll in an appropriate knowledge skill will allow a character to guess that the young Silurian has been in contact with a TARDIS recently.

The Silurian's name is Arkavyn, and he'll claim to be a fugitive from "traitors" among his own people. He'll warn the PCs that he's being chased by "two of the Aquatics and a scent-hunter beast", and that they're all in danger unless they can get away from here. If the PCs describe the dead theropod, Arkavyn will confirm that it's the scent-hunter beast that he's talking about.

As the PCs leave the tent, they'll discover - if they haven't already guessed - what Arkavyn meant by "Aquatics". The icy surface of the lake cracks and two Sea Devils emerge. They make no attempt to negotiate but open fire immediately, ducking beneath the surface of the lake for cover if the PCs return fire. The combat can be played out according to the normal rules. The Sea Devils want to capture Arkavyn and eliminate any "apes" that he might have confided in, but they won't throw their lives away. If the PCs prove too formidable, the Sea Devils will withdraw. It can be assumed that UNIT briefed the PCs on everything known about homo reptilia, including the Sea Devils' vulnerability to high-frequency sounds, so clever PCs could make a technical roll to turn the radio in one of the snowmobiles into a high-frequency loudspeaker, which would disorientate the Sea Devils long enough to escape with Arkavyn.

Comrade Leonov, I presume?

Custer's Ford was created a retreat for the wealthy; a gated community without the need for any gates. Surrounded on all sides by the forests of the Pacific Northwest, it has a small "main street" area with a scattering of overpriced boutique stores and restaurants, surrounded by a ring of large, widely-scattered log cabins that are actually more like log mansions.

Once they get there, the PCs won't find it hard to locate the missing Alexei Leonov; he'll be in one of the stores, buying groceries. They may well see David Royce as well, but there's little chance of them recognizing him, as he's already received his promised new face, courtesy of some highly advanced medical techniques unknown on twentieth-century Earth.

Having discovered Leonov, the PCs now have to decide whether to capture him, confront him, or spy on him. If they bring Arkavyn to Custer's Ford after they've rescued him, Alexei is likely to co-operate voluntarily; he and Arkavyn know and like each other.

What is really going on

Buried deep in the underwater "highlands" of the Barents sea is a Silurian shelter. Unlike most such facilities, this one wasn't purpose-built, but instead adapted from an existing installation, a massive cold fusion generating station that supplied power to most of the areas of northern Europe that were above water in the upper Cretaceous. Most of the homo reptilia there are the aquatic variant that humans call "Sea Devils", but the inhabitants also include many of the three-eyed and humanoid terrestrial sub-species. Even before it was expanded to hold a Silurian refugee population, the complex was practically a city in its own right, and almost a third of the Silurians it hosted were engineers or scientists specializing in various fields of high-energy physics.

History has been changed. In the original course of events, the two submarines accidentally collided. The Russian sub, its guidance systems damaged, started drifting towards the Silurian shelter. The shelter's automatic defenses detected an imminent collision with a large vessel containing a quantity of fissile material, and attempted to push it away with a magnetic pulse. Unfortunately, the Delta-III submarine was far more fragile than the Silurian craft that the pulse was intended to affect, and its hull ruptured, killing all aboard and scattering radioactive material into the sea. Cold War tensions were ratcheted several notches higher by the disaster. In a cruel irony, the radioactivity seeped into the Silurian shelter, gradually poisoning the sleeping reptile people. In less than two hundred years, all had died, without ever awakening.

That tragedy was averted by a young, inexperienced renegade Time Lord named Argalenavaradnyaran (Galen). Very young and inexperienced, in fact - thanks to a rather unfortunate turn of events following the Sontaran invasion of Gallifrey, he was sentenced to exile less than a month after he graduated from the Academy. He managed to escape thanks to some under-the-table help from the fourth Doctor, who asked him to prevent the disaster in the Barents sea and save the Silurians by way of a quid pro quo.

Feeling distinctly out of his depth, but honor-bound to agree, Galen started looking for a way to rescue the Silurians without making a radical mess of the Earth's time line. Searching for inspiration, a little desperately, in the Doctor's past exploits, he came across a reference to the first Doctor's encounter with the Mechonoids, and a plan started to form in his mind.

