TEXT: Special DIFFERENT WORLDS Module for 
  JAMES BOND 007 
  By 
  Robert Rosenthal 
  Illustrated by 
  John D. Waltrip 
  THE 
  SOUNDS.
  OF 
  DANGER 
  M.1.6 HEADQUARTERS 
  IT IS Thursday the 7th of June. The agents arrive at M's 
  office at 8pm. Miss Moneypenny shows them in. The 
  briefing is a set of nine points: 
  [1] Professor Feodor Ivonovych contacted our man in 
  Leningrad last week indicating his desire to defect. He 
  is the Soviet's leading scientist on experimental energy. 
  [2] He has promised to make whatever arrangements nec-
  essary to aid in his escape. 
  [3] The Professor will be in East Berlin at the Stadt Berlin 
  Interhotel for an energy conference of the Eastern Bloc 
  countries for one week. 
  [ 4] You are to contact him and effect his escape without 
  bloodshed. 
  [SJ Your contact in East Berlin is Doug Bremer. He is the 
  BRIEFING FOR THE GAMEMASTER 
  The adventure would be quite easy if it were not for 
  the powerful criminal organization known as TAROT 
  (Technological Accession, Revenge & Organized Terror-
  ism). They will learn of the plan to rescue the Professor 
  from Opal Isopyra, an agent they have coerced into 
  betraying her comrades by holding her daughter hostage. 
  She is Doug Bremer's bar maid and right-hand confidant. 
  The play of the game will depend much on what the 
  agents choose to do and when. There is a certain flow that 
  should be maintained whenever possible. The agents 
  should meet their contact in East Berlin before attempting 
  to see the Professor. They should then contact the Profes-
  sor. After contacting the Professor, they may find they 
  are being kept under suveillance by Soviet security. After 
  the Professor disappears, the Soviet security team should 
  always be one step behind the agents. The Soviet security 
  team should be used to unwittingly aid in destroying the 
  TAROT base. 
  MAY/JUN 1987 
  proprietor of a tavern called Mutters. 
  [6) You will make arrangements with the Professor to get 
  him out of East Berlin. You will identify yourselves as 
  wine dealers from Universal Import/Export. He will 
  respond by offering you a glass of pre-war Rhine wine. 
  [7] Once the Professor is in West Berlin you are to see he 
  makes it safely to our consulate. Then you are to go to 
  your hotel and wait. 
  [8] After the Professor announces his defection publicly, 
  you will be assigned by the embassy to bring him safely 
  back to London. 
  [9] See Q Branch for any equipment you might need. 
  Miss Moneypenny has a file for you on the Professor 
  and will make your travel arrangements. 
  Q BRANCH EQUIPMENT 
  Q will be found working late as usual on a jet platform 
  with Dr. Powell. As the agents enter they will overhear Dr. 
  Powell remark that he wished they had one of the 
  TAROT models to study. The agents should be allowed 
  any equipment on the standard-issue list on page 79 of the 
  Basic Game book and one of the attach<! cases for no 
  experience cost. They will also be outfitted with some 
  new equipment ready for field testing. A small easily con-
  cealed lockpick will be placed against their wrist. It is held 
  there by a flesh-colored synthetic wrist wrap. By flexing 
  the wrist all the way forward, it will force the lockpick to 
  drop into the palm of the agent. It provides a -4 Ease Fac-
  tor concealment value. There is a -3 Ease Factor to pick 
  handcuffs behind one's back. While any other equipment 
  may be wheedled out of Q, the agents should not load 
  themselves down this early in the adventure. Remind 
  them that they are going into East Berlin and will be sub-
  ject to a very thorough search upon entering the country. 
  Mt 
  
  BERLIN 
  TO ENTER East Berlin a visa is required. A visa will be 
  issued at the border for agents with confirmed reserva-
  tions. A transit visa will be issued for people just traveling 
  through the German Democratic Republic for 72 hours. 
  For further information on Berlin see For Your Informa-
  tion, pp 58-59, or a good travel book. 
  The Stadt Berlin Interhotel is 37 stories tall and has 
  955 rooms. It has meeting facilities for 500 that will be 
  filled to capacity for the conference. The most notable 
  difference while the conference is going on is the guards at 
  the intersection to all the meeting rooms. The Professor 
  and the energy conference are being held at the Stadt Ber-
  lin lnterhotel. A Hero Point will allow an agent a persua-
  sion roll to procure an empty room. A Quality Rating of 
  one or two is required to be successful. 
