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G A M E M A S T E R ' S T O O L K I T

CREDITS
L e a d D esi g n er T ec h n ic a l A d v ice W it h T h a n k s t o
Nathan Dowdell Brian Herbert John-Paul Brisigotti
Kimberly Herbert Peter Simunovich
W riters for Gale Force Nine
Byron Merritt
Banana Chan
Kevin J. Anderson
Jason Durall Brian Herbert
the Herbert Properties
Khaldoun Khelil Kevin J. Anderson,
team
Andrew Peregrine for The Herbert

Mari Tokuda
C h ie f Properties team
C re ati v e O f f icer
Ben Woerner Chris Birch And our wonderful partners
L i n e E dit o r at Legendary and the
C h ie f extraordinary filmmakers
Jason Durall O p er ati o n s O f f icer
without whom this game
E diti n g Rita Birch
could not have been made.
Jason Durall M a n ag i n g D irect o r
Keith Garrett Cameron Dicks And Frank Herbert, author
and creator of the Dune
G r a p h ic D esi g n er H e a d o f P r o d u ct Universe, whose singular
Chris Webb Sam Webb vision and imagination have
A rt D irect o r inspired us all.
Head of
Katya Thomas C re ati v e S erv ices
Jon Webb
C o v er A rtist
Bastien Lecouffe-Deharme H e a d o f R et a il
Will Sobel
I n teri o r A rtists
Eren Arik L o g istics M a n a g er
Mitch Aseltine Peter Grochulski
Carmen Cornet
V ide o C o n te n t
Victor Hugo Harmatiuk P r o d u cer
Joel Chaim Holtzman Steve Daldry
Mihail Spil-Haufter
C u st o mer S erv ice
Lixin Yin The 2d20 system and Modiphius Logos are copyright
Lloyd Gyan Modiphius Entertainment Ltd. 2020. All 2d20 system text is
Amir Zand copyright Modiphius Entertainment Ltd. Any unauthorised
O f f ice M a n a g er use of copyrighted material is illegal. Any trademarked
P r o j ect M a n a g er names are used in a fictional manner; no infringement
Shaun Hocking is intended. This is a work of fiction. Any similarity
Andrew Peregrine with actual people and events, past or present, is purely
W ebst o re M a n a g er coincidental and unintentional except for those people and

B r a n d M a n ag eme n t Kyle Shepherd


events described in an historical context.

Joe LeFavi Dune © 2020 Legendary. Dune: Adventures in the

for Genuine
B o o k k ee p er Imperium is an officially sub-licensed property from Gale
Force Nine, a Battlefront Group Company. All Rights

Entertainment Valya Mkrtchyan


Reserved., except the Modiphius Logo which is Modiphius
Entertainment Ltd.

2
A d v e n t u res
i n t h e I m p eri u m
Roleplaying games are interactive stories. They feature Each story seed is presented informally, but includes
plots, characters, dialogue, narration, and are usually the following information:
guided by high-level themes… all the hallmarks of sto-
@@ A dramatic hook, a means by which the player
ries. Chapter 8: Gamemastering in Dune: Adventures
characters are drawn into the events of the
in the Imperium discusses this at length. That chapter
adventure. This is usually a mention of a situation
covers many of the techniques to create and charac-
that needs resolving, a threat to the status quo, or
terize non-player characters, describe environments,
an opportunity that cannot be ignored.
administer the rules fairly and appropriately, and work
with the players to bring the setting to life. @@ An immediate call to action, usually in the form
of a non-player character to be met, a clue to be
One of the most challenging aspects of gamemastering,
followed up on, or an activity to be completed.
however, is coming up with new and exciting stories that
challenge the players and their characters. This inevita- @@ One or more locales, where the adventure starts
bly means devising situations where they will be tested and where it goes, whether familiar, unknown, or
by conflict. How does conflict manifest itself within an distant and requiring transportation.
adventure? What is its nature? How does this conflict
threaten the status quo? How can the player characters
@@ Stakes, whether overtly stated and obvious, or
confront and overcome it to achieve their desired state hinted at by the potential range of outcomes.
or achieve some improvement to their personal exist- These can range from a positive outcome
ence or that of their House? Is this even possible? favorable to one's House, or a simple means of
preventing disaster and harm to some of the
While there are many stories that do not involve conflict House's interests.
of some sort, they are hardly the stuff of adventure, and
a conflict that does not imply some sort of change or risk @@ Finally, most have some sort of opposition. This
is not a particularly interesting challenge in and of itself. might be a group of Harkonnen operatives, a
Dramatic stories usually boil down to a central conflict, corrupt Imperial official, a formidable group of
and conflicts inevitably fall into one of these themes: smugglers, or even the environment of Arrakis itself.

@@ Humankind vs. Nature Few of these adventure seeds present a likely out-
@@ Humankind vs. Civilization come. This is for the gamemaster and the player char-
@@ Humankind vs. Tradition acters to determine, whether in response to the player
@@ Humankind vs. Other Humans characters’ actions or because of their inaction.
@@ Humankind vs. God These adventure seeds can furthermore be com-
@@ Humankind vs. the Unknown bined, expanded to include additional twists and
These are not mutually exclusive, and an adventure dangers, or even inverted entirely—with the roles
might mix more than one of these high-level themes. assumed to be those of the player characters and
A story about House vs. House politics (humankind their House affiliations filled by non-player characters
vs. other humans) might include or transition into and factions—if possible.
a sequence involving dangerous transit across the
deserts of Arrakis (humankind vs. nature), or even a For example, the adventure ‘The Catchtube
confrontation with the laws of the Imperium (human- Cantina’ (p.5) has the player characters running into
kind vs. civilization). a woman named Abril Tyse, a non-player character
possessing important information that might lead
The list of themes is not exhaustive but includes most
to them breaking into a corrupt water-merchant’s
of the major types of conflict for crafting stories in
warehouse. The gamemaster could instead make
Dune adventures. Each adventure seed in this sec-
the water-seller the ‘good guy’ in this scenario, in
tion is a basic starting point, ready for the gamemaster
need of security for his warehouse, while a sinister
to customize and expand upon, altering the events,
fixer named Abril Tyse is trying to hire a group of
non-player characters, and specifics to suit their group’s
thieves to steal from him.
needs. However, due to the light and easy system
mechanics, it is also entirely possible to run these seeds Additionally, within this Gamemaster Screen is an
almost ‘out of the box’, improvising where necessary, adventure generator, suitable for creating new adven-
responding as needed to the player character actions tures set upon the sands of Arrakis and elsewhere in
and questions. the Imperium.