A quick check of his TARDIS library turned up a reference to a planet named Thelesar that seemed perfect for a Silurian colony - uninhabited, located in an out-of-the-way corner of the galaxy, and with an environment almost identical to Cretaceous-era Earth. Galen hijacked a Mechonoid colonizing ship, diverted it to Thelesar, and reprogrammed the Mechonoids to build a city there, tailored to Silurian needs and architectural aesthetics. Then he revived the leader of the Barents sea shelter, the aged Madam Ruvaru, and offered her a deal.

Earth, he pointed out, wasn't the planet it had been when her people had gone into hibernation. It was colder, more polluted, there was a third less oxygen in the atmosphere, and in order to re-establish themselves there, her people would have to commit an unprecedented act of mass genocide against another intelligent species - a crime that might permanently corrupt their culture and society. Thelesar was far more similar to "her" Earth than the Earth itself now was, and the Mechonoids had created all the infrastructure that her people would need to live in civilized comfort. Using the shelter's massive power generation capacity, it would be possible to create a space/time corridor that would transport even the largest of the equipment and creatures stored there to their new home.

Diplomacy was never Galen's strong point, but Madam Ruvaru was very old and wise, and she could recognize a logical argument when she heard one. She could also recognize a superior technology when she saw one, and it took her all of three seconds to figure out that this peculiar-looking mammal could add a great deal to the sum of Silurian scientific knowledge. Unlike Galen, she was a skilled diplomat, and she managed to talk him into throwing the blueprints for a transmat beam and an anti-gravity field generator into the deal before he realized what had hit him.

Having struck a bargain with the Silurians, all Galen needed to do was prevent the submarines from colliding, and for that, he needed help from someone who knew how to steer a submarine. Finding David Royce and Alexei Leonov was a simple matter of jumping forward a century and doing a computer search of historical court records, and rescuing them was easy enough for someone with access to a TARDIS (and a K9 unit). But to persuade them to help, he needed to give them the new lives that they (and their families, in Leonov's case), wanted, and by doing that, he inadvertently gave UNIT a way to track them - and him - down.

Still, the attack on the submarines went like clockwork. Galen, along with his his K9 unit, Gwyllgi, and a small Silurian backup squad, used Galen's TARDIS to get aboard, and released a Sontaran-designed riot control virus into the ventilation systems. With the crews subdued, Alexei Leonov and David Royce guided the vessels to safety.

Galen knew that the American and Russian governments were bound to send other vessels to investigate, but he deliberately hijacked the two submarines while they were still about twenty miles from the Silurian shelter. The evacuation to Thelesar was proceeding swiftly and smoothly, and he calculated that the shelter would already be empty by the time the superpowers got close to finding it.

And then everything started to go wrong...

Krayal's Gambit

The bargain struck by Madam Ruvaru didn't find favor with all the shelter's leaders. A majority were willing to go along with the deal in the absence of a better alternative, but there were some for whom existence - however luxurious - as displaced refugees, simply wasn't enough. They wanted a way to rebuild their entire civilization. They just couldn't think of one, at first.

Then it occurred to Dr. Krayal, the shelter's leading physicist, that if they could reach the future of another planet through Galen's artificial wormhole, they could also reach the past of their own world - if only they could figure out how to operate the equipment. Galen had refused, despite Madam Ruvaru's blandishments, to share any information about the time corridor generator, but he underestimated the Silurian scientists’ ability to decipher the controls for themselves.

Krayal and his allies made sure that they were scheduled to be the final group to travel to Thelesar. Partly, that was a tactical decision; it allowed them to take over the shelter without fear of opposition. Partly, it was a fail-safe; if their plan to change history didn't work, at least the rest of their people would be safe.

Krayal made his move just as the PCs were beginning their investigation. He imprisoned Galen, along with Madam Ruvaru and her few remaining loyalists, and started attempting to recalibrate the time corridor generator. He planned to travel back to the era just before the Great Sleep and bring the ancient Silurian leaders forward in time, through kidnapping if needs be, to prove the truth of his claims.

Arkavyn, one of Madam Ruvaru's aides, had been part of the Silurian boarding party which attacked the two submarines. He knew the capabilities of Galen's TARDIS, and he knew that Galen's odd-looking computer was capable of piloting it independently. If he could get a message to Gwyllgi, the robot could use the TARDIS to rescue Galen and the hostages, and hopefully stop Krayal's plan. Unfortunately, Krayal's people had smashed Galen's communicator when they imprisoned him.