  MUTTERS TAVERN 
  The contact and proprietor of the tavern is Doug 
  Bremer. He has three rookie operatives to aid him: Pitor 
  Viley, Stephan Shymanik, and Opal Isopyra who is a 
  double agent for TAROT. All spy business is conducted in 
  the wine cellar. Doug can arrange papers, weapons, what-
  ever is needed, usually within 12 to 24 hours. Pitor and 
  Stephan are used for strongarm; at the tavern they are 
  waiters. Opal is the bar maid and tends bar whenever 
  Doug has business in the wine cellar. 
  When the agents first arrive at the tavern, Opal will be 
  serving the clientele and Doug will be tending bar. After 
  the agents identify themselves as wine dealers from Uni-
  versal Imports, Doug will invite them to sample a bottle of 
  prewar wine he has stored down in the cellar. He will tell 
  Opal to watch the bar and to have Pitor and Stephan 
  come out of the kitchen to wait on the customers. Once 
  downstairs, Doug will pour them a fine Rhine wine. He 
  will then explain what he needs to get the Professor out of 
  East Germany. When the agents have the Professor, they 
  are to bring him back to the tavern. The Professor will 
  then be disguised as an American tourist and slipped 
  aboard a midnight tour bus from West Berlin. One of the 
  agents will accompany him while the rest follow in a rent-
  MZ 
  ed car. It departs at lam from the Marx-Engels Square. 
  When the agents come back upstairs, Opal will attempt 
  to seduce the most attractive male agent to find out their 
  plans. She will use this knowledge to form an ambush, 
  probably at the tavern. However, the final decision will be 
  dictated by the agents' actions. 
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  CONTACTING THE PROFESSOR 
  Anything the players can think of to contact the Pro-
  fessor should be given a fair chance of working. If they 
  cannot figure out something, allow Doug Bremer or Opal 
  lsopyra to give them an idea. Doug will advise the agents 
  to sneak a member into the conference disguised as a 
  scientist. If this optiqn is used, they should enter during 
  the Professor's speech .. . . 
  PROFESSOR IVONOVYCH'S SPEECH 
  " ... Before I show the film on my work, I think it best 
  to explain how isomerismic energy works. Isomerismic 
  energy uses sound waves with the identical atomic weight 
  and mass as the compound it displaces. Please run the film 
  and I will narrate the scenes you are about to see." 
  The light go out and the film starts up with only the 
  Professor's voice being heard over the projector. 
  "Since sound waves can move through any substance 
  arid are nonpolluting, they can be the perfect form of 
  DIFFERENT WORLDS 
  
  energy for mass transportation. Here is an example of a 
  toy car being moved solely by the sound waves from a 
  tuning fork. Under similar conditions and a larger scale, 
  the arm of this crane is being slowly moved by sound 
  waves. As a final demonstration of the power of isomeris-
  mic energy, I will allow the film to speak for itself." 
  A picture of a bowling ball is shown resting on a table. 
  It slowly begins to vibrate increasingly more violently 
  until after a half a minute or so when it crumbles into 
  dust. The lights come on and the Professor stands up on 
  the platform. 
  "Like the bowling ball a tumor might be removed with-
  out the need for internal surgery. Only time, money, and 
  hard work is needed to make this the energy of the 
  future." 
  CONVERSATION WITH THE PROFESSOR 
  The Professor has already figured out the perfect spot 
  for the agents to free him from his Soviet guards. "On 
  Sunday, I will be taken to an illegal gambling house own-
  ed by the state. It is for the pleasure of important German 
  and Soviet officials. While the conference is going on, it 
  will be opened to members of the KGB, a select group of 
  scientists, and their guards. I've been there once before. 
  The guards at the exit make sure that we leave with the 
  guards we entered with. I should arrive there at 2100 but 
  it doesn't get crowded until 2300 or so. After that I 
  should no longer be under the scrutiny of my guards. You 
  need only find a way of getting in and getting me out 
  without arousing suspicion." 
  The Professor will offer whatever other aid he can but 
  the agents will have very little time with him as he is 
  under constant surveillance. 
  THE ABDUCTION 
  The most convenient place for the agents to abduct the 
  Professor is at the gambling house. Doug Bremer should 
  know as much as needed to aid the agents in _any ques-
  tions they may have about the gambling house. If they 
  have their own ideas, then use them and have them suffer 
  the consequences. Doug will suggest they go as KGB 
  agents and take the Professor out of there with forged 
  papers. He will have the papers ready just in time for the 
  agents to get to the gambling house by llpm. 
  There are two guards at the door of the gambling house 
  checking everyone's documents as they enter and leave. 
  The place is packed with leading Eastern scientists, guards, 
  KGB agents, and .. . Red Grant. The Professor will be at 
  the bacarat table. Red Grant will notice the agents leaving 
  with the Professor but will take no action unless he recog-
  nizes them from a previous encounter. At the door the 
  guards will ask to see their orders. The Professor will make 
  a show of being reluctant to leave, but all will go accord-
  ing to plan. From here the most likely place for the agents 
  to go is the tavern. 