D U N E G A M E M A S T E R' S T O O L K I T 3
W ilder n ess S u rv i va l
The first of the themes listed above is that of human- However, Arrakis and its desert environment is more than
kind vs. nature, manifest in the form of survival. This just a hot and dry clime. To the Fremen, it is a holy place,
is one of the most compelling narratives based around a crucible in which they have been tested and forged, the
Arrakis, and any story that involves leaving Carthag or primary shaping force of their culture. They regard it as
Arrakeen should carry with it this potential conflict, even sacred and necessary, versus a simple set of conditions
if it is only a background element. Once the safety of the that must be accounted for. To the Fremen, Arrakis is in
cities or sietches is left, the terror of the desert awaits. A and of itself a test of worthiness, and to survive and thrive
seemingly safe transit within an ornithopter, a carryall, or within the desert is a statement of character.
another type of aircraft (as ground transport in the desert
will almost always draw a worm) can turn into a harrowing H idde n S p ice
fight to survive, whether against exposure to the fierce There’s a rumor about a long-time friend of your House,
desert clime, the pitiless Fremen, or the ultimate peril of a wealthy stone merchant named Jan Azad, She might
an encounter with Shai-Hulud itself, a colossal sandworm. be a spice smuggler. If it’s true and you can convince her
These adventure seeds all feature survival in the harsh to come clean, she could possibly sell you some spice at
Arrakis climate as a central theme or a challenge to be a deep discount. She supposedly works out of her stone
overcome. Dune is one of the most challenging environ- quarry deep in the mountains of the False Wall South. 
ments in all the Imperium, perhaps aside from Salusa If you pay her an exorbitant fee, she’ll fly you out to
Secundis. Harsh, inhospitable, and inimical to human life her quarry and show you where she’s found a cache of
are all characteristics of Arrakis. It is not enough to be spice, a cache that probably belongs to someone else.
hardy or wary enough to avoid harm. One cannot survive She’s a good friend and the price is good so maybe you
upon the surface of Arrakis without constant vigilance and don't ask too many questions. Maybe it’s a cache put
discipline, and even then, one must rely on technology to there by smugglers trying to hide their spice from the
survive—whether stillsuits or another means of insulating Harkonnen. They’ll certainly not be able to complain to
oneself from the intense climate conditions. them their stolen spice has gone missing.
Azad can tell you a few more tales for the right price,
too. She says she knows about quite a few more of
W o rm S i g n
these cache locations, that might be full of spice that A few hundred kilometers outside of Arakeen lies a
only a few smugglers will miss. But ask yourself if Azad fantastically wealthy area of spice sands. Historically, this
really is the spice smuggler. If so, is she using you to has been among the most profitable regions of spice
launder her illegal spice harvesting operation, or even harvesting in the greater Arakeen region. However,
trying to entrap you in a Harkonnen plot? in recent weeks, the area has become almost entirely
unworkable due to the presence of an inordinate
T h e S t a r P il g rims number of sandworms.
A city Fremen named Ranil Piyria drinks too much. A The Harkonnen are looking for contractors to investigate
city-dweller, he was once in charge of dispatching spice the region and determine why so many worms of such
miners and haulers. Long ago, he told about how out in great size are troubling their harvesters. They make
the deep desert of the Great Flat, one of his harvesters arrangements to have anyone who takes them up on the
encountered something unexpected: a metallic structure offer to investigate transported by carryall to observe
protruding from the sand. The spotters identified it as the region. But accidents happen, and if there is a prob-
the hull and frame of a starship… of an unknown make, lem, the Harkonnen don’t care who gets stranded in the
damaged heavily and ravaged by the sand. deep desert.
His men argued about investigating but received a If the worst happens, you’ll not only have to complete
wormsign signal and fled. Further surveys never found your mission but find a way to survive the brutal condi-
it, and it was forgotten… until now. A flyover of the tions of the deep desert. Worms are dangerous at the
Great Flat has noted a ‘crashed ship’ buried in the sand. best of times, but the ones in this area are both numer-
Spice harvesters talk, and the word has spread. Some ous and surprisingly aggressive. You must make difficult
say it’s a Zensunni Wanderer colony ship, ancestors of choices, especially in the use of your limited supplies.
the Fremen, crashed here during their hegira. Doubly so if your stillsuits were damaged in the accident.
Who knows what the pre-Imperium ship might contain if
But being in the desert might let you see what is
it hasn’t already been picked clean? If you can find him,
drawing agitated worms in such numbers: Harkonnen
old Ranil might remember the exact coordinates, or the
saboteurs are at work in the region. Operating from
scouts could point you in the right direction.
a small stronghold in a rocky outcropping, they are
Unfortunately, others are interested. An expedition in planting active thumpers in the hope of disrupting spice
force would be noticed, drawing unwanted attention. It harvesting so they can blame the Fremen and initiate a
may even be a ruse to draw your House’s resources on purge. This Harkonnen outpost may be the only hope
a fool’s errand. So, it’s up to a small team to investigate, for escape from near certain death in the desert, too,
and find out what is out there. but the Harkonnen won’t like guests.

U rb a n S u rv i va l
The next of these great themes is that of humankind vs. there is always the chance of surveillance, of being seen, of
civilization. In these stories, the threat of Dune’s climate hidden assassins. Every wall is an obstacle to vision, every
and environment is nullified by the safety provided by door could contain an assassin, every aperture might emit
civilization, but now it is civilization itself which presents a hunter-seeker guided by an enemy. Even in the open, a
the challenge. The urban arena carries with it its own set sleeve might conceal a kindjal or crysknife thirsty for blood.
of challenges and navigational hazards, with their own
attendant risks. Just as the Fremen learn to walk without The
rhythm, the urban dweller must learn to maneuver C atc h t u be C a n ti n a
through human society and avoid its dangers.
In the sunbaked streets of Arakeen, one may come
Though humans have built cities capable of withstand- across Abril Tyse. She owns the Catchtube Cantina and
ing the powerful, corrosive sandstorms of Arrakis, keeps tabs on the affairs of the city. Though she keeps
impregnable against even the mightiest of sandworms, to herself, she despises corruption and does what she
the threats within these high-walled streets are even can to root it out.
more common than those set on the exposed surface of
Give Abril enough solaris and she’ll mention that one
the desert, and far more insidious.
of the local water merchants, Bek Levn, is driving up
Within the confines of civilization, different avenues of the price of water by making the resource scarce and
threat present themselves. No matter where one goes, limiting access to only the wealthy. That doesn’t sit well

D U N E G A M E M A S T E R' S T O O L K I T 5
with Abril. She wouldn’t mind if someone did something would know if the mask actually works, since those who
about it... like break into Bek’s warehouse and relieve have lost their sight are banished into the desert.
the merchant of some of their goods, but there isn’t
much money in that. And one can't live on just warm N e u tr a l G r o u n d
feelings and gratitude.
In the dusty alleyways of Arrakeen one might see the
With a grimace, she also admits that the same water mer- strange occurrence of well-heeled lords, ladies, and
chant is looking to hire security guards and some muscle other minor dignitaries slipping into an old wooden
willing to do a little dirty work and sabotage the competi-
door set into the faded stucco wall. The faded paint
tion. Abril knows that the pay for that will be a hefty sum,
over the door says ‘The Desert Hawk’.
based on how much money Bek Levn has to throw around,
though the people of Arakeen won’t appreciate it. Two turns off the main thoroughfare brings you to this
ancient sleepy alley where the hubbub of commerce
L o st a n d F o u n d fades away, blocked by adobe walls and sand-frayed
In the middle of an Arrakeen marketplace, a young awnings. If you linger too long outside the door, or
Fremen named Ammar Hadid is panicked, trying to find if you try to watch from the opposite rooftop, a man
his inheritance, an Ixian sight mask. His dying father dressed in spotless white linen kaftan and skullcap
claimed that the mask gave the power of sight to those approaches and beckons you to enter. If you do not
who are blind and should be kept secret from the sietch. appear of a high enough station, he threatens to drive
Unfortunately, Ammar’s clumsiness allowed it to be you off with unseen guards.
stolen from him while he was visiting the markets. At
lightning pace, forgers have already reproduced the The stories go that if you find yourself inside, then you
heirloom and are selling replicas across the stalls. have found a true oasis, not just from the hubbub, but
also from danger. The owner, Mirishka Yazidi, is said to
Agree to recover the real missing Ixian sight mask and
be the rarest of all spies, one who has retired and lived.
Ammar grants you access to his sietch, along with the hos-
She offers a place for those who wish to escape, a place
pitality of his family. He also mentions that there is a mer-
she did not have when she was a spy. Maybe even a
chant by the name of Eam Xie, known for selling reproduc-
tions of otherworldly art and stolen relics for a large profit, place where spies or nobles can meet and speak freely
sometimes even to representatives from Major Houses. without fear of being overheard or endangered.

If doing business with Eam seems more profitable, Ammar Others claim it is none of that. Instead, it is just a den
either returns home empty handed, feeling the shame of of debauchery, of open water fountains, naked bodies,
having lost something seemingly valuable, or he might blood sports, and worse. Or perhaps it is both, one
receive a false version of the mask. Regardless, no Fremen hand hiding the other? Or maybe it doesn’t exist at all?
P o litic a l I n tri g u e
An ever-constant source of conflict is that of the political
arena, defined in these terms as humankind vs. tradition.
M atc h m a k ers
Here, the conflict comes from seeking one’s own freedom The eldest scion and heir apparent to House Nasrid,
in exertion of free will, facing the opposition of other a rising power among the Minor Houses of the Land-
Houses and the traditions of the Imperium, as manifested sraad, has reached marriageable age. The House’s rising
by the Landsraad and the Great Convention. Things are fortunes are the envy of several of their peers in the
done in particular ways, and the Imperium has not survived Landsraad, and the heir's choice of spouse will undoubt-
and flourished for more than 10,000 years based on innova- edly upset the balance of power between them. Every
tion and free thinking. The combination of Butlerian edicts, Minor House must carefully consider their stakes in the
Great School secrecy, and enforced feudalism of the Land- issue, seeking to arrange the marriage to one of their
sraad keep the status quo maintained, and only through own, or simply interfere with their rivals’ plans.
the mechanism of political conflict is real change effected.
The situation becomes more complex when Bene Gesserit
Political intrigue, then, is conflict at its most abstract and adept Silvia Nassar arrives unannounced with an intrigu-
yet purest degree. Words become knives, political capital ing offer. She seeks members of a Minor House willing to
shields, and honor the life’s blood of a House. A single take up the mantle of neutral arbitrators in the proceedings
desperate gambit can bring resounding victory to the surrounding House Nasrid, and to aid them in choosing a
participants, or bring them to a brutal demise, often while spouse for their heir… without provoking undue bloodshed.
being only vaguely aware of who they are dueling with
Bene Gesserit, or others with knowledge of the Sisterhood,
and what the stakes are.
may suspect that the marriage is of interest to that organiza-
Political conflicts are the most likely to move between tion’s breeding program. Nassar provides no confirmation
agent to House-level play and back again. It requires the or denial, she simply promises the favor of the Sisterhood
players to be all-too-willing to take great risks, and yet also in return for this aid. Canny individuals may wonder why the
be aware when it is time for caution. It is also the riskiest, Bene Gesserit would reveal their interests at all…
given that in the political battlefield, it not just player char-
acters whose lives are endangered, but vast fortunes are at S ecrets o f
stake, and even the fates of entire Houses. The Great Con-
vention prevents the use of atomics and weapons of mass
t h e S a rd a u k a r
destruction against civilian populations, but political warfare At more than one refueling station, the spice miners talk
knows no such restrictions and can be just as devastating. of an old smuggler named Vensin Koro who lives in the
desert wastes like the Fremen do. The few that have
The Minor met the old man say he claims to be on the run from