Arkavyn managed to break out of his cell, steal Galen's damaged communicator, and flee in a small submersible. Krayal sent a couple of his Sea Devils in pursuit, accompanied by the Silurian equivalent of a bloodhound. Arkavyn landed on the closest coast and tried to shake them off, but he ended up injured by the theropod and only survived thanks to the intervention of the three students and the UNIT team.

Learning the truth

Either Arkavyn or Alexei, or both, will be able to tell the PCs most of what's happening. Arkavyn will be the easier of the two to convince; the PCs have proved their goodwill by rescuing him, he's alone in a strange and alien world, and he needs facilities and equipment to repair Galen's communicator. Alexei will be harder to convince, unless Arkavyn is present to vouch for the PCs, but Alexei’s family are all living in Custer’s Ford under new identities, and Alexei is willing to bargain in exchange for an assurance that they’ll be left in peace.

Alexei hasn't visited or contacted the shelter since before Krayal's takeover, so as far as he knows, everything is still going according to plan. With the US and Soviet authorities breathing down their necks, however, the player group will presumably want to check out his story for themselves, even if they didn't rescue Arkavyn. If they did, they'll have learned that a renegade Silurian is planning to erase their species from history. One way or another, they need to visit the shelter.

Galen told Alexei how the Russian nuclear sub was accidentally destroyed by a magnetic pulse in the original version of history, and Arkavyn, though he doesn't have a military background, is broadly familiar with the shelter's defenses. That information makes the US and Soviet authorities reluctant to try a massive frontal assault that might well fail – at least as their first resort. Before they chance an all-out assault, they agree to attempt a stealth infiltration of the shelter.

Entering the shelter

Depending on how the adventure has played out up until now, there are several ways in which the PCs could enter the shelter.

By submarine

If they never made contact with Alexei, then Arkavyn will be willing to guide them to the shelter. His own small craft was disabled by his pursuers, but UNIT can supply them with a newly developed, experimental mini-sub that incorporates stealth technologies scavenged and reverse-engineered from previous alien encounters. Using it, they should be able to sneak aboard the shelter undetected.

At close range, the min-sub's sensors will easily register the vast amounts of energy that the cold fusion reactors are pumping into the time corridor. The approach to the shelter leads through a narrow cleft in the face of a vast underwater cliff face. The cleft is only a few dozen meters wide and about a hundred and fifty meters long. It opens out into a vast cavern, almost a quarter of a mile across. No trace of the cavern's natural walls remain; they have been shaped into something between a technological wonderland and a monumental gothic cathedral. Immense windows of armoured glass overlook gracefully curved metal superstructures layered with incomprehensible equipment, interspersed with colossal bass-reliefs depicting scenes of Cretaceous-era Earth. Many areas are floodlit with eerie greenish-white illumination, but the place is enormous, and there are plenty of patches of shadow where the sub can hide if the PCs make the appropriate rolls. The shelter is conducting routine sensor scans for intruding vessels, but they're looking for large, military craft, and the sub has a better-than-even chance of avoiding detection.

The shelter is undermanned, and most of Krayal's people are either working on the time corridor or guarding their captives. The PCs will have to make some very unlucky rolls to be discovered. If they're are, they'll find themselves snared in a magnetic tractor beam - fortunately for them, the Silurians have learned about the relative fragility of human craft from Galen, and they'll calibrate the beam to draw the mini-sub in without destroying it. Krayal will order the captives imprisoned and interrogated to see if there's any danger that the shelter will be attacked by human military forces before he can complete his plan. The PCs will find themselves locked in a cell with a very embarrassed Galen, who'll fill in any gaps in the story that they haven't already filled in for themselves.

If they manage to avoid detection, the PCs will be able to dock the sub in a small bay in one of the shelter's dormant sections – Arkavyn can point these out to them. Almost all of the shelter's population has already evacuated to Thelesar, and the bulk of the facility is powered down and inactive. The characters should be able to move about fairly freely, although the air will be thin and the temperature very low. It will also be creepy; the wide, vaulted stone corridors are pitch dark, and the PCs are the some of the first living beings to walk them for literally millions of years.

By osmic projector

Galen always knew that if the Americans or Russians were persistent enough, another submarine might discover the shelter eventually. So he set up a two-way osmic projector link between the shelter and Custer's Ford in case he needed help from Royce or Alexi again. The projector also gave Galen access to his TARDIS, which he hid in Custer's Ford to keep it out of the way of any curious Silurian scientists.

The projector in Custer's Ford is hidden in the basement of Alexei's new house; Galen doesn't trust David Royce an inch, but he sees Alexei Leonov as a fellow idealist, and the young Russian has become a sort of unofficial assistant.

If the characters confront Alexei, it's possible (if they make some very good social rolls), that he'll use the projector to take them to see Galen himself. If not, then (assuming they don't try to capture him), he'll hurry home and use the osmic projector to go to the shelter and warn Galen what's happening. If the PCs can somehow get a warrant to raid his house (or simply break in), they'll find the projector in the basement, although without Alexei's help, they'll have to figure out how to operate it for themselves.

Galen conveniently forgot to mention the osmic projector link to the Silurians, so Krayal won't be watching for unexpected arrivals inside the shelter. The PCs materialize inside the quarters that Galen has been assigned for his own use. It's obvious that a struggle has taken place; furniture has been overturned, and equipment lies smashed on the floor. That will hopefully alert the PCs to the fact that something has gone wrong, even if they didn't rescue Arkavyn.

By TARDIS

Galen's TARDIS is hidden in the foyer of Custer's Ford's small public library, disguised as a vending machine. Galen's K9 unit, Gwyllgi, is inside. Galen's communicator is very badly damaged, and it's a TL7 device, more advanced than either UNIT or Arkavyn are used to. It will require some very difficult technical rolls to repair it. Savvy PCs may come up with alternatives, however. Gwyllgi has met both Arkavyn and Alexei, and knows their voice prints. If either tries sending an appeal for help on conventional radio frequencies (or better yet, a subspace communicator, if UNIT captured a functional one during a previous alien encounter), Gwyllgi will pick up their signal and transmit a reply. He'll be willing to transport a small UNIT force to the Silurian shelter in Galen's TARDIS if Arkavyn has delivered his warning of Krayal's plot.

Concluding the adventure

The PCs (and Alexei and Arkavyn, if either is with them), will need to make a few stealth rolls as they wander the base, in order to avoid running afoul of Krayal's people, but they'll eventually find Galen locked in a cell, guarded by a couple of Sea Devils. Arkavyn can lead them straight to the cell block, if he's there. If they free Galen, he'll be even more embarrassed than he would have been if the PCs had been locked up with him. He won't mention the fourth Doctor's involvement, since he knows that the Doctor's third incarnation works for UNIT in this era, but he'll admit everything else. His first priority is to stop Krayal before the time line is irretrievably damaged, and he'll ask the PCs for their help.

The time corridor generator is set up in one of the shelter's primary docking bays. When operating, it appears to be a churning mass of blue light, more than forty feet wide, hovering a few inches above the surface of a fifty-foot wide silver dais. Off to one side is a horseshoe-shaped control podium with instrumentation labeled in mixed Gallifreyan and Sontaran script. Galen cobbled it together using more osmic projection equipment (stolen from one of the Sontaran cruisers involved in the attempt to invade Gallifrey), and spare parts from the drive system from his TARDIS.

There are several approaches that the PCs could take to stopping Krayal. The time corridor requires an immense amount of energy, which is presently being supplied by the shelter's cold fusion reactors. Madam Ruvaru, as leader of the shelter, knows an emergency shut-down code for the reactors. If the PCs can rescue her and get her to the control room, she can cut the power, although they would need to get past the Silurians guarding both Ruvaru and the control room. If they opt for a more direct approach, they can either fight or sneak their way through the corridors leading to the docking bay, or else return to their mini-sub and approach by water. They could also get creative with distractions. For instance, several of the Silurians' large domesticated dinosaurs are still in hibernation. Reviving a few of them , and releasing them to rampage down the corridors, would certainly draw the guards away.

If at first you don't succeed...

It's possible that the PCs will succeed in stopping Krayal. If they take too long, however, he might succeed in entering the time corridor before the characters can shut it down.

Krayal will be less of a danger to the time line now that he can't use the time corridor to convince his ancient compatriots that he's telling the truth. But he's still loose on Cretaceous-era Earth, at the height of the Silurian civilization, with knowledge that could alter history irrevocably. There's nothing else for it. One way or another, the PCs will have to follow him back...