  When the agents arrive, Opal will be tending the bar. 
  She will hurry them downstairs. Pitor and Stephan are 
  tied and gagged upstairs in their rooms. There are four 
  TAROT operatives hiding downstairs with MlOs, and one 
  in the kitchen who will keep watch on anyone staying 
  upstairs; otherwise he will follow the agents down. Doug 
  is drugged and tied to the chair. A gun battle will most 
  certainly result in the agents' deaths and should be avoid-
  ed at any cost. 
  The TAROT agents will tie up everyone but the Profes-
  sor. Opal will come to say goodbye, leaving a clue for the 
  agents. "Sorry it had to end like this, Doug, but as the 
  rock star Bob Seeger once said, ' gotta get out of here, 
  that's what I'm gonna do.' " 
  As they leave, they will set the tavern afire. The agents 
  have ten rounds to escape from the inferno. They must 
  make an Ease Factor 2 dexterity roll to untie themselves, 
  and Ease Factor 6 to untie someone else. The Quality 
  Rating of their roll is the number of rounds it will take to 
  become untied. Doug is drugged and unable to untie him-
  self, although he will mumble something about Stephan 
  and Pitor upstairs. 
  The Professor's disappearance won't be noticed until 
  the next morning. If the agents were seen with him, they 
  will be wanted for interrogation. The agents could find 
  where the Professor was taken by checking what flight he 
  boarded with Doug's forged passport. This will take a 
  couple of days. An easier method is to ask Doug about the 
  remark_ Opal said prior to leaving. He will explain it's from 
  a song about going to Kathmandu by some rock star she 
  used to listen to. 
  The TAROT agents drive to West Berlin with the Pro-
  fessor, taking the first flight out, connecting in New Delhi 
  for Kathmandu. If the agents call in they will be instruct-
  ed to get the Professor back. If additional agents are 
  desired they will meet them in Kathmandu. Red Grant 
  and his collegues will be one day behind the agents in get-
  ting to Nepal. If they know who the agents are, then they 
  will spot them at the airport in Berlin and attempt to fol-
  low them to the Professor. 
  GAMEMASTER CHARACTERS 
  DOUG BREMER: STR 10, DEX 7, WIL 7, 
  PER 11, INT 12. Age: 58. Appearance: 
  PROFESSOR FEODOR IVONOVYCH: 
  BULAWAYO/SAGAR: STR 13, DEX 10, 
  WIL 10, PER 8, INT 6. Age 32. Appear-
  ance: Normal. Skills: Fire Combat 16; 
  Hand-to-Hand Combat 17; Torture 16; 
  Piloting 14; Boating 13. 
  Attractive. Skills: Fire Combat 12; Dis-
  guise (Forgery) 15; Hand-to-Hand 
  Combat 15. 
  OPAL ISOPYRA: STR 6, DEX 7, WIL 7, 
  PER 7, INT 8. Age 32. Appearance: Sen-
  sational. Skills: Fire Combat 10; Piloting 
  10; Boating 9; Hand-to-Hand Combat 8; 
  Evasion 10; Seduction 10. 
  PITOR/STEPHAN: STR 9, DEX 8, WIL 6, 
  PER 8, INT 7. Age 27. Appearance: 
  Attractive. Skills: Fire Combat 12; 
  Hand-to-Hand Combat 12. 
  MAY/JUN 1987 
  STR 6, DEX 6, WIL 5, PER 8, INT 14. 
  Age 68. Appearance: Plain. Skills: 
  Science 21; Electronics 18. 
  RED GRANT*: STR 13, DEX 12, WIL 10, 
  PER 10, INT 9. Age 33. Appearance: 
  Good Looking. Skills: Fire Combat 25; 
  Hand-to-Hand Combat 26; Torture 21 ; 
  Interrogation 19; Disguise 18. 
  MAJOR NICHOLAS BURKE*: STR 13, 
  DEX 10, WIL 13, PER 11, INT 12. Age 
  42. Appearance: Normal. Skills: Fire 
  Combat 23; Hand-to-Hand Combat 25; 
  Piloting 19; Interrogation 21; Boating 
  20. 
  RUSSIAN/TAROT GUARDS: STR 7, DEX 
  7, WI L 5, PER 7, INT 5. Age 19-39 (add 
  +3 for Security Team). Skills: Fire Com-
  bat 11; Hand-to-Hand Combat 10; Eva-
  sion 9; Boating/Piloting 8. 
  *For additional information see the Basic 
  Game book. 
  As each adventure will be played slightly 
  different, only the most basic skills are given 
  above. The gamemaster should flesh out the 
  characters to suit his campaign. 
