Chateau de Nuit, French Riviera
0100 Hours
Diana’s soles crunched on gravel as she landed, and she quickly surveyed her new surroundings within the castle walls. Satisfied that she had not yet been detected, she whipped at her rope to unhook it and quickly coiled it around her forearm and elbow before returning it to her pack.
Time to begin the next gauntlet. Similar to the Piloting skill rolls Diana had to make to get to the castle, now I need to make several Stealth and Sixth Sense checks to get across the inner courtyard without being detected by the guards. Fortunately, while she had no skill at all in Piloting, Stealth is her best skill.
Box A, Card 1: Make Sixth Sense roll. Sixth Sense 13 x EF 5 (65): 69. Failed. I have to draw another Action Card and add it to the next higher box, Danger Box B. Fortunately, that’s the last of the cards in Box A, so I proceed to Box B.
Box B, Card 1: Make a Stealth roll. Stealth 14 x EF 5-1 (56): 71. Failed. I’m spending a Hero Point to increase this to a Quality Rating 4 result. After my disastrous landing, I really don’t want to be caught just yet. But I still have a few more cards to flip. Hopefully Diana can manage the rest of them.
Box B, Card 2: Make a Sixth Sense roll. Sixth Sense 13 x EF 4 (52): 67. Argh, another Action Card, this time into Danger Box C. I’m just making this worse for myself.
Box B, Card 3: Make a Stealth roll. Stealth 14 x EF 4 (56): 38. QR4 success. Good enough for now. Let’s keep it up. That’s all for Danger Box B. Please let me move onto the next scene… nope. Sigh.
Box C, Card 1: Make a Stealth roll. Stealth 14 x EF 3 (42): 82. Nope, that’s down the tubes. That said, I’ve only got two cards left and my Stealth is my best skill. Should I keep my last Hero Point in case I get into serious trouble, or should I spend it now in the hopes that I’ll make my next two dice rolls? I’m torn between thinking “This is what Diana is best at, I don’t want her to fail here,” and “look how often Bond gets caught in the movies; failure here doesn’t necessarily mean mission failure, it could be dramatically more interesting to get caught.” But it would really suck to spend that last Hero Point just to fail on the next roll…
No, the smart play here is to keep my last Hero Point in reserve. Accept this loss and deal with the consequences.
There was nothing for it. Diana had to sprint across an open courtyard to get closer to the chateau proper. It would be a very risky proposition; if a guard happened to be looking inward instead of outward, they’d have her to rights. She glanced about, hoping that the guards she couldn’t see from her current vantage point weren’t looking, and she ran.
“Hé, toi! Arrête-toi là!”
Evasion (STR+DEX)/2: 7 x EF 5-2-3 (due to being unskilled), which leaves me with EF ½, so I have to roll a 3 or lower. There’s really nowhere for her to hide; she must be right out in the open. I mean, I’ll roll, but Diana would need a miracle to get away. 66, no more miracles today, all fresh out.
Diana found herself under spotlights bright enough she could feel the heat of the lamps on her face. She considered making a break for it, but amid the running footfalls of the guards she heard rifle bolts being cocked and realized the odds were well against her. She froze in place and slowly raised her hands, cursing herself for making such a misstep, until she felt hands grabbing her roughly and throwing her to the unyielding cold ground.
She was taken to a small cell in the chateau cellar. The guards weren’t hesitant about searching her for weapons, and of course they removed her backpack with all of its equipment for her mission. She didn’t resist; there wasn’t much point, and she preferred to bide her time until an opportunity presented itself for escape. In the meantime, she resolved to remain silent and let them assume whatever they wished about her. She didn’t know French, and she didn’t want to reveal that she was British.
The module lets me roll a d10 to see what happens, and I luck out with a 10.
Diana let the guards complete their search and braced herself for a brutal interrogation. To her relief, they did not choose to question her at this time, instead locking her in the room and leaving her there. Presumably they had underestimated her, thinking her harmless enough that this would be sufficient. They didn’t even bind her wrists. Not that she was complaining.