H o u se A g e n t Sardaukar terror troopers. His family used to have noble


aspirations as a Minor House, but a run of bad invest-
Keeping to the seedier parts of Arakeen, Raldyn Zaid ments and lethal accidents saw them fall from grace
frequents the semuta bars and gambling establishments and into obscurity.  Koro now claims his House was
where criminals and smugglers tend to gather. He pays destroyed by the machinations of the Emperor himself
good solaris for odd jobs and everyone knows to go to after his grandfather stumbled upon the very secrets of
him for a loan or some quick money. the Sardaukar he wishes to sell to the highest bidder. 
What the inhabitants of Arakeen don’t know is that Raldyn Crossing the Emperor and threatening the secrets of the
is an agent for a House Minor whose goal is to under- Sardaukar are not things anyone does lightly, and anyone
mine the current ruling House of Arrakis. Raldyn coordi- wishing to take up Koro's offer would best be served by
nates massive campaigns that make Arrakis’s House look working through intermediaries. A fortune could be made
incompetent, incites unrest among the local population, helping Vensin Koro sell this information before he is
and helps spice stores fall into the hands of smugglers. silenced. A Mentat might even be able to ascertain a great
However, he makes sure he’s the only one with the entire deal about the terror troops’ tactics and capabilities, if not
plan, hiring people for small jobs that make up the bigger their origins. For a few solaris, a thirsty miner could likely
picture. For anyone looking for a payday with few ques- be convinced to point in Koro’s direction. 
tions asked, he’s a good resource.
Assuming the information is true and that Vensin isn’t
On the other hand, if anyone were to discover Raldyn an agent of the Emperor looking to entrap traitors, the
Zaid’s true purpose on Arrakis, the ruling House would documents in his possession detail how the Sardaukar
probably pay in goods or solaris to get their hands on an wiped out his own Minor House in collusion with the
enemy agent. The problem is that to part with their treas- Spacing Guild interdicting any outside help from reach-
ury, they’ll want evidence of Raldyn’s work against them... ing his doomed family.

D U N E G A M E M A S T E R' S T O O L K I T 7
K a n ly
‘Kanly’, as defined within the Landsraad, is the term for act The Guild is allowing your House to investigate: A
of vendetta practiced between Houses, a formal act with a small crew may examine the evidence and question
longstanding history. It is archaic, and rarely declared, as it the other passengers, a mix of bureaucrats, merchants,
represents an utter commitment of opposition to another and agents for the various factions on Dune. You, then,
House, often a disagreement that will end in one House’s must determine whether this sabotage was directed at
destruction. In the terms defined earlier, this is the conflict Chusuk’s ruling House, or at your own.
stemming from humankind vs. other humans, where one
group of people emphatically states that they are opposed F o rg o tte n V e n dett a
to another group and will do everything to destroy them.
Your House enjoys an unprecedented time of peace and
The execution of kanly falls within the jurisdiction of the
prosperity. Its star is on the rise in the Landsraad and the
Great Convention, which prohibits harm befalling inno-
possibility of attaining a coveted directorship in CHOAM
cents, particularly those ruled over by the Houses involved.
is almost within grasp. The future seems bright, when
Obviously, the use of atomics is disallowed, as is any strata-
news arrives that another Minor House, known only in
gem resulting in the catastrophic shield-lasgun interaction passing, has declared kanly and seeks redress for an
from the Holtzman Effect. The structure of the Imperium ancient and unidentified wrong. Within hours, a beloved
itself states emphatically that everything—every world, retainer of your House has fallen victim to assassination.
every House asset, every solari, the lives of every single
peasant—belongs to the Emperor, and the destruction of A War of Assassins has begun.
any of these is an affront to the Emperor himself, unforgiv- Agents of your House must strive to learn what has caused
able and to be avoided at all costs. this unprovoked and unexpected declaration of hostili-
A kanly-based conflict can be played at either the House ties, all the while thwarting assassination attempts and
or agent level, and frequently both are required. When it is espionage. They must dig deep into the forgotten history
declared honestly and committed to, the full resources of of your House. As they learn more, they come to uncover
the House are deployed against the enemy, which requires the possibility that agents or superiors of your House are
House-level administration and strategizing, as well as the responsible for subtly rekindling this long-forgotten feud in
skullduggery only possible through Agent-level play. After furtherance of a mysterious agenda. With that information,
all, a complex and long-running series of raids against a agents must quickly choose whether they will support this
House’s assets using thousands of individuals taking place unjust war for their own House’s purposes, or act to avoid
over the course of years may end up being settled in a further bloodshed.
desperate knife battle on a throne room floor between two
unshielded heirs. T h e W itc h es ’ D u e
T h e L o c k ed S h i p Farrah San, a wealthy young bride, was preparing for
her wedding, until the Bene Gesserit made it known that
The Guild has urgently, and discretely, contacted your they have designs on her. The Sisterhood insists that
liege. A diplomatic lighter leaving Arrakis bound for Farrah was secretly pledged to the order by her recently
the ‘Music Planet’ of Chusuk met with disaster. All its deceased father. To Farah’s dismay, this claim has been
passengers, including the Chusuk ambassador, Minella backed by her father’s concubine, her natural mother. To
Vants, her diplomatic staff, her entourage, and the ves- complicate matters further, Farrah’s betrothed is Zsofia,
sel’s crew, were killed while in transit. This is a disaster a young Harkonnen and renowned duelist with a reputa-
tion as an adept practitioner of the art of kanly.
for the Guild, who guarantee utter safety. Every House
agrees to complete non-aggression while in the Guild’s This is not news any young bride wants to get so close
custody for fear of reprisal from them or the Landsraad. to her wedding. Farrah is torn between loyalty to her
deceased father’s wishes and her infatuation with the
The Guild claims that a mechanical failure onboard the
dashing Harkonnen. The marriage would also make her a
lighter caused its engines to rupture, venting its atmosphere
powerful lady of a Great House. But everyone knows the
and flooding the compartment with radiation, killing eve-
Bene Gesserit Sisterhood has hidden power. As their goals
ryone. Guild representatives on Arrakis revealed that their
are cloaked in mystery, what are they actually up to?
investigation discovered that the accident was caused by an
explosive charge placed on the vessel’s external hull after Farrah has turned to her cousins and friends for help, but
boarding the Heighliner, a violation of Guild policy. Chusuk’s perhaps she is also hoping to find a way to profit from the
ruling House, a useful ally, is outraged. The Guild ordered situation politically. Is the Sisterhood telling the truth? Or
the Heighliner’s return to Arrakis, all frigates and transports are the possible offspring of this union too dangerous for
still inside, waiting above the planet’s surface. them to allow?