  M3 
  
  KATMANDU 
  TO FIND the professor, the agents will need to ask 
  around at the airport. One of the cabbies will tell them: 
  "A helicopter from the Nepali Corps of Engineers came 
  and picked up six men and a lady, probably to work on 
  the dam at Trisuli Bazaar." 
  To go up to Trisuli Bazaar, or to pass there, requires a 
  trekking permit, which takes 48 hours or more to obtain. 
  Relations with Nepal are edgy at best, so London will not 
  be able to speed up this process, whereas a bribe might. 
  The reason for poor relations is because TAROT has a 
  TRISULI BAZAAR 
  There are two ways up to Trisuli Bazaar: helicopter or 
  automobile. To drive up to Trisuli, they can take a taxi or 
  a four hour crowded bus ride up the winding roads. Either 
  way should prove to be an uneventful trip. There is only 
  one charter helicopter service available to the agents if 
  they wish to fly up to Trisuli Bazaar. It is Bobji's Flying 
  Rhino, and is operated by a member of TAROT. The pilot 
  will fly them up past Langtang, on the Tibetan border. He 
  will ask the agents to fetch him some water from a nearby 
  stream or some other diversionary tactic. Once they are 
  far enough away, he will take off, firing a couple of shots 
  to alert any nearby Chinese patrols. If the agents manage 
  THE TREK TO GOSAINKUND 
  The trek to Gosainkund is a strenuous walk 
  along mountain pathways from one village 
  to the next, where food and shelter may be 
  found. The map shows the name of each vii· 
  lage where the agents will find food and 
  shelter. The numbers correspond to the 
  number of days hike it is from Trisuli 
  Bazaar. As the agents make their way up 
  through the Himalayas, they will notice the 
  great beauty and grandeur around them, not 
  to mention the strain of climbing through 
  the mountains. A -1 Ease Factor on all rolls 
  for the first three days should be used to 
  illustrate the strain the agents are having due 
  to the elevation. Any book on trekking or 
  photographs of the Himalayas will prove 
  very helpful to add realism to the agents' 
  hike up. 
  [1] TRISULI BAZAAR. 
  [1A] BETRAWATI: A small village two 
  hours from Trisuli up a long stair case 
  carved into the natural landscape. 
  ·, 
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  power hold over the king of Nepal. All visas go through 
  TAROT personnel. A trekking visa obtained with a bribe 
  would negate TAROT seeing it, but would not reveal 
  TAROT's hold on the royal family. 
  TAROT has a neutron bomb hidden in the old palace 
  of Kathmandu. They will explode it unless King Birendi 
  does exactly as TAROT demands. Their plans are to 
  explode the bomb while a foreign dignitary is visiting. 
  They hope to gain total control of this small mountain 
  kingdom and further their aim of causing unrest through-
  out the world. The Vice President of the United States 
  will make an unscheduled stop on his Asian tour while the 
  agents are at the TAROT complex. 
  to avoid the patrols, they will reach Langtang. In Lang-
  tang, if an agent asks about the Nepali Corps of Engineers, 
  he will be told they are working by the Gosainkund lakes. 
  The pilot has also hired thugs (see "The Bridge") to stop 
  the agents from reaching Gosainkund. He will tell TAROT 
  he has killed the agents. 
  If the agents reach Trisuli Bazaar, they will find noth-
  ing except the hydroelectric plant and the Nepali Corps of 
  Engineers. If they ask around they will find out that, for 
  the past three or four years, work on the water runoff 
  problem is being done by a special branch of the Corps up 
  at Gosainkund. Once or twice a month, a helicopter lands 
  here on its way there. 
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  (2) RAMCHE: A small village where food 
  and lodging can be found. 
  [4A] HUTS: Vacant huts for trekkers on 
  the way to Gosainkund. 
  [6] LANGTANG : There is a cheese dairy 
  here and a small inn for trekkers. From 
  here the agents are only three miles to 
  the border of China. If they go any 
  farther north, they will run into 2-20 
  Chinese border guards. They are iden· 
  tical to the Soviet guards and carry num-
  ber 4 rifles. 
  [2A] THE BRIDGE: See next section. 
  (3] DHUNCHE: A village with a hand-
  weaved clothing factory. 
  [4] SYARBRUBENSI: This village has a 
  hot spring nearby and Tibetan refugees. 
  M4 
  [5] SYARPRA: A picturesque village where 
  the yaks can first be seen grazing in the 
  fall and winter months. 
  [SA] GOSAINKUND: The lakes and 
  TAROT's complex are here. 
