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original adventures in the Doctor Who universe...

aatas

* 1.1 The Time Travellers: Republica (56' 47")

The Professor and Ace arrive in present-day London to find the city strangely changed. England is a republic, ruled by an elderly Lord Protector more interested in a mysterious comet than the long-suppressed forces of revolution fomenting in his kingdom.  As political factions vie for power, the travellers become embroiled in the plans of King Charles XIV who stands poised to reclaim the throne. Can they discover who is behind the drastic alteration of history or will the Puritan cause triumph throughout eternity?

 

* 1.2 The Time Travellers: Island of Lost Souls (55' 31")

It is the time of the Second World War, and all is not well at a top secret research base in Greenland. The British have been testing a new device which could bring about a swift end to the war with Germany - but the trials have gone disastrously wrong.  When the Professor and Ace arrive, they encounter an isolated community not only under threat from its human enemies, but stalked by a horrifying menace with a voracious appetite for survival.

 

* 1.3 The Time Travellers: Prosperity Island

MILLANNO: a holiday planet of extreme wealth and extreme leisure - on one side. The other side of the planet teems with politicians, administrators, and also criminals. When the Professor and Ace decide to take a holiday, they are unwillingly pitched into a battle for supremacy on the planet.  Separated and suddenly finding themselves on the lost and lonely Isle of Prosperity, they must find each other. But standing in their way is the determination of a mysterious figure from the past to reclaim the Directorship of the planet. As the Professor and Ace explore, a picture begins to emerge of a corrupt past, of political double-dealing, betrayal and vengeance.  Who is Milo, the psychokinetic youth who inhabits the island? Who is Gabriel, who sounds like a machine, but talks like a schoolmaster? And who is the earthy Calida, and why is she out for revenge?  A dramatic meeting of old enemies can no longer be postponed, and there is no way off the island...

 

* 1.4 The Time Travellers: The Left Hand of Darkness

Ace finds herself separated from the Professor, marooned, blind and cared for by a mysterious stranger. How did she get there? Who is Dorsai? What secret is he hiding?

 

* 1.5 The Time Travellers: The Other Side

Ace is apparently killed and her dead Nan appears, to help her cross over to 'the other side'. Faced with her own internal demons, how long can she cling to life? And what is 'the other side'?

 

* 1.6 The Time Travellers: Guests for the Night

In search of the legendary 'Point of Stillness', the Professor and Ace find themselves in an old house, steeped in evil. Who is the ancient woman in the attic? Why are there so many clocks? And did the butler really do it?

 

* 1.7 The Wanderer: Cyber-Hunt

A Cyber War rages throughout the galaxy. The Earth-aligned worlds are fighting for survival against the cold, emotionless might of the Cyber Bloc - an alliance of planets whose inhabitants have undergone cybernetic conversion in the name of racial superiority.  Award-winning journalist Olivia is reporting from the front-line, when all her assumptions about the Cyber War are shattered, not only by a terrifying encounter with the enemy, but by the arrival of a wise and mysterious traveller. The result is a deadly Cyber-Hunt, in which human and machine creature are tested to the limit and the balance of galactic power is at stake.

 

* 2.1 The Stranger: The Last Mission

The Stranger has traversed the continuum in his adventures, always trying to escape a past which threatens to catch up with him. Now, however, Soloman recalls the events of years before, and we finally discover what set him on a road apart from the other preceptors.

 

* 2.2 The Stranger: Eye of the Storm

Egan, Saul and Soloman find themselves back on Earth. A young girl named Meta is involved in a dangerous experiment, and Egan may come to learn something about humans before it is over.

 

* 2.3 The Time Travellers: Ghosts

The death of a nameless traveller on a flight to the volcanic Hedistic islands would seem to have been natural. But when his young friend starts her own murder investigation, she uncovers a plot which threatens the safety of the entire planet...