Such was their confidence in her captivity that they’d left her entirely unattended. Thank goodness for small favors, she thought, though they’re likely informing Mr. Fox of my presence at this point. And they may be on high alert in case I didn’t come alone. Things are only going to be more difficult from here on in.
In fact, their search had been sloppy. In their brusque, chaotic handling of her, they’d neglected a fountain pen she carried in her breast pocket. This particular pen, as it happened, had been modified by Q Branch to contain something more than ink. She drew the black Montblanc 149 from her pocket and popped open a small switch concealed within the golden ring near the base of the pen. Lifting the switch unlocked the chamber inside, and with a twisting of the pen’s base, she disengaged the ink cartridge inside and chambered a tiny container of highly concentrated acid. She knelt in front of the door and squirted a stream of acid into the lock. There was a soft sizzling sound and an acrid plume of metallic-smelling smoke rose from the keyhole. Within seconds, the lock had deteriorated enough that she was able to carefully open the door and glance outside.
The hallway outside was dimly lit, and though it terminated in a dead end to her left, there was a door to her right, left slightly ajar. She heard voices beyond. She peered into the room from the darkened hallway and saw that three guards were seated around a table. Upon the table was a pistol, which Diana recognized as her own sidearm. There was nothing for it; if she were to carry out her mission – and avoid serious captivity that would surely come if she waited here – she would have to take on the guards. Three of them. She didn’t like her odds, but there was nothing for it.
“Hand-to-hand combat ensues.” Welp, here goes, with my Hand-to-Hand skill rating 2…
I draw three NPC cards to represent the guards, as instructed by the game booklet.
Guards (3), Minor NPCs. Two go into Danger Box A. One of them has a star on their card, which means he’s more dangerous than the others, and he thus goes into Danger Box B.
Let’s try at least our first round in traditional JBOO7 combat, because it’s been long enough that I’ve completely forgotten how it works.
Diana wants to grab the guard closest to her and wrap her arm around his neck, both choking him to unconsciousness and using his body as a shield to prevent the other guards from shooting her.
The guards, of course, want to apprehend Diana.
Actions take place in order of Speed ratings. Diana’s is 2; the guards have 1, 2, and 1. A d6 is rolled to break the tie: Diana gets 4, Guard A2 gets 5. Argh.
Guard A2: 2 (knife attack) HTH 20 x EF 5+0 = 100. Roll: 82, QR4: Stun. Knife +1, bumping it up to a Light Wound. Diana must make an EF 7 Willpower roll to resist the pain (63). Roll: 44.
Diana: 2 (going to choke [knock out] Guard A1) HTH 8 x EF 5-2-1=2 (LW) (16). Roll: 36. May as well use the Hero Point now; this is feeling very bad. QR4.
…Wait. Knockout requires an ADDITIONAL -2 EF, on top of the difficulty for trying a Specific Blow. That would put her at the absolute bottom, EF ½ (04). Next to impossible. I’m assuming I used the Hero Point to get a QR4 anyway, though I suspect it’s not going to end up helping.
A quick note here: the NPC Card I drew for Guard A2 gave him a Hand-to-Hand Combat Primary Chance of 20. That’s a hell of a lot better than what Diana has. The core rules suggest that normal NPCs fighting Rookie PCs should have a Primary Chance of 10 on average. In fact, this guy’s skills are excellent all around, and his Willpower and Perception are both 9. And this isn’t even the toughest guy in the group! I think this is going to end very badly for Diana.
Guard A1 has to make a Willpower roll at EF 2×4 (58). Roll: 71. He falls unconscious for 15 + 3d6 (9) = 24 minutes. Yay!
Guard B1: 1 (going to punch Diana) 14 x EF 5+0 (70). Roll: 77. He misses!