  DIFFERENT WORLDS 
  
  THE BRIDGE 
  From Ramche, on the way to the Dhunche, the agents 
  will have to cross one of a multitude of small bridges, only 
  this one is a trap. It's a rope bridge spanning 20 feet across 
  a 2000-foot drop to the river below. There is sufficient 
  cover around for a small army to hide. On an Ease Factor 
  5 sixth sense roll, the agent will know someone is hiding 
  in the rocks on the other side. There are four Tamang 
  natives hidden on the opposite side of the bridge. They 
  have cut a part of the rope on the bridge so it will hold no 
  more than 150 lbs. Anyone on the bridge will have to 
  make an Ease Factor 2 dexterity roll to grab on to the 
  bridge when it falls. The Tamangs will wait until the first 
  person is across and the others are crossing to attack. 
  Once the bridge is down, an Ease Factor 3 mountaineering 
  roll is needed to climb along the rock face to get to the 
  other side of the chasm.~, 
  The Tamangs have Ghurka blades (+2 Damage Class). 
  Their stats are as follows : Mountaineering 9; Evasion 7; 
  Hand-to-Hand Combat 8 (Damage Class A). 
  THE COMPOUND 
  The Compound is surrounded by two 12 
  foot-high wire fences 10 feet apart from 
  each other. In front of the compound are 
  several excavation holes. All of the building 
  in the compound are made of corrugated 
  steel except for buildings 5, 6, and 11, 
  which are made of concrete blocks. 
  [1) FENCE AND GATE: The gate is man-
  ned by two guards 24 hours a day. The 
  fences have seismic detectors that regis-
  ter in building 11, the main office. 
  [1A) GUEST HOUSE AND GUARDS 
  QUARTERS: If anyone bluffs their way 
  in to visit, they will be put up for the 
  night here. The building houses the six 
  guards from the gates and has two extra 
  rooms. 
  [2) GATE HOUSE. 
  [3) GUN TOWERS: One guard in each 
  tower with an M-2.50 calibre Browning 
  machine gun hidden under a tarp. A rope 
  ladder leads up to the towers. 
  [4) BARRACKS: Quonset-hut style. 
  [5) OFFICIAL VISITING QUARTERS: A 
  two-story barracks for TAROT opera-
  tives visiting. 
  [6) TRAM STATION: On the outside, this 
  building appears identical to building 5. 
  The windows are shuttered and the door 
  has a -2 Ease Factor lock on it. Inside 
  the building is a second building with a 
  five-foot walkway between the two 
  buildings. The door to the second build-
  ing and the door to building 5 has a key-
  board lock on it. The code is "0001." 
  Inside are four pairs of scuba gear and 
  two underwater trams leading to the 
  Island. One carries personnel, the other 
  MAY/JUN 1987 
  GOSAINKUND 
  The area is covered with light shrubs and 
  bushes. It is approximately 15,000 feet in 
  elevation and the lakes are a dark blue. 
  T AROT's cover is that they are the Nepali 
  Corps of Engineers studying the problem of 
  soil erosion. They are currently looking for a 
  method to use the water from the high 
  Himals without greatly appreciating the soil 
  erosion of the area. 
  carries cargo. The personnel tram has 
  room to carry th irty people comfortably 
  and has a wet bar. 
  [12) GUARDS' RECREATION 
  QUARTERS. 
  [13) OFFICERS' RECREATION 
  QUARTERS. 
  [7) MESS AND KITCHEN. 
  [8) GENERATOR. 
  [9) STORAGE AND SUPPY SHEDS. 
  Clothing, cleaning equipment, etc. 
  [9A) Same as 9 but contains mostly wea-
  pons and ammunition. 
  [10) KITCHEN SUPPLIES: Cooking uten-
  si Is and fuel. 
  [11) H.Q. OFFICE : A two-story brick 
  building that is the headquarters for the 
  compound. 
  [14) STABLES: Houses horses and two 
  yaks. 
  [15) SMALL VEHICLE STORAGE: Auto 
  scooter and sleds for moving equipment 
  around are stored here. 
  [16) HELIOPAD AND OFFICE : A large 
  tent can be extended from the office to 
  cover the heliopad. If the agents decide 
  to wage an all out attack, give TAROT 
  an Apache helicopter under the tent. 
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  (A] ELEVATOR: From surface to level 4. 
  (BJ RAMP: Golf carture used to go from level 1 
  to level 5. 
  (C) STORAGE: This building contains building 
  materials, machinery, etc. 
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  HOUND: A camera and microphone are in 
  the statue. 
  (E) STORAGE: This building has a -1 Ease 
  Factor lock and contains transportational 
  1to1'1119. Inside are three 14-man river refts, 
  eight jet platforms, two lkorpions, two rocket 
  baits, and four Oynafoil Mark 1's. 
  (F) AUDITORIUM WITH SMALL STAGE: For 
  briefings ,and entertainment. 