8
M y sticism
Perhaps the most ‘unwinnable’ of these themes of conflict, If curiosity overcomes the price of the bounty, one might
humankind vs. God is nonetheless the grandest and discover that the Seer possesses no powers of presci-
most applicable to all. The Imperium has been guided by ence. Instead, they use tactics that can convince an already
spirituality, mysticism, and superstition, and its politics and angered crowd. The formulae, on the other hand, are stolen
religion are inextricably linked. Humans are by their nature plans from an old abandoned Imperial project that unsuc-
spiritual beings. Many learn the rites and edicts of the cessfully produced counterfeit melange many decades ago.
Orange Catholic Bible as part of their upbringing, the Mis-
sionary Protectiva has made religion a tool to maintain the S p ice T wi n s
power of the Bene Gesserit, and the Emperor is virtually
An old man called Baz Kwizharim preaches in the market
deified within the Imperium.
prophesying to anyone who listens. He might be look-
On Arrakis this is most evident, with the Fremen’s origin as ing to incite unrest in some way, so he is worth inves-
descendants of the Zensunni Wanderers, and their survival- tigating, even though few people take much notice of
ist culture and messianic religion intertwined. Sandworms him. The prophesy he shouts is:
are not merely giant biological terrors, they are manifest Two children of a noble House, born with the mark of the
avatars of Shai-Hulud, the one true God, of whom the thinking machines and learned in the ways of fighting,
Fremen are the chosen people. “God created Arrakis to shall breathe deep from the sacred spice melange. One
train the faithful” is as strong and unassailable a statement shall walk the dark star path that steers the Guild to ruin.
of belief as any that can be found in the Imperium. And only their bright mirror sibling can stop them.
Conflict pitting humankind vs. God is by its nature played True or not, a few people have noticed parallels with the
best at the agent level, as the ineffable nature of God and twin scions of your noble House. Coincidence or not, it is
His ways makes it impossible to deploy assets and bring getting you some unwelcome attentions. Could one be the
House-level resources to bear against Him. Conflicts of this dark one and the other their bright mirror adversary? Some
nature are inherently personal, as they can test one’s own seem to think so as there are reports that during some
faith and beliefs in a way that grander and more ‘earthly’ recent unrest, a worker shouted “Destroy the Dark One!”
struggles cannot. For this reason, mysticism-based conflicts
should strike at the very heart of what a player character You need to solve this situation quickly, and it is too late to
believes, and the gamemaster should customize each just ensure Kwizharim quietly disappears. But what if he is
struggle of this type specifically to challenge some belief onto something? A rumor says he tested to become a Navi-
or aspect of faith the concerned characters hold. gator but failed and was driven mad. Has he seen the future,
and could the Spacing Guild have a hand in this prophesy?
It may also be that mysticism-based conflicts may find the
player characters on ideologically opposed sides of the T h e R e v ere n d M o t h er
issue, even when they seek the same overall goal.
Reverend Mother Veranius Lena Anderer travels through-
T h e S eer out the Imperium on Bene Gesserit business. One can
often find her in spaceports and major cities. She follows
A self-proclaimed ‘Seer’ has appeared from a small sietch in orders from the Bene Gesserit Mother Superior. However,
Arrakis. Though no one knows where they are really from, she has also created a plan of her own.
they have been spouting knowledge to anyone who will
listen. The Seer preaches that there can be an alternative to Gain Reverend Mother Anderer’s trust and she may reveal
that she needs someone to explore Rossak, HD95424 sys-
spice and that it exists already, offering many of the same
tem’s fifth planet. She’s after information on or relics from
benefits. Though these words may appear fanciful, the
the Rossak Sorceresses. She also wants a large collection
result of someone who has ingested too much spice, many
of mutated plants from that harsh, jungle environment.
have flocked to their teachings. It is believed that they have
their own schemes that document the creation of this alter- Her gaze intense and a touch fanatical, she mentions
native to spice. If this is true, war could be upon the galaxy. her suspicion that a drug formulated from some of these
plants will give her even more control over her access to
The Imperium and CHOAM have each placed a small
Other Memory. The Bene Gesserit trade in information,
bounty on the Seer’s head, ordering the ruling House to
and Reverend Mother Anderer will part with some valuable
find them and stop this madness. The formulae for making
secrets in exchange for what she’s looking for on Rossak.
a spice alternative must also be found and destroyed, as
well as any who possess the secrets. However, the Seer has Anyone who knows the Bene Gesserit can also assume
already gathered a small following and they are responding that Reverend Mother Anderer is acting on her own. And
viciously to any attacks. The Seer’s followers are fanatical, the Sisterhood will have a handsome reward for someone
even to a degree that gives Fremen pause. with information on any rogue members in their ranks.

D U N E G A M E M A S T E R' S T O O L K I T 9
O t h er W o rlds
Finally, the most esoteric and yet one of the most ambi- One of these bases is on the first of Arrakis’ two moons,
tious conflicts for the gamemaster to present the player upon whose surface are markings resembling a human
characters with is the theme of humankind vs. the hand. Old records gained from an early Imperial planeto-
unknown, the challenge of discovering something new logical survey reveal telltale signs of a concealed installa-
that defies common knowledge, some ancient mystery tion, but not whether it is still active. A retributive fist within
now revealing itself, or unlocks a heretofore unknown a figurative hand might have appealed to the Harkonnens,
aspect of the Imperium. This unknown force might mani- normally bereft of poetry, but the base may predate their
fest in a direct threat and challenge to the status quo in
arrival on Arrakis, perhaps belonging to House Richese,
and of itself, or more commonly it becomes a locus around
who held it before.
which other conflicts may be sculpted. While there are
many mysteries in the universe, one thing that is clear is If the base is a threat, it is imperative to capture it or to
that humanity is alone. The Known Universe has no aliens destroy it. What does it hold? While it could host a dooms-
or alien civilizations, but it might contain the remains of lost day crew of Harkonnens, it could also be an off-world spice
human colonies from before the Butlerian era. storehouse, forgotten in their rapid deployment from Arra-
Of all of the themes of conflict, the otherworldly is the kis. Or is it something else? Smugglers, or Imperial spies?
most science-fictional, the one most closely tied perhaps
with technology—whether new means of making warfare, T wisted
untapped or forbidden biological manipulation, or travel Anita Halden is an eager first-year student of the Suk
away from the surface of Arrakis and into the void of space School. To become acquainted with the harsh desert
and perhaps onto new worlds.
conditions, she was sent to Arrakis where she studies
These conflicts, by their very nature, involve more than the people: their heavy spice diet, how they consume
Agent-level play, as they often require assets beyond those water, how they survive the desert air. Though she occa-
possessed or controlled by any single player character, sionally comes to the aid of Fremen in need, she has an
such as space-capable craft or negotiation with the Spac- ulterior motive.
ing Guild to book passage from Arrakis. This theme is also
perhaps the riskiest to the player characters’ House, for Anita has a mission from the Suk School to abduct a dead
it often flirts with elements of forbidden technology, or Fremen corpse from the planet. She has yet to complete
development that the Great Schools and the Imperium the Imperial Conditioning against taking human life, but
alike would see thwarted or left alone. she needs to complete this task to graduate. Though her
superiors have not given her much instruction, she has
T h e S h a d ow suspicions that the body will be used for a political motive,

of the Moon most likely related to the Bene Tleilax, who are known for
their aberrant human experimentation.
As much as the Great Houses rely on their armies, fleets,
Anita needs assistance capturing and escorting a body to
spies, and weapon stockpiles, all of them build mecha-
nisms for retribution if they are destroyed. Usually these are one of the schools at Bela Tegeuse, the fifth planet of the
off-planet, such as on a moon or an orbital station. These Kuentsing star system. Unfortunately for Anita, finding a
doomsday stratagems are expected to act should their body has proven difficult on Arrakis, especially with the
House fall, a strategic deterrent, and a time-honored policy Fremen’s traditions of placing their deceased in deathstills
of mutually assured destruction. Rarely, a House may lose to reclaim the water for the sietch’s future use. Aiding Anita
control of these bases, or leave one in operation even when could guarantee an alliance with those who have trained
it no longer holds the planet the base protects. under the Suk School, as well as a hefty award.
A dv e n t u re G e n er at o rs
This series of tables provides inspiration and assistance in generating adventures and even campaigns with the
proper Dune flavor. Simply roll a d20 for any or all parts of an adventure and consult the following tables to gener-
ate or add to the results.

A d v e n t u re T itle CHARACTER TYPE


As Princess Irulan notes, a beginning is the time for ROLL TYPE
making sure the balances are correct. The right title can
Named character
go a long way to provide this balance; it helps steer the 1–3
(Paul Atreides, Duke Leto, etc.)
adventure and provides inspiration for both creating
adventure elements and also fitting randomly gener- Character Profession
4–7
ated elements properly to form a cohesive whole. Titles (Assassin, Smuggler, etc.)
suggest prominent themes and content. They can even
Familial role
subtly influence players, pushing their player characters 8–11
(Child, Father, Daughter, etc.)
toward appropriate actions, intrigues, and ideas.
Noble title or position
12–14
(Duke, Baron, Princess, etc.)
Religious or social role
15
(Prophet, Outcast, Priest, etc.)

House position
Note that this table generates Dune-appropriate titles, 16–17
(Swordmaster, Warmaster, etc.)
usually ending with the name of a location, event, or
group, such as Children of Dune or Sandworms of Dune. Character tied to a prominent group,
To vary this formula, replace or alter this structure as guild, or order
18–19
desired. In some cases, titles may need to be tweaked (Mentats, Spacing Guild, CHOAM, Bene
or adjusted to flow differently or sound better. A classic Gesserit, etc.)
literary example of this is Dune Messiah, which sets the
Character with a notable affiliation or
original novel’s first sequel apart from several books that
20 unique ability
come later using the popular “of Dune” format.
(Fremen, Face Dancers, etc.)
Titles are presented mostly in singular form, but the
gamemaster should feel free to change to plural as
LOCATION
desired. It may also be that a title needs to be changed
Some locations have alternate names, such as Arrakis
if it inadvertently duplicates an existing title from the
being also known as ‘Dune’. Any can be used, though
Dune series and that is not desired.
Frank Herbert used the more poetic Dune instead of
the technically correct Arrakis. Nonplanetary locations
TITLE STRUCTURE
can be general (cities, deserts) or specific (Arrakeen, the
ROLL STRUCTURE Funeral Plain) as desired.

