Doctor Who #20

The Stockbridge Horror Parts 1 - 2

STORYLINE

In a limestone quarry in Stockbridge, the engineering crew makes a startling discovery, the impression of a modern day police box buried in five million year old rock. A few miles away, a police constable discovers a badly burned body in a ditch. The next day, the Doctor is having breakfast at an inn in Stockbridge when he discovers the story in the newspaper about the discovery of a blue box. A bit worried about the TARDIS< the Doctor rushes off to check where he last left it. To his relief, he finds the TARDIS exactly where it should be, However, it appears to be covered in mud. After analysis, the mud is made up of limestone. Has the TARDIS been having adventures on its own? The Doctor heads to the limestone quarry to find answers, but there are too many security people about and he decides to head back to the TARDIS. On the way back he notices flames coming from where the TARDIS is sitting. In his haste to get back, he inadvertently steps into the path of a speeding fire truck.

The fire truck strikes the Doctor so hard that the truck stops to check on his welfare. The Doctor struggles to get up and shake off the pain, he must hurry to get back to his TARDIS. One of the firemen is left behind as the truck speeds off, and he decides to follow the Doctor to make sure he is not badly hurt. The Doctor finds that the TARDIS is nearly engulfed in flames, but before he can get to it, a strange figure forward and blocks his way. The figure shoots flames from his hands and now points those hands at the Doctor. At just that moment, the fireman steps forward and distracts the flame creature enough for the Doctor to get past and to the TARDIS. The fireman, unfortunately takes the brunt of a flame blast. The TARDIS dematerializes just as the flames begin to reach it, the dark figure clings to its sides. The fire continues to burn for three days before fire crews are able to get it under control. They find the remains of their fellow fireman, but also a square impression left on the ground where the fire didn't touch.

Written by Steve Parkhouse Art by Steve Parkhouse

The Outsider Part 2

STORYLINE

Part 2 picks up right where things left off: the Outsider has absorbed enough cosmic energy to become a discount-Eternals-style demigod with the social skills of wet cardboard. The Doctor, meanwhile, is trying to negotiate, placate, reason, plead, and occasionally yell at him, which is basically the standard Time Lord conflict-resolution cycle.

The Outsider’s main shtick is rewriting reality because he’s bored, which is precisely the personality trait one wants in a nigh-omnipotent entity. So he starts folding Stockbridge into various nightmare configurations—war zones, wastelands, pocket dimensions—basically giving the Doctor a speed-run tour of Things That Should Not Be, complete with the Doctor doing his best fed-up uncle routine.

But all cosmic tantrums must come to an end. The Doctor pieces together the Outsider's origin (a dimensionally confused orphan from a collapsed continuum) and manages to talk him down—not by force, mind you, but by appealing to something deeply primal and emotional:

The Outsider just wants to belong.

Cue cosmic acceptance, a flash of existential melancholy, a normalizing of energies, and the Outsider finally stepping out of Stockbridge—this time figuratively—into a place where he actually fits.

The crisis is over. Stockbridge returns to its usual state of low-level weirdness. The Doctor wanders off, probably hoping the next crisis is something simple. Like Cybermen. Or a sentient fungus invasion.

Written by ? Art by ?

The Greatest Gamble

STORYLINE

This short, punchy tale asks the question: What if the Doctor gambled with someone so dangerous that Vegas would politely escort them to another solar system?

Enter the Gamblin’ Man—a cosmic trickster with the fashion sense of a disco-themed archdevil. His whole deal is challenging travelers to games of chance where the stakes are so high they really need their own health-and-sanity warnings.

The Doctor strolls into the scene, sizes up the situation, and realizes very quickly that this is one of those villains who only respects smugness, confidence, and a willingness to bend the rules like they’re warm taffy. So the Doctor does what he always does:

He cheats better.

The Gamblin’ Man sets up the ultimate contest—cards, dice, cosmic roulette, probably Yahtzee—but the Doctor is playing three games at once: the one on the table, the one in the villain’s mind, and the one involving subtle TARDIS trickery disguised as pure Time Lord swagger.

Naturally, the Doctor wins. Not because of luck. Not because of skill. But because the Doctor knows the universe’s dirty secret:

The house always wins… unless the Doctor is in the house.

The Gamblin’ Man is thwarted, the stakes are neutralized, and the Doctor saunters off once again, coat flapping in triumph, likely thinking:

“Well, that went well. Surely the next adventure won’t involve any world-ending cosmic entities or weapons of unimaginable power.”

Narrator: It would.

Written by ? Art by Dave ?