  [G) IRON RUNG LADDER: To hut on surface. 
  LEVEL2 
  [A] ELEVATOR: From surface to level 4. 
  (AA] ELEVATOR: Operates from level 4 
  through level 6. 
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  (BJ RAMP: Golf carts are used to go from level 1 
  to level 5. 
  [CJ GUARDS BARRACKS: Barracks and show-
  ers for twelve guards. 
  (DJ TECHNICIANS BARRACKS: Barracks and 
  showen for ten technicians. 
  [E) SCIENTISTS BARRACKS: Barracks and 
  showen for eight resident scientists. 
  [F] BOXING ARENA AND WORKOUT AREA. 
  [G) MARTIAL ARTS WORKOUT AND TRAIN-
  ING ROOM. 
  [HJ CLAsSROOMS. 
  (I] WEIGHTROOM. 
  [J) KITCHEN/MESS HALL. 
  [Kl FIRING RANGE. 
  [L] GOLF CART STORAGE. 
  LEVEL 3 
  [A] ELEVATOR: From surface to level 4. 
  [BJ RAMP: Golf cens are used to go from level 1 
  to level 5. 
  (optional). 
  [G] BEDROOM: Empty. 
  [H] SUPPLY CLOSET: Linen, 
  towels, etc. 
  [I] MAP ROOM: The map of the 
  whole TAROT base and Island 
  is on the wall, but may be 
  copied. 
  [J] SUPPLY CLOSET: Cleaning 
  equipment and supplies. 
  LEVEL. 3 
  (CJ THE GARDEN: New agents gain field expe-
  rience in this garden where trees, bushes, and 
  walls provide natural cover. A captured agent 
  will ba brought here to be killed by new 
  recruits of TAROT. The agents will be placed 
  in here one at a time with five guards hidden 
  in the surrounding cover, eech with a differ-
  ent non-firearm weapon. The guards are dreu-
  ed in black ninja gear. The agents will ba given 
  red ninja outfits. It is possible for the agents 
  to kill one of the guards and switch clothing. 
  This process will be repeated for each agent 
  with the guards being sent-back in and any 
  additional guards to bring the total back up to 
  five to one. See "Island Tour" section. 
  [DJ SWIMMING POOL. 
  [E] INFIRMARY. 
  [Fl GYMNASTICS. 
  [G) FENCING. 
  [HJ GENERAL OFFICE/LAUNDRY/COPIERS/ 
  ADDITIONAL CLASSROOMS. 
  Scale: 1 square = 5' 
  DIFFERENT WORLDS 
  
  [K] WEAPONS ROOM: -2 Ease 
  Factor lock. 
  [L) RADIO ROOM: Manned 24 
  hours a day. AT AROT code 
  book is on the desk. 
  [Ml LATRINE AND SHOWERS. 
  [NJ MAJOR BURKE'S ROOM: 
  Inside a -1 Ease Factor locked 
  closet is a jet platform. A lever 
  on the inside of the closet will 
  blow off a portion of the roof 
  allowing for the Major to 
  escape on the jet platform. 
  [OJ BULAWAYO'S ROOM: 
  Major Burke's bodyguard. 
  [P) SAGAR'S ROOM: Head of 
  security on the Island. 
  The agents will either be taken to the 
  Island, if captured, or will find their 
  own way there. If the agents are having 
  trouble, point out that the island docs 
  not show on their map, or have them overhear two guards 
  talking about taking the last of the equipment over to the 
  Island tonight. From shore, the island appears to be 
  nothing more than a jutting peak with a makeshift 
  wooden hovel and a small row boat. 
  The island is solid rock and supports no plant life. Any-
  one on the island with mountaineering or science skills 
  ENCOUNTERING MAJOR BURKE 
  If anyone is caught snooping around the camp, one of 
  two actions will be taken. If there is sufficient cause to 
  believe the agents are nothing more than curious trekkers, 
  they will put the agents up in the visitors' shack under 
  light guard. The next day they will have a helicopter take 
  will get an 8 Ease Factor roll to determine that it is man-
  made. The wooden hut is 30'x40' and has no windows. 
  Inside the hut is a table, chairs and a small pantry with a 
  sack of rice. On a 3 Ease Factor, or upon close examina-
  tion, a 6 Ease Factor perception roll, an agent will notice 
  that the whole east wall is removable. Behind it is a ball-
  bearing ramp that lowers into the lake outside. In the 
  same area the agents will notice a 20'x20'_ area on the 
  floor that forms the roof of the elevator to the levels 
  below. On one side, the floorboards are removable, reveal-
  ing a S'xS' hatch with a ladder leading down. 
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  guards on duty here. 
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  [A] ELEVATOR: From surface to level 4. 