1–6 (Character) of (Location) Note that frequently, the location for the title will be
Dune. This is in keeping with the titles of the Dune
(Location) and (Location),
novels, but gamemasters seeking variety are encour-
10–12 rerolling duplicate or nonsensical
aged to reroll or select different results.
(Location) results
ROLL LOCATION
13–14 (Object or Animal) of (Location)
Type of terrain
15 (Institution or Group) of (Location) 1–4
(Mountains, Desert, Seas, etc.)
16–17 (Concept) of (Location)
Type of building or structure
5–8
18–19 (Concept) of the (Institution or Group) (Stronghold, Sietch, etc.)

Proverb or Saying 9–16 Dune (or Arrakis)


(Usually a fragment such as “God
20 A prominent non-Dune planet
Created Arrakis to Test the Faithful…” or 17–20
(Ix, Giedi Prime, Caladan, etc.)
“Fear is the Mind Killer…”)

D U N E G A M E M A S T E R' S T O O L K I T 11
OBJECT OR ANIMAL ROLL CONCEPT
Sometimes an item or animal is the focus of the title.
Revenge (Vendetta, Kanly, Jihad,
Like other elements, these can be plural or singular. 1–2
Crusade, etc.)
Note that some mundane items can have important
effects, such as a shield that will always attract a worm. Religion (Prophecy, Revelation, Heresy,
3–5
Oracle, etc.)
ROLL OBJECT OR ANIMAL
Calamity (Rebellion, Storms, Inquisition,
Weapon (Sword, Pistol, Shield, 6-8
1–5 etc.)
Crysknife, etc.)
Celebratory (Coronation, Unification,
6–9 Vehicle (Ornithopter, Starship, etc.) 9–10
Birth, etc.)
Mundane object (Book, Machine,
10–11 11–15 Conspiracy (Secret, Whisper, Plot, etc.)
Cistern, Throne, etc.)
16–19 Conflict (Battle, War, Duel, etc.)
12–13 Jewelry or clothing (Crown, Cloak, etc.)
20 Business (Treaty, Coinage, Trader, etc.)
14 Food or drink (Spice, Wine, etc.)

15–20 Animal (Sandworms, sligs, etc.)
INSTITUTION OR GROUP
Traditions, group structures, and institutions are hugely
CONCEPT important in Dune. Characters are often defined by
Concept is a catch-all category for ideas and immate- who they know, serve, and associate with, as well as the
rial elements that make for good titles and inspiration. traditions they follow. This table provides guidance for
These are usually attached to either a place or group to including such concepts into an adventure title.
form the whole title. Each entry on the table provides
ROLL OBJECT
the basic concept and then examples of interesting
synonyms and related words—these generally make 1–4 Noble House (Atreides, Harkonnen, Corrino, etc.)
better titles than the concepts themselves. Natural
Guild or order (Mentats, Bene Gesserit
phenomena such as storms are also appropriate for this 5–8
Sisterhood, Spacing Guild, Swordmasters, etc.)
list. Concepts are often used in the plural form for titles,
such as Storms of Dune or Secrets of the Fremen. Political group (Landsraad, Great Houses,
9–12
CHOAM, etc.)

13–16 Militant group (Fedaykin, Sardaukar, etc.)

17–20 Cultural group (Fremen, Ixian, etc.)


A d v e n t u re G e n er at o r
The following tables help generate random adventures. However, ignore them if desired and instead focus on
They can be used wholly or in part, with every aspect the player characters throughout.
generated randomly or only those points where inspira-
ROLL OPEN WITH
tion is needed.
1 The player characters relaxing at home.
Dune adventures tend to follow certain patterns. These
are discussed elsewhere in the core rulebook and this The player characters preparing for a major
booklet, and helped inspire these tables. As such, 2 celebration (wedding, ceremony, holiday,
certain repetitive elements may creep in after multiple festival, etc.).
adventures generated in this fashion. Some will find
The player characters wrapping up their last
this a feature, as it tends to emulate an authentic Dune 3
mission.
experience, but others may wish to re-roll or choose dif-
ferent results to keep players guessing. The player characters summoned to the
4 court of their lord or another important
superior.

Visiting the court of a friendly noble or allied


5
House.

Visiting the court of a rival noble or enemy


6
House.

On a Guild Heighliner traveling through


7
space.

In a vehicle traveling on a planet (if Arrakis


8
this will have to be in a city not the desert).

9 Prisoners of a (non-player character).

Escorting a (non-player character) to deliver


10
an important cargo or message.

Meeting with an important contact or


11
potential ally

Purchasing supplies or information for their


12
House.

13 Training with their mentors and allies.

Stranded in the wilderness after some


14
calamity (ornithopter crash, sandstorm, etc.).

Looking for a lost (non-player character) or


15
object.
BEGINNING THE PATH —
Hunting a fugitive (non-player character) who
STARTING THE ADVENTURE 16
is wanted by their House.
Adventures can start anywhere, from distant worlds to
someone’s home. However, Dune adventures usually With the antagonists of the adventure
17
begin with the player characters as the protagonists acquiring an important or dangerous object.
of the adventure, engaging with events from their
With the antagonists of the adventure meet-
perspective. How they engage with the adventure can 18
ing with shadowy figures.
vary wildly at first. They could be within their House’s
stronghold after finishing an important mission or With an enemy of the player characters or
occupied with numerous other events and happen- 19 their House meeting with their allies and
ings. An adventure could also begin elsewhere, with underlings.
antagonists or foils for the player characters engaged
20 Roll twice and combine results.
in some intrigue, confrontation, or event. These sorts of
’cut scene‘ openings are common in film, television, and
literature and thus are included on the following tables.

D U N E G A M E M A S T E R' S T O O L K I T 13
T he F irst S teps — E stablishing the A dventu r e
How player characters get into the adventure sets the tone
NON-PLAYER CHARACTER
for their initial investment emotionally and psychologi-
These tables determine the general type of non-
cally. Action-packed opening scenes lend themselves to
player character that in involved in the adventure.
continued action, while a cutscene with an enemy alerts
Whenever a table says ‘non-player character’, consult
everyone that events carry dangers and challenges beyond
these tables.
how they may initially appear. Unusual combinations with
Beginning and the First Steps often create odd yet memo-
ROLL CHARACTER
rable starts to many adventures, but re-roll or select results
when combinations do not spark any inspiration. 1 A guard or solider
Whatever initial incident the player characters encoun- 2 A technician or engineer
ter, it introduces them to the adventure ahead.
3–4 A noble
ROLL THEN…
5–6 An officer or advisor
A superior of the player characters summons
1–2 7 A consort
them to a private meeting.
8 An envoy or diplomat
The player characters come across a
3
wounded (non-player character). 9 A physician
The player characters are alerted to an A fugitive (roll 1d20 again to determine what
10
4–5 encoded message, falsified report, or other they were before becoming a fugitive)
indicator of deception.
11 An assassin
A (non-player character) sends the player
12 A merchant
6 characters a message offering favors or com-
pensation in return for their assistance. Spy (roll 1d20 again for their cover identity
13 and twice for Allegiance to determine their
A (non-player character) is being kidnapped
7–8 apparent and true loyalties)
by (enemy).
14 A smuggler
A (non-player character) appears to threaten
9–10 or attack the player characters, thinking them 15 A mercenary
already involved in the plot.
16 A Mentat
(Enemy) ambush a nearby (non-player charac-
17 A servant
11–12 ter), ignoring the player characters unless they
get involved or otherwise complicate matters. 18 A priest, prophet, or theologian
A fight between (non-player character) and (non- A ghola (roll 1d20 again to see who the
13 19
player character) breaks out nearby. person was before resurrection)
(Non-player character) has escaped enslavement 20 Two characters! Roll twice.
14
or kidnapping by (enemy) and seeks aid.
An (enemy) appears and attacks the player
15
characters without warning.

The player characters happen across the corpse


16–17 of (non-player character, or several non-player
characters), recently murdered.

The player characters happen across a (non-


player character) traveling and searching for
18
a (non-player character), and one or both of
them seek their aid.

An important message arrives from a rival or


19
enemy, asking for a truce to discuss an issue.

All hell breaks loose. Roll twice, combine


20
results.