Diana quickly burst through the door, but one of the guards saw her coming and drew a knife from his belt, rushing toward her with the blade held up in an aggressive pose. He lashed out at her with his knife, thrusting the razor-sharp blade toward her ribcage. She turned aside at the last moment, but the blade sliced through her shirt and cut along her hip. The pain was immediate and intense, but Diana bore it through gritted teeth.
She wrapped her arm around the neck of the guard who’d been sitting closest to the door. He struggled to stand up as she squeezed with all her might. He grasped at her arm but his booted feet kept sliding on the floor, and soon she felt him go limp. Of course, she realized, that meant he wouldn’t be of much use as a human shield – she wasn’t going to be able to pick him up, after all. This is why I prefer to run, she thought ruefully.
The other guard found his feet and moved toward Diana, taking advantage of the new window provided by the slumping body of his comrade. He swung his fist to punch her in the jaw. She dodged to the side, but she knew she was deep in over her head. She had to take swift action before these two took her down, and the open wound in her side was making that more difficult.
Diana is going to dive forward, sliding across the table and grabbing her gun on the way. D6: 4
Guard A2 is going to stab at her again with his knife. D6: 6. He wins initiative again.
Guard B1 is going to try to punch her again.
Her gun still lay on the table. Diana made to dive forward for it, but the knife-wielding guard was a split-second faster.
A2: Punch+Knife. HTH 20 x EF 5+0 = 100. Roll: 15; QR2, LW +1 (Knife) = MW.
Diana must make a Pain Resistance check: Will 9 x EF 5-1 (LW) = 36. Roll: 53, failure.
She felt the blade sink into her flesh and she cried out as she sprawled over the unconscious guard in his chair. As she tumbled to the ground, knocking the table over, the pain overcame her senses and she lost track of everything except the terrible burning of her wound. Nausea welled up within her and a cold sweat broke out across her forehead.
B1: Punch. HTH 14 x EF 5 (70). Roll: 61, QR4. Stun.
Diana must make an EF 8-2 x Strength 6 roll (36). Roll: 10. She isn’t stunned, but nothing she can really do about it anyway…
She felt a hand roughly grip her chin and turn her face upward. There was a bright flash and pain exploded across her cheekbone as a punch connected. She stubbornly clung to consciousness, though everything in her cried out for the respite unconsciousness would offer.
…Yeah, I think Diana’s down for the count. Let’s call this a defeat and move on with the narrative – wherever that might lead.
Once Fox discovered who his combative captive was, he sold her to a Libyan terrorist organization to torture and interrogate for information useful to them. It was only by chance that she was rescued by CIA operatives in the desert, led by Agent Felix Leiter, before she was killed.
Due to her extensive wounds and the humiliation of failing her mission, Diana’s handler at MI6 was reluctant to reassign her to the field right away. Fearing they might decide she wasn’t worth the trouble and throw her back into prison, she argued to be given a second chance. While she couldn’t convince him to put her back on the Fox mission, he eventually relented and sent her on assignment in the Falklands to investigate possible Argentine intelligence activity among the sheepherders.
There’s a fun little bit where this continues, “Of course, you discover a secret nuclear submarine base there run by a criminal organization and manage to save the world at the last moment from World War III, but that is another adventure, not this one, which you have failed.”
So, this didn’t go well. Comparing Diana’s skill ratings to those of the sample Rookie character in the rulebook, I think I spread her points out a bit too thinly. That said, the foes she faced in this adventure were much tougher than she would normally face according to the rules.
I’m tempted to either rework Diana as a Rookie character to see if I can make her a bit more effective; or otherwise try again, running her as an Agent character. I really like her and I think she deserves a better ending than that, though I suppose I could make a different character and save her for another adventure… I want to find out what the rest of the story was, and it would be silly to let the entire module go to waste after one failure.
Whatever I decide, I’ll probably rely on the old Choose Your Own Adventure trick of starting again in the spot where I failed. Hopefully the next version of Diana can take these three guards…




