  [AA] ELEVATOR: Operates from level 4 
  through level 6. It Is operated from the level 6 
  control center to carry necessary cargo down. 
  [Bl RAMP: Golf carts are used to go from level 1 
  to level 6. 
  [L) TRAM DEPOT: Keyboard lock on all doors 
  leading into and out of the trams, each with 
  different combinations. Thera is usually one 
  tram here at a time. Along the back wall are 
  full override controls and an unloading dock 
  for the elevator. 
  LEVELS 
  -
  [AA] ELEVATOR: Operates from level 4 
  [CJ MAJOR BURKE'S ROOM: In the corner of 
  the room is a small closet that contains a jet 
  platform that is launched in an emergency 
  escape pod that breaks apart once It breaks 
  the surface of the water. Major Burke is not 
  usually here and will not use the pod due to 
  his claustrophobia. 
  [CJ SCIENCE LABS STORAGE. 
  [D] CLASSROOM. 
  [E] THINK TANK: For scientists to discuss 
  Ideas and for use as briefing room. 
  [F] CHEMISTRY LAB. 
  [G] VEHICLE REPAIR: With two hydraulic 
  lifts. 
  [HJ WEAPONS LAB. 
  [I] COMPUTERS LAB. 
  [J] MICAOCIRCUITRY REPAIR AND MANU-
  FACTURING. 
  [Kl ELEVATOR: Operates from level 4 to level 
  Sonly. 
  MAY/JUN 1967 
  level 6. It is operated from the level 6 control 
  center to carry necessary cargo crown. 
  [BJ RAMP: The ramp ends here with two heavily 
  padlocked steel doors. 
  [CJ ENERGY HOUSING AND CONTROLS: 
  For the Island complex. 
  LEVEL6 
  [A) VISUAL CONTROL CENTER WITH ALL 
  OTHER TAROT BASES AND OPERA· 
  TIONS: The controls to the nuclear bomb are 
  in this room. 
  [AA) ELEVATOR: Operates from level 4 
  through level 6. It is operated from the level 6 
  control center to carry necessary cargo down. 
  [DJ DR. ISA NAKAHARA'S ROOM: See the 
  Major's room for escape plan. 
  [E] OPAL'S ROOM: See Major's room for 
  escape plan. 
  [F] PROFESSOR IVONOVYCH'S ROOM. 
  [G] SECURITY GUARDS ROOM: Eight Ghur-
  kan guards maintain order on the base. 
  [HJ THE PROFESS9R'S LABORATORY. 
  [I] COMPUTER BANKS AND MONITORS. 
  [J) LIBRARY. 
  [K) ELEVATOR: Operates from level 4 to level 
  6 only. There is also a small reception area 
  with one guard at a desk to check security for 
  all personnel entering this level. 
  M7 
  b 
  1, 
  
  the agents to Trisuli Bazaar or Langtang. Everything will 
  be done to convince the agents that the compound is 
  nothing more than an ideal location for the Nepali Corps 
  of Engineers to perform their tests on the soil. Major 
  Nicholas Burke will be interested in talking to the agents 
  to find out more about them over dinner. He will tell the 
  agents he was originally with the Peace Corps; hence the 
  title Major. If the Major has reason to be suspicious of the 
  agents, he will arrange an accident similar to the helicop-
  ter ride up to Langtang. If his suspicions are 'Confirmed, he 
  will lock the agents up in the H.Q. cells for interrogation. · 
  After a few hours of interrogation the Major will order the 
  agents killed unless they have made a reference of interest 
  to TAROT, i.e., the Island, Professor, etc. Once the 
  Major's interest is piqued, he will offer them a personal 
  tour of the island in hopes of convincing the agents to 
  work for TAROT. 
  THE ISLAND TOUR 
  The Major, along with two guards per agent, will tram 
  to the Island. They will take the elevator to level 1, giving 
  the agents a full tour down to level 3. He will then show 
  one of the agents into the garden, soundly closing the 
  door behind them. The Major's voice booms over a loud 
  speaker explaining to the agent the test they are to under-
  go to prove their worthiness to TAROT. 
  "You have ten minutes to orient yourself. You will 
  find a red ninja outfit in front of you. I suggest you put it 
  on as I speak. It will allow you greater stealth, shielding 
  you from your enemy. At the end of the ten minutes I am 
  sending in five men in black ninja outfits to try and kill 
  you. They will each be armed with a different non-firearm 
  weapon. If you should kill them, then you are truly 
  worthy of T AROT's employment. If they should win, 
  then they shall move up to a place of honor as one of the 
  Island's security team. Let the games begin!" 