14


NON-PLAYER CHARACTER ALLEGIANCE
Roll to determine the allegiance of the character.
T h e P at h T u r n s —
Strange results, such as a noble serving the Spacing T h e P l o t R e v e a led
Guild, can be ignored or used to make a truly unusual
Once the player characters are brought into the adventure,
encounter.
there remains the question of “What’s going on?” What is
ROLL ALLEGIANCE the important task the player characters need to perform?
How did the player characters become involved and why?
1–3 The player characters’ house
There are countless possible answers to these questions.
4–6 An allied House The following table gives only some answers to help spur
inspiration or quickly determine what is really going on.
7–9 An enemy House
Roll once on the following two tables and combine results.
The player characters summoned
10–11 to the court of their lord or another ROLL THERE IS A PLOT TO… (PLOT)
important superior
1–2 Assassinate an important character
12 A criminal organization
3–4 Kidnap an important character
Fremen (or some other local group if not on
13–14 5–6 Discredit an important character
Arrakis)
7–8 Blackmail or subvert an important character
15–16 Bene Gesserit
9–10 Sow dissent and mistrust
17–18 The Spacing Guild
11 Sabotage an important structure
19 The Emperor
12 Smuggle a valuable object or person offworld
20 Dual allegiance. Roll twice and combine.
13 Kill or capture a great or rare creature

ENEMY 14 Subvert or conquer a holding


Enemies should appear in sufficient numbers to provide
15 Defy an Imperial edict
a challenge appropriate to the scene where they fea-
ture. In cases where a threat would not be found in the 16 Destroy a belief or custom
scene, re-roll or select another result.
17 Uncover an ancient secret
ROLL ENEMY
18 Seize an important place
1-–4 Soldiers of an enemy House
19 Wipe out a group
5–8 Mercenaries
Achieve multiple goals at once. Roll 1d20
20
9–11 Criminals or bandits twice and combine the results.

12–13 Wild animals


ROLL FOR… (PURPOSE)
14 Assassins
Political gain (gain an important asset or position,
Fremen (or some other local group if not on 1-4
15–16 promoting a House or individual’s status)
Arrakis)
Kanly (avenging a slight, destroying an
Spies (roll again to determine what they 5–8
17–18 ancestral enemy, etc.)
posing as)
9 Personal vice (greed, lust, revenge, etc.)
19 A mob of seemingly normal citizens
10–12 Promoting a great cause
Face Dancer, ghola, or other unusual
20
character Acquiring a terrible weapon (atomics,
13
Sardaukar, etc.)

14 Personal pride or glory

15 Valuable knowledge

16–18 An important resource (spice, water, etc.)

Complex reasons. Roll 1d20 twice and


19–20
combine the results.

D U N E G A M E M A S T E R' S T O O L K I T 15
16
D U N E G A M E M A S T E R' S T O O L K I T 17
B l o c k i n g t h e P at h — T h e A n t a g o n i s t s
Any tale has at least one antagonist, with most having two
WHO ARE THE ANTAGONISTS?
or more. These characters are often allied with each other,
Antagonists tend to be creatures of their fears, ambi-
but this is not always the case. Regardless of their personal
tions, and desires. They cross paths with the player
and political relationships, antagonists are involved with
characters because the player characters either have
the events that bring player characters into the adventure.
something they want or are a threat to some goal
Perhaps they ordered the assassination the player charac-
or scheme. The occasional antagonist may also be
ters witnessed, or they are behind the smuggling of the
twisted, evil, or violently unstable, but this sort of
valuables the player characters are tasked with locating.
malevolence isn’t required for an antagonist to run
Antagonists are usually at least as dangerous as the player afoul of the player characters.
characters, though weaker antagonists may feature in
Antagonists can be given additional development
some adventures. Note that dangerous doesn’t mean
using the Supporting Character creation tables later in
‘equal in every way’. A scheming noble might be brim-
this section.
ming with terrestrial power and resources, but a cowardly
lackluster fighter. A deadly smuggler might be quick with ROLL ANTAGONIST TYPE
a blade and a scheme, but that doesn’t mean they can
1 Commoner or escaped slave
match noble or other influential player characters at court.
2 Noble
HOW MANY ANTAGONISTS
3 Heir to a noble House
ROLL NUMBER OF ANTAGONISTS
4 Officer or advisor
1–2 One singular and notable antagonist.
5 Consort
One main notable antagonist and a weaker
3–4 6 Diplomat or envoy
subordinate minor antagonist.
7 Assassin
One main notable antagonist and one
5–6 weaker subordinate minor antagonist for Escaped fugitive or slave (roll 1d20 again to
8
each player character. determine what they were before)
Two equal notable antagonists with an 9 Powerful merchant
7–8
uneasy alliance.
10 Scientist
9–10 Two equal notable antagonists with a strong alliance.
11 Agent
One main notable antagonist with one or
12 Smuggler or other type of criminal
more weaker subordinate minor antagonists
11–12
who also secretly serves another even more Spy
13
dangerous notable antagonist. (roll 1d20 again to see their cover identity)
Two unrelated but equal notable antagonists Face Dancer
13–14 14
with the same goals. (roll 1d20 again to see their cover identity)
Two rival notable antagonists with different 15 Bene Gesserit Sister
motivations (keep the same plot for both
15–16 16 Mentat assassin
but roll or select a different purpose for the
second antagonist). 17 Spacing Guild agent, or even a Navigator
Three rival notable antagonists with different 18 Priest, prophet, or theologian
motivations. Keep the same plot for both
Ghola
antagonists but roll or select a different 19
17–18 (roll 1d20 again to see who they were before)
purpose for the second antagonist. If any
antagonist rolls the same motivation, they A complex antagonist. Roll 1d20 twice and
are allies or one is subordinate to the other. 20 combine results, if possible. Re-roll if too
unlikely or impractical.
Two unrelated notable antagonists currently
involved in the same series of events. Roll
19–20 a new plot and purpose for the second
antagonist. They might not even know of one
another’s existence.

18
METHODS AND MEANS
ROLL ANTAGONIST'S NATURE
Now that the plot and antagonists are known, the
A vile, evil, corrupt, or otherwise truly method of how they intend to execute the plot is
1–2 despicable antagonist. Neither seeks nor is required. The method by which an antagonist executes
capable of redemption. their plots informs much of the action and helps deter-
mine which scene logically occur during an adventure.
An ambitious antagonist whose desires
3–4 Thus, a scheming antagonist using secret commandos
outweigh their restraint or morality.
and forbidden weapons presents a much different
A prideful antagonist focused on avenging adventure than a misguided noble acting with the
5–6
some wrong, real or imagined. support of a House Major, even if they have the same
motivations and plots.
An honorable antagonist who feels com-
7–8
pelled to act as they do.
ROLL METHOD OF PLOT EXECUTION
A ruthless antagonist seeking any avenue of
self-promotion. May or may not be cruel or Overwhelming physical force (attacking
9–10
evil, but nevertheless is devoted to advanc- 1 with large numbers of troops, aerial
ing themselves at the cost of others. bombardment, etc.).
A misguided antagonist who can be Clandestine operations (small unit raids,
2–4
11 converted to the player characters’ side with sabotage, guerilla tactics, etc.)
the proper approach.
5 Using plentiful but unskilled pawns.
A maligned antagonist thought to be a
A War of Assassins (official declaration of
12 brute, killer, or criminal, who has good 6–7
ongoing covert warfare).
intentions.
8 Using trained or specially bred animals.
A moral and decent antagonist deceived
13
into acting in harmful or dangerous ways. Bribing, deceiving, or seducing others to
9–12
help.
A zealous antagonist so devoted to a cause
14–15 or belief there is little they wouldn’t do to 13 Using strange or lost technology.
see their goals met.
Extortion or coercion to secure vital
14–15
A self-righteous antagonist who is sure they assistance.
16 are doing the right thing and it is others who
Using elite forces (Sardaukar, Fremen, Bene
are wicked, evil, or corrupt. 16
Gesserit-trained warriors, etc.).
A puppet antagonist manipulated into
17 Economic manipulation and trade wars.
17 betraying or opposing their values for some
illusory prize or motivation. Complex execution. Roll twice and combine
18
results.
A remorseful antagonist coerced or driven to
18–19 acts they know are wrong who nevertheless Mastermind execution. Roll three times and
19
feels compelled to act. combine results.
A deceptive antagonist who seems to be A deceptive antagonist who seems to be
one thing and is in fact another; roll twice one thing and is in fact another; roll twice
20 20
and combine results. If you get the same and combine results. If you get the same
result, re-roll or choose a different result. result, re-roll or choose a different result.

D U N E G A M E M A S T E R' S T O O L K I T 19
T h e P at h s D i v e r g e —
P r o blems a n d O bst a cles
Threat can be used to create complications during play, and players may spend Momentum on editing
scenes in small but useful ways. It can also be very dramatic and useful to have one or two planned disrup-
tions and random events in the plot. These problems can affect player characters and antagonists alike.

ROLL UNFORSEEN EVENTS

1 Patrol of guards or soldiers arrives at the wrong time, demanding answers and asking questions.

2 One or more involved parties are falsely accused of a crime or corrupt act by the locals.

3 Terrible weather strikes the region, making air travel all but impossible and land travel treacherous.

4 A dangerous creature attacks.

5 An unrelated event such as a great celebration or conclave draws major crowds to the area.

A valuable resource is tainted, poisoned, or destroyed, creating a dangerous shortage, and


6
possibly leading to unrest.

Political or religious unrest is on the rise in the region. Player characters may be accosted by
7
individuals and groups who either believe them to be on the wrong side or those seeking their aid.

An important dignitary or famous individual is visiting the area, along with their complete
8
retinue. Security and emotions are running high.

A strange illness or epidemic is in the area affecting animals, people, or both. It is so far minor,
9
but it defies regular treatments.

10 A recent murder or similar crime has tensions running high and locals suspicious of strangers.

A matter of kanly among local nobles cause numerous duels, assaults, and the occasional
11
assassination attempt.

12 An assassin shadowing one of the player characters picks this time to strike.
A romantic foil is sent by established rivals or enemies to seduce and undermine one of the player
13
characters.

An enemy military force raids the area, seeking supplies and captives. They don’t seek to
14
occupy the region, but they refuse to leave empty handed.

Two famed masters of their craft (Swordmasters, physicians, musicians, etc.) are meeting
15 to engage in a contest of skills. Onlookers, gamblers, and enthusiasts are everywhere in
anticipation for the big match.

The subject of the plot is not where it was believed to be, having been relocated to a more
16
secure or public location—whichever is the least convenient.

One of the characters—player character or antagonist—is mistaken for another important


17
personage.

A great opportunity arises for one of the player characters, which could greatly advance their
18
station or otherwise benefit them. However, they must act quickly to seize this chance.

An old foe of one or more of the player characters picks this moment to seek revenge for past
19
harms.

20 Things are really complicated. Roll twice and combine results.


20
H i d d e n P at h s —
T h e H idde n H a n d M a p p i n g t h e P at h
Adventures set in the Imperium rarely present as they
first appear. There is nearly always some other power-
— D r aw i n g t h e
ful force manipulating or monitoring affairs. This secret Intrigue Map
presence rarely takes a direct role in an adventure. How-
It is highly recommended to draw an intrigue map for
ever, it may covertly influence events, and the figure’s
an adventure, if useful, connecting antagonists, plots,
response to the adventure’s resolution can easily lead to
and other characters together with the player charac-
new adventures.
ters to illustrate how the plot touches on all parties.
These secret players in the great game of spies, assas- There are no tables to assist with this; instead this step
sins, and schemes rarely appear directly. Instead they provides a format to define and illustrate what this
operate through agents, proxies, pawns, and puppets. adventure generator has provided.

ROLL SECRET INFLUENCE This is also a step to add obvious or interesting minor
non-player characters to those already defined. Per-
1 A Reverend Mother of the Bene Gesserit
haps a deadly but arrogant noble is always accom-
2 A Navigator of the Spacing Guild panied by a sardonic but skilled valet. Or maybe a
smuggling boss has a pet laza tiger. These non-player
3 The Emperor
characters can be used to not only bolster an impor-
4 A member of the Imperial family tant non-player character’s role and resources, but
also provide interesting color to scenes.
5 A director of CHOAM

6 A leader of a Great House

7 A leader of an influential Major House

The leader of a Minor House, but one with


8
unique or potent resources

9 A religious leader

10 A Fremen Naib

11 A smuggling syndicate boss

12 A wealthy merchant

13 A Tleilaxu Master

An officer or advisor to a noble House,


14
possessing exceptional skills and resources
15 An Imperial official

16 A Bene Gesserit Sister

17 A Disgruntled commoner

18 The leader of a rebel or dissident group

The consort or concubine of a powerful


19 figure. Roll 1d20 again to determine who
their lover is.

A ghola of an important person. Roll 1d20


20
again to determine who the ghola once was.

D U N E G A M E M A S T E R' S T O O L K I T 21
S u p p o rt i n g & N o n - p l ay e r C h a r ac t e r s
Ideally, there is time and energy to craft all supporting The combination of Primary and Secondary Back-
characters specifically for the adventure they are used grounds often create clear character types. For
in. In reality, this is very unlikely. Players often take paths example, a character who is Primary in Battle and Duty
during an adventure that require creation of new non- is likely a loyal soldier, and if they are also secondary
player characters on the fly and limited adventure prepa- in Discipline and Justice they evolve into an officer or
ration time can hinder non-player character creation. commander with a keen interest in fairness and enforc-
ing traditions and laws. Conversely, a character who is
The following tables are provided to assist in generat-
Primary with Communicate and Power is an influential
ing quick but interesting supporting characters and
schemer, but if they are also Secondary with Discipline
non-player characters. Results can be rolled, re-rolled,
and Truth they become a controlled and subtle seeker
selected, or a combination of these techniques.
who wishes to observe and use the reality of situations
Note that the mechanics of each character are not to their benefit.
included here. Assign statistics or pick a ready-made
Ambitions, assets, and talents should be selected to
archetype that suits the character, modifying as desired.
fit their role, background, allegiance, and motivation.
The Dune core rulebook presents many such ready-to-
Characters allied with certain groups may gain access
use non-player characters. Supporting characters follow
to certain resources others lack, but this often comes
the rules for their creation in the core rulebook.
with increased responsibilities or vulnerabilities.

CHARACTER CONCEPTS
Example: A Mentat can possess Mentat talents,
Non-player characters and supporting characters are
but anyone aware of their training as living comput-
ultimately a mix of background and motivation. These two
ers are unlikely to let their guard down around that
elements combine to form the skeleton and basic form
character.
that can be built upon as necessary. By rolling or selecting
a character’s Background and Motivation from the follow-
CHARACTER ALLEGIANCES
ing tables, non-player characters and basic supporting
Roll to determine the allegiances of the character.
characters can be quickly generated. This creation process
Unusual results, such as a Bene Gesserit who serves the
also provides guidance in selecting their Beliefs and Skills.
Spacing Guild, can be ignored, or adapted to make
Belief statements should be crafted based on their person-
a truly unusual encounter. Note that this result is only
ality, motivations, and their role in the adventure.
where the character begins: Campaign events can
Roll twice for each Background and Motivation. The first change this. Also note that dual allegiances are pos-
roll determines the character’s Primary Background and sible, if uncommon. Such allegiances may suggest the
Motivation, which also determines their Primary Skills and Dual Fealty talent, but not every character who serves
Beliefs. The second roll determines the character’s Sec- two masters has the trust and equal support of each.
ondary Background and Motivation, likewise determining
ROLL ALLEGIANCE
their Secondary Skills and Background. Duplicate results
should either be re-rolled or changed to a different result. 1–3 The player characters’ House

ROLL BACKGROUND SKILL 4–6 An allied House

1–4 Military or Criminal Battle 7–9 An enemy House

5–8 Diplomacy and Intrigue Communicate 10–11 A criminal organization

9–12 Crisis and Command Discipline 12 A rebellious or heretical sect

13–16 Espionage and Conditioning Move Fremen (or some other local group if not on
13–14
Arrakis)
17–20 Scholarship and Investigation Understand
15–16 Bene Gesserit
ROLL MOTIVATION BELIEF
17–18 The Spacing Guild
1–4 Oaths and Obligations Duty
19 The Emperor
5–8 Beliefs and Devotion Faith
20 Dual allegiance. Roll 1d20 twice and combine.
9–12 Righteousness and Revenge Justice
13–16 Ambition and Greed Power

17–20 Discovery and Observation Truth

22
PECULIARITY
Peculiarities are atypical, unusual, and noteworthy things about a character. Characters usually have one or two of
these, sometimes three. More than three peculiarities on a character, especially a randomly generated one, runs the
risk of being a panoply of forgettable and unconnected quirks, bordering on the comedic rather than dramatic.

Roll on the following tables to generate up to three peculiarities for a character. Roll 2d20 on the table below and
cross-reference the results for each peculiarity.

1–5 6–10 11–15 16–20

Sees omens Prefers company of other cultures


1 Hums sad songs Exacting standards
everywhere or social classes to their own

One or more nasty Believes they have been


2 Fond of blood sports Dreamed of their own death
scars chosen for great things
Purses their lips when Always wears a
3 Soft spot for children Smirking grin
worries or upset particular color
Always keeps a secret
4 Nervous twitch Enjoys flying Dislikes flying
stash of melange nearby

5 Strange hair color Death wish Unusual sense of style Loves to travel

Strong resemblance Obsessed with


Hates exercise and
6 to a famous person, locating lost loved Avid gambler
exertion
living or dead one
7 Semuta addict Genetic eunuch Delicate digestion Unusual speech pattern

Flexes hand and Product of Bene


8 fingers when Gesserit selective Easily falls in love Avoids direct conflict
aggravated breeding
Ignorant of some
Unique brand or
9 Drinks too much common history or Easily embarrassed
tattoo
knowledge

Blames themselves for


10 Different colored eyes Impetuous Extremely class-conscious
every problem

11 Moody Tleilaxu prosthetic Unusual height/weight Highly competitive

Often quotes Explains things


Has a lucky charm they refuse to
12 important historical or Unusual hair style through stories and
part with
literary figures allegories

13 Frequent insomnia Slight limp Creative thinker Shaves their head

14 Loves plants and flowers Unusual diet Lost or altered memory Wears lots of jewelry

In love with someone and can’t


15 Follows fashion Keeps dangerous pets Contrarian
tell them

Always sits with their Collects artifacts from a Shaken by a recent near-death
16 Shameless flirt
back to the wall particular historic period experience

Compulsively checks their


17 Always armed Loves coffee Unmoved by violence
weapons and equipment

Connoisseur of fine
18 Prays often Rarely speaks Overconfident
food and drink
Loves art, poetry, and/ Single-minded and
19 Dislikes being touched Mild congenital disability
or music stubborn

Roll twice and Generous with coin


20 Unusual laugh Easily offended
combine results. and resources

D U N E G A M E M A S T E R' S T O O L K I T 23
A d v e n t u re G e n er ati o n E x a m p le
After a particularly busy week, one main notable antagonist with both With her adventure mostly outlined
Rebecca is getting ready to run Dune: minor antagonist subordinates and and defined, Rebecca turns to fleshing
Adventures in the Imperium for her a secret superior who controls them. out Xavi and creating a minor antago-
player group. Pressed for time, she Rebecca rolls for the main antagonist’s nist to aid him. Using the Non-Player
decides to give the adventure genera- profession, motivations, and methods Character and Supporting Character
tor a try, hoping to cut her preparation and gets a 3, 16, and 16. The main tables, she gets a 20 and 13 for Pri-
time down to match her schedule. enemy of this adventure is the heir to mary Background and Motivation and
a noble House who believes they are 13 and 3 for Secondary Background
Picking up her d20, Rebecca begins
righteous, and others are misguided and Motivation. This means Xavi’s
rolling. She starts with the Title, getting
or evil. Further, this antagonist will Primaries are Understand and Power
a 3 for (Character) of (Location). Rolling
use elite forces to succeed in their and his Secondaries are Move and
for both these results, she gets a 6
plot. Rebecca sets aside the other Duty. This suggests Xavi is a scholarly,
and 18, for a profession and non-Dune
antagonists for a moment to further sly, and flexible antagonist, making
planet. Thinking on this, she decides
define this main threat. She decides up what he lacks in integrity and skill
she likes the title Assassins of Galicia,
the antagonist is Xavi, the eldest child at arms with cunning and education.
picking the planet she knows will one
of a House Minor who lost status and When it comes to the young noble’s
day side against Paul Maud’Dib and fall
power to the bride’s House years ago, peculiarities, Rebecca rolls three
in his great jihad—some subtle fore-
becoming a vassal to their former times to determine Xavi dislikes being
shadowing for whatever treachery and
enemies. Unlike his father and mother, touched, likes blood sports, and is
strife the adventure will feature.
the heir refuses to accept his House's (unsurprisingly) easily offended.
With title in hand, Rebecca rolls on role and seeks to eliminate the noble
Beginning the Path and First Steps. family of his enemies to satisfy the Repeating the process for antagonist
She gets a 2 and a 17. This shows that ancient vendetta. Whoever the heir’s creation and determining Background
at the start of the adventure the player superior is in this conspiracy, they and Motivation for the minor antago-
characters are preparing for a great provided them with elite assassins and nist, Rebecca is surprised to find Xavi
celebration when they come across a covert operatives to execute his plan. is served by the ghola of a noble, and
murdered non-player character. Check- Rebecca figures its likely one of these one that is exceptionally cruel and evil.
ing to see who the murder victim is on operatives who murdered the advi- This character’s Primaries are Battle
the non-player character tables, she sor—silencing her after she happened and Justice, and their Secondaries
rolls a 5 and 4. The victim is an officer upon them rigging the pavilion to are Communicate and Faith. Rebecca
or advisor of an allied House to the collapse during the ceremony. decides that Count Salazar has pro-
player characters’ own. Thinking on this vided Xavi with a unique ally: a ghola
With the plot largely fleshed out, of a beloved aunt who never accepted
for a moment, Rebecca decides the
Rebecca decides to shake things up the diminished status of Xavi’s House
celebration is a wedding between one
by rolling on The Paths Diverge. She and was killed years ago. Returned
of the sons of their House and an allied
gets an 8, indicating an important and disguised to avoid easy recogni-
House she creates for the adventure:
dignitary is visiting the area. Obviously, tion, the ghola is a skilled fighter and
House Rech of Galicia. Unfortunately, as
this character is here to attend the charming manipulator. Like all gholas,
the wedding approaches and prepara-
wedding—a Protopriest of the Gala- she remembers nothing of her past,
tions are made one of the advisors of
cian Orthodox Church there to per-
the bride’s House is found dead. but she has been conditioned to view
form the ceremony. If this high-ranking
the destruction of House Rech as a
Now Rebecca moves to The Path religious figure meets an untimely end,
holy mission. Rebecca names this
Turns and determines the plot of the there will be hell to pay for the player
ghola ‘Seni’, an inversion of her former
adventure, hoping it will shed light on characters’ House for allowing the holy
name, Ines. Rounding out Seni’s
why this advisor has been killed and by figure to perish under their roof.
personality, Rebecca generates three
whom. She gets a 11 and 5 on the next
With the adventure nearly defined, peculiarities to show she is prone to
tables, revealing there is a plot to ‘sab-
Rebecca rolls on The Hidden Paths, flexing her hands and fingers when
otage an important structure’ because
remembering the heir himself serves agitated. She also shaves her head
of ‘kanly.’ Rebecca decides that the
some greater antagonist. She gets and has a Tleilaxu prosthetic, clearly
antagonists of this adventure seek to
a 6… the leader of a Great House. the telltale ‘ghola eyes’. Rebecca fig-
sabotage the wedding pavilion for the
Rebecca thinks about it and decides that ures the hand flexing is a shared trait
ceremony, an act which could kill or
ultimately the heir is a pawn of a Great with her old life while her new haircut
injure many important members of the
House, and one hostile to the player serves to make her harder to identify—
wedding party as well as numerous
characters’ own. Going through their list conflicting traits for those who seek to
influential guests. The reason for this is
of enemies, Rebecca selects the Count determine who Seni once was.
kanly—a deep and abiding vendetta for
Salazar of House Romero—a previously-
some slight or harm. Rebecca wonders Armed with a plot, antagonists, a
noncanonical house that features in
if she’ll need to invent the offense or secret mastermind behind it all, and
Rebecca’s campaign. Count Salazar
the next rolls will determine it. She then a murder to alert the player charac-
clearly is helping Xavi get revenge in
moves to Blocking the Path to deter- ters and provide them early clues to
the hope the vengeful young man will
mine the adventure’s antagonists. uncovering the coming crisis, Rebecca
embarrass, harm, and possibly even kill
Rolling on the next tables Rebecca his rivals. Unless the player characters is ready to introduce her group to
gets a 12, showing the antagonist is stop this plot, this may come to pass. ‘Assassins of Galicia’…

24
I n tri g u es
In this section we offer four example intrigues for you to use in your game. The player characters might choose to
assist or stop the intrigue in question, or it might serve to inspire the gamemaster to create new intrigues of their
own. In each case, the player characters might first encounter an intrigue at any one of its sections, which will often
define how they proceed to unveil the rest of the conspiracy.

I n f l u e n ce
The Bene Gesserit’s Missionaria Protectiva are looking to tage to those who seek to befriend (or lead) the Fremen.
craft a new superstition with which to manipulate Fremen
Janella is a representative from the Missionaria Pro-
society: that demons live among humans. A fearful
tectiva, sent to cast shadows of doubt among Sietch
community can be easily swayed, and the Sisterhood is
Toma. She must orchestrate an event that proves the
tasked with approaching several naibs with a warning of
existence of demons, before speaking with the naib to
such a demonic presence. As noted in the Bene Gesserit
offer protection and healing. If convinced, fear will be
Private Reports, Folio 800881: “Fremen speech implies
great concision, a precise expression. It is immersed in the disseminated across the sietch, allowing outside influ-
illusion of absolutes. Its assumptions are a fertile ground ence to infiltrate easily.
for absolutist religions.” Therefore, the message must Sietch Toma is one of the larger sietches in Arrakis. It is
shed all threads of nuance. There is only right or wrong. not as well-known as others, such as Sietch Tabr, but it
The mythology of the demon is simple: They are not carries a population large enough for the Sisterhood to
quite human, but they look and act human. Their goal be interested.
is to destroy societies. Accompanying this is a demon Galal is a strong-willed and charismatic leader, one of the
test: When one senses supernatural fear of another, first naibs to be approached. He can be easily persuaded
they may be sensing a demonic entity. The suspected once he places his trust in an advisor. He is exactly the
demon will then be taken to the sietch for further type of person the Bene Gesserit hope to target.
questioning. If the suspect answers a series of questions
correctly, they are human. If any of the questions are Aissa is Galal’s younger sister and his second-in-com-
incorrect, they will be slain or banished. mand, a ruthless fighter wary of outsiders. She is the
hardest to convince, due to her skeptical nature.
Aiding the Missionaria Protectiva can change Fremen
perception of House agents. Whether they are legendary Owais