 

* 2.4 The Wanderer: Vital Signs

In search of lost memories, the traveller known as 'Fred' makes his way to the Museum of Universal History and Cosmographies, on the carefully controlled planet of Ephestus.  Things, however, are not as they should be. The weather is unseasonably snowy, and worse, strange wolf-like creatures have been seen at the perimeters of the capital city.  With the wolves becoming ever bolder and the conditions ever more difficult, Fred makes for the museum which he is sure holds the answer to the mystery...

 

* 2.5 The Time Travellers: Only Human

Why won't Alice reveal the real reason for wanting to return home? What is the truth of the planet covered in blood? And who or what is Vixxy?  As events unfold, a simple visit to Earth becomes a growing nightmare and the time travellers find themselves caught in a complex web of time, space and emotions - with no choice but to see it through to its chilling conclusion.

 

* 2.6 Adventures in a Pocket Universe: The Choice

After successfully opposing slavery in the pocket-universe of Ecto-Space, K9 and his Mistress are treated to a life of luxuary as the revered guests of Emperor Lukor. However, a life of decadence soon pales for the travellers and after making a hurried departure they discover a society of diseased cave dwellers who are dominated by their unseen masters who they worship as gods. Experience tells the Mistress and K9 that things are not all that they seem and, in a bid to unearth the truth, they place themselves in deadly peril.

 

* 2.7 The Time Travellers: Blood Sports

Travelling on the luxury train service to Vienzza, The Dominie and Alice discover that one of their fellow passengers is a killer: but which one? As time runs out and the body count begins to rise, the Time Travelllers realise that things may not be all they seem.

 

* 2.8 Zygons: Homeland

A conspiracy of global proportions is taxing the UN and their scientific advisor Guy Dean. The Zygons have returned and will stop at nothing to gain their new homeland.

 

* 2.9 Adventures in a Pocket Universe: The Search

To maintain their vessel, the Mistress and K9 must locate a sustainable power source and e-space-compatible technology - or lose the ability to time travel forever.  Their answer lies within an ancient derelict Dyson sphere. But all is not as its seems, and the arrival of alien archaeologists from planet Herta, searching for evidence of the ancient, brings further danger.

 

* 2.10 Zygons: Absolution

Ganta 4, a desolate rock in a forgotten backwater of the galaxy. Here two groups of humans cling to existence in the grip of wildly differing ideologies. For the miners the motivation is Amyrillium, for the colonists the prize is nothing less than God's New Eden.  Christopher Shaw, charismatic, devout, hallowed and revered by his followers, has witnessed an incredible miracle, one which cements the roots of his faith in unshakable reality.  Justine Hallon, adept political street fighter, diplomat and hard nosed miner can only watch as the uneasy relationship she has forged for her company with the colonists is destroyed.  But destroyed by whom? By what? Why have the colonists changed so suddenly, why have they become so hostile?  And how has one of them seemingly returned from the dead?

 

* 2.11 Krynoid: Root of All Evil

On an isolated Yorkshire hill farm a strange species of plant has been discovered. Between the stalks of wheat and through the ancient hedgerows an alien horror is silently choking the land.  Eve Black a young biologist working for the Ministry of Agriculture is called to the farm to investigate, but instead of finding a simple case of weed infestation her enquiries uncover an sentient hostile life form. One that is intent on destroying every living thing on Earth.  The harvest is beginning and the human race is the crop.

 

* 2.12 Sontarans: Silent Warrior

Treachery is afoot on the 'Genesis', a cargo ship travelling at the very edge of Human space. When Silvia Tanner opens herself up for "a bit of honest corruption" with the Sontarans she soon finds she has bitten off more than she can chew.  With a Sontaran aboard, and the sudden unexpected arrival of an investigator calling himself 'Alex', the stakes are suddenly raised even higher than before, and secrets will out.  What is the Sontaran plan and why do they need the ship? Who is Alex and who is he working for?  With time running short, Silvia needs to unravel the mysteries fast, and then tell her enemies from her friends.

 

* 3.1 Cybergeddon

Corrigan is a throwback; a misfit; a starship captain with the heart of a seafaring mariner. His skills as an engineer and navigator are unparalleled. He's just not terribly good at being human. Perhaps that's why he plies his trade between the rim-worlds and the Vega Station with only a Clockwork Robot for company.  But when his estranged daughter goes missing on the wreck of a starliner, Corrigan is faced with a stark choice - leave her to die, or attempt a rescue that would surely destroy his relationship with her for ever.  The Cyberons however, care little for Corrigan's choices - with two million new subjects to convert and an unlimited supply of power, they are poised to attack the Vega Station. It will be the first staging post in a decisive war against humanity.

 

* 3.2 The Time Travellers: Punchline (58' 51")

A perfect house... A perfect son... A perfect wife... WIFE? When your life is a 70's sit-com and every episode ends happily, why on Earth would you want to change?  In Suburbton, no one can hear you scream...

 

* 3.3 Sontarans: Old Soldiers

For more than 80 years, the British Government has been keeping something hidden. Now it can no longer be kept secret.  With a Weapons Crisis Committee standing in Geneva, Captain Alice Wells of UNIT is given the task of investigating the mysterious deaths of allied and UN troops. When her investigation leads her to an ultra secure safe-house in England she discovers just what it was that the government thought too dangerous to be made public... a Sontaran!  Faced with a creature that believes only in the purity of war, Wells must find a way to force the Sontaran to reveal its part in one of the darkest and most terrible episodes in human conflict.  She must also avoid getting herself killed in the process...

 

* 3.4 Infidel's Comet

The nightmare of generations has finally come true: a huge comet is on collision course with Earth, a holocaust is imminent. But.  From the Comet come a million copper tentacles that snatch up gorgeous, feral news reporter Kate Spencer and intergalactic bank robbers Jimmy and Henry. Escaping from the most improbable prison-cell in the universe, these three must destroy the brain of the Comet before the day is out, or Earth and several thousand alien species will die.  But the Pure Crusader has his Army of Drones, Kate Spencer has a secret, and it might just be Jimmy and Henry's last stand, in humanoid form at least.

 

* 3.5 The Pattern

Mount Chimborazo Radio Observatory in the Highlands of Ecuador is the site of some unearthly visitations, including the enigmatic Logan. But is she friend, or foe? Or neither? And what is the true nature of "the thing outside" that threatens them all?

 

* 3.6 I Scream

Our planet of Galspar is renowned for the quality of its ice cream, which is shipped across the universe. Life on Galspar is perfect - just as the eyescreens tell us it is.  There are those who say that if you look in the right places and ask the right questions, then this perfection is exposed as an illusion, and a terrible conspiracy is uncovered.  But there have always been some intent on disruption, who are not happy with the jobs they themselves have selected or with the wide range of freedoms granted by the Company.  Ignore these troublemakers, citizen, and you'll see that they do indeed disappear. For your own safety, and to secure your promotion prospects, please do not ask where they go.

 

* 3.7 Sontarans: Conduct Unbecoming

General Bestok is a hero of the Sontaran Empire. His battles have been fought according to certainties programmed into his very being. However questions are coalescing at the back of his mind. Why is he being given illogical orders? What has really brought Field Marshall Drell all the way from their home planet to the front line and what is the meaning behind his cryptic remarks?  Maria has spent most of her life in the murky, shifting world of colonial politics. She likes to think she is a survivor. Now her world is being crushed by a brutal Sontaran assault and her skills are being pushed to the limit as she tries to escape with her erstwhile President in tow.  Neither Bestok or Maria realise it but their futures are about to become entwined. Before too long, they must become players, or be played. If they can learn the truth, they will be able to alter the destiny of an entire race.

 

* 3.8 The Rani Reaps the Whirlwind

The Rani is a prisoner. Of the Tetraps. Those hideous rodent-like vampires over which she once ruled. No longer. The devious Urak, her erstwhile disciple, has turned the tables. The Rani is put on trial. And condemned to death. A sentence to be commuted if she exercises her unique scientific prowess to solve a problem threatening to depopulate Tetrapyriabus.  Famine. Shortage of food.  That food?  Blood.  Whose blood?  The answer is in the cells where a pair of kidnapped humans and a pair of aliens are incarcerated. Destined to become the subjects of a brutal experiment. The Rani forges an unholy alliance with the four "guinea-pigs" in a perilous attempt to escape the nightmare of the planet...

 

* 3.9 Wirrn: Race Memory

It is a time of restoration.  Ten millenia have passed since the solar flares devastated the planet Earth and now humanity has come home to reclaim and rebuild.  But scientists at Mombassa Station are about to ressurect a deadly menace that was once destroyed. A menace that will stretch from the depths of the African continent, to the ancient and decaying Nerva Beacon still orbiting high above.  Can a small group of Gene -techs hope to survive the rush of Race Memory?  And In the game of Genetic Engineering, does evolution still hold one last, secret card?

 

* 4.1 Zygons: The Barnacled Baby

Victorian London is not a great place to be if you're a wounded shape-shifting alien.  Your ship is at the bottom of the English Channel, your crew are probably dead, and your nearest source of food is in a Loch six hundred miles away.  And the natives are insane.  Life isn't looking too promising for a Zygon called Bobby.

 

* 4.2 Faction Paradox: The Eleven Day Empire (59' 25")

PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)

1: FACTION PARADOX

Era: Non-specific.

Technology: Post-linear (subtle), time-active.

Even before the outbreak of the "War in Heaven", Faction Paradox was regarded as the most unpredictable (and opportunistic) of the time-active powers. Aware of the precarious nature of history - but under no obligation to protect it - while the other Great Houses were still attempting to uphold a "universal order", the Faction was following its own, far more ambiguous, protocols. Ruthless, secretive and at times difficult to understand, it's hardly surprising that the Faction should have eventually found itself under siege from its rival powers…

 

* 4.3 Faction Paradox: The Shadow Play (65' 55")

PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)

2: THE SONTARANS

Era: Last thirteen-million years.

Technology: Military (blatant), limited time-awareness.

It's perhaps unwise to think of the Sontarans as a species, as such. A homunculus breed, hatched by the million and engineered for full-engagement warfare, the Sontaran military machine is regarded by many time-active cultures as an "occupational hazard": a force of nature rather than a race, compelled by duty and genetics to acquire new technologies for its endless war effort. It should be remembered, however, that with the backing of a higher power even the crudest of breeds can become something quite different.

 

* 4.4 Krynoid: The Green Man

Medieval legends tell many tales of the Greenwood: magical tales of King Arthur and the Fair Folk; rousing tales of Robin Hood and his Merry Men; and harrowing tales of a monstrous plant demon that could posess men, corrupting their very beings.  When alien pods land in an English forest, will the Krynoids claim another world, or can medieval might and wisdom triumph?

 

* 4.5 In 2 Minds

Mysterious death. Grieving mother. Government conspiracy. Edinburgh hackette Nicola McLaren has heard it all before. Just a routine investigation into the whole heap of nothing that forms the humdrum grind of real life journalism, right?  Wrong.  Before long people tried to kill her, a lunatic ex-soldier abducts her and she finds herself chased half way across the country to meet aliens she's not even sure exist.  Oh, and then she has to save the world.

 

* 4.6 The Quality of Mercy

In medieval Europe, the arrival of two strangers brings mystery and conflict to a peaceful market town.  The Inquisition is called for, with the capture of a foreign sailor. He looks like a man, but his clothes and language imply that he may be something more. Or perhaps something less. And what kind of ship sails through the sky?  The Inquisition discover that some questions are too dangerous, and some answers too sensitive. Soon, their fate and that of their prisoner, become bound up with the second visitor to the town.  A disgraced former Templar Knight turned wandering mercenary, Guy de Carnac.

 

* 4.7 Faction Paradox: Sabbath Dei (65' 55")

PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)

3: SABBATH DEI (1740 - 1782 AD?)

Era: Human historical (pre-industrial period).

Technology: Acquired, ritual time-awareness.

Right from its creation, the secret intelligence service of Great Britain was touched by a streak of ritual: its initiations were usually occult, its codes based on astrological or alchemical ciphers. When Faction Paradox first entered Earth history in the 1700s, the Service took an immediate interest in the new arrivals' own ritual practices, and in the inevitable feud between British and Faction agents no single figure was as important as Sabbath. He's now remembered as one of the few individuals to bring his own agenda to the War…

 

* 4.8 Faction Paradox: In the Year of the Cat (65' 55")

PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)

4: THE MUNIFICENT ARMY OF PEKING

Era: Human historical (later period).

Technology: Military (self-contained), non-time-active.

By the end of the fifth millennium AD, the homunculi created by the human species - clones, cross-breeds, fighting-machines and artificial intelligences of all descriptions - outnumbered humanity by more than thirteen to one: but even so, there were no creations like those of Peking. Heading a thousand-strong army of individually-crafted automata, the twelve commanders were self-aware embodiments of the oriental zodiac, forged to a strict astrological design and said to incorporate history itself in their operating program. After the fall of Peking, however, most were never accounted for…

 

* 4.9 Faction Paradox: Movers (63' 28")

PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)

5 - THE BLOOD COTERIES

Era - Posthuman historical. Technology - Variable, occasionally time-active

The demise of Earth was followed by a period in which there was, effectively, no such thing as the human species; a period in which humanity suddenly found itself released from its heritage, with genetic manipulation and vast tracts of space separating the survivors from everything they'd once been.  Many "posthuman" societies inevitably became glorious, grotesque Princedoms, and none more so than those of the Blood Coteries who - like the Medici and Borgia families of antiquity - commissioned the greatest art and culture of their age even as they conducted unimaginable vendettas and poisoned their potential rivals...

 

* 4.10 Faction Paradox: A Labyrinth of Histories (70' 31")

PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)

6: MR SMITH

Era: Non-specific, sub-historical

Technology: Irrelevant

It's now acknowledged that the Great Houses were largely responsible for creating the current shape of history, not simply by interfering in major events(although they may have dabbled) but by engineering the entire framework of history as a single definite structure. What's less well-known is just how easy it is to access that structure's foundations.  Before the War, it was usual for Great House installations to be linked to the Houses' "records library", buried in the framework beneath normal time: though the War made these access-points a liability, many still exist, and encounters with the library's guardian aren't unknown...

 

After a few earlier experiments, BBV began regularly releasing audio dramas on CD in 1998, under the umbrella title Audio Adventures in Time & Space. The mainstay of the CD line to begin with was a series starring Sylvester McCoy and Sophie Aldred (the Doctor/companion team from the 1987, 1988 and 1989 seasons of Doctor Who) as a pair of wanderers in time and space named "The Professor" (McCoy) and "Ace" (Aldred) who so closely resembled the characters McCoy and Aldred had played on Doctor Who - even addressing each other by the same nicknames - that the BBC stepped in and their seventh outing, Ghosts, consequently introduced a number of changes to the characters that made the resemblance somewhat less close, the main one being that the adventures now featured "The Dominie" (McCoy) and "Alice" (Aldred).  The first of the Audio Adventures in Time & Space not to feature the McCoy/Aldred double act was Cyber-Hunt, the first BBV production to feature the Cyberons. A further Who-ish note was added by the introduction of an amnesic space traveller (who one of the other characters dubs "Fred" after her pet goldfish) played by Nicholas Briggs, who some years earlier had played the Doctor in the Audio Visuals series of unlicensed fan audios.  More recently, BBV have moved away from characters-who-might-be-the-Doctor (a field that, in any case, lost some of its appeal for fan audiences once Big Finish Productions began producing official licensed Doctor Who audio dramas featuring characters who were definitely the Doctor) and, following the success of the Auton trilogy, focussed more on stand-alone dramas featuring various Doctor Who alien races, licensed directly from the writers who created them. For some of those writers, the BBV audios have offered a chance to revisit their creations: for instance, the range includes a story by Pip & Jane Baker explaining what happened to the Rani (last seen in Doctor Who being abducted by a group of aliens that, conveniently, were also created by Pip & Jane Baker), and a series of stories by Lawrence Miles about his history-spanning terrorist organisation Faction Paradox.

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