  This process will be repeated one at a time for each of 
  the agents. If an agent is victorious, he will be kept with 
  the Major where a careful watch will be maintained. The 
  Major will have the victorious agents taken to the guards' 
  barracks to change before meeting with him for dinner 
  and a brief orientation. They will be accompanied by one 
  more guard than there are agents. If the agents refuse to 
  join TAROT, the Major will offer them time to reconsider 
  over dinner, keeping them under heavy guard at all times. 
  After dinner, they will be handcuffed and taken to see the 
  bomb detonated. 
  If they are disguised as one of the guards upon coming 
  out of the garden, they will be told "Report to Sagar on 
  level 6. You will be issued new uniforms and weapons 
  there. From now on you're a member of TAROT security 
  on this island." Sagar is the chief of security and will 
  assign the new guards to the visual control center on level 
  6 after they have rested. 
  DINNER WITH THE MAJOR 
  After the agents are refreshed, they will be shown to 
  the Major's room where he and Opal Isopyra are already 
  seated before a well prepared meal. He will ask them to sit 
  down and to help themselves to whatever they like. On a 
  4 Ease Factor perception roll, the agents will notice that 
  Opal is terribly uncomfortable around the Major. As the 
  meal progresses, the Major will begin to brief them on the 
  Island and T AROT's immediate plan at hand. 
  " You have an opportunity to switch sides at a most 
  fortuitous time. With one bold move TAROT will destroy 
  MS 
  the working relations between the Soviet Union, the 
  U.S.A., and China. In exactly 2 hours, the Vice President 
  of the United States will begin a tour of the old palace of 
  Nepal conducted by none other then the reigning King. 
  We have had the foresight to plant a small nuclear device 
  there ; which we have previously used to get the King to 
  let us operate unhampered. You will have the privilege of 
  watching us detonate it. Our own people have already 
  infiltrated into the Nepali government and will take power 
  upon the King's death. They will also turn over papers to 
  the various governments that will incriminate both the 
  Soviets and Chinese in the conspiracy. Our friends in the 
  crime syndicate have prepared for some damaging evi-
  dence to leak out showing that it was the CIA that had 
  placed the bomb. And with the seeds of dissension plant-
  ed, the cold war will heat up; TAROT's strength will 
  increase and men such as ourselves will become of great 
  value." Opal will say very little during the whole meal, but 
  she will apologize for trying to kill the agents, explaining 
  that she had to do then what was necessary. When she 
  makes this apology she will look imploringly into the 
  agent's eyes that she had played up to before. On a suc-
  cessful sixth sense, the agent will realize that TAROT has 
  some hold over her. After all the conversation is finished, 
  the Major will say "Let us finish our drinks and then to 
  the control room." 
  THE VISUAL CONTROL CENTER 
  The agents should either be disguised as guards or 
  handcuffed guests of the Major. This is an excellent time 
  to use their lockpicks if they still have them. There will be 
  two more guards than captured agents. Bulawayo will 
  already be waiting in the control room with the Professor 
  when they arrive. He will whisper something to the Major 
  who will then excuse himself to take care of more pressing 
  matters. The Major will hand Bulawayo a red key as he 
  leaves. Bulawayo has just informed the Major that a Soviet 
  assault team is heading towards the base. 
  The Professor will tell the agents how the bomb is to 
  be detonated. "The neutron bomb is armed with a safety 
  device to prevent detonation. A sound wave generated at 
  the correct pitch will destroy that device causing the 
  bomb's immediate detonation. A high-pitched squeal will 
  be their only sound of danger. The red key is a tuning 
  fork designed to generate that perfect pitch. Thirty sec-
  onds after the key is inserted, the power will build up to a 
  sufficient level to reach Kathmandu. Only a total power 
  shutdown can stop it." 
  As soon as the first agent is free, Bulawayo will insert 
  the key. If the fight starts to go against them, Opal will 
  come to their aid. The quickest way to stop detonation is 
  to actually pull out the key; otherwise the gamemaster 
  should, at his or her discretion, decide how to achieve a 
  complete power shutdown. 
  Opal will lead the agents to her room where her 7-year-
  old daughter is. She will show the agents the jet platforms 
  and how to use them. Once the agents reach the surface, 
  they will find themselves in the midst of a firefight. They 
  should be chased by any and all forms of transportation 
  available to TAROT; jet platforms, skorpions, dynafoils, 
  etc. If they manage to live through the ensuing firefight, 
  they will find out that they have to turn over the Profes-
  sor to the Soviets. He'll be happy to go back. Things were 
  much quieter in the Soviet Union, and he can work with-
  out the threat of death over his head. The kingdom of 
  Nepal will be forever indebted to the agents. 
  0 
  DIFFERENT WORLDS 
  
SOURCE: textdata/thevault/James Bond 007/Adventure/James Bond 007 - The Sounds of Danger (DW#46).pdf