there are a few embeddable QCVMs out there, FrikaC wrote one, I wrote one.
getting doom 3 to run QC code, you'd need to:
1) provide a QCVM.
2) provide the builtins (pr_cmds.c)
3) provide the physics (sv_phys.c+world.c+sv_move.c)
4) provide some sort of network compatibility (fte translates server-side, you'd probably need something similar)
5) add support for .mdl
6) add support for .bsp and its stupid hulls so that clip brushes work.
7) emulate a whole boat-load of cvars and console commands so that evil mods don't bug out.

write lots and lots and lots and lots of extensions so that some of the awesome q1 mods that require various different engine extensions actually work.
and you still wouldn't have cool stuff like csqc, greatly limiting what the mod can actually do, nor any network compat with anything else.
If you want to do it because you think it would be awesome or whatever, then go for it, but I wouldn't recommend treating it like a serious project unless you genuinely intend to go a whole lot further... Its a cool project, but you'll spend ages perfecting it and you probably won't get many serious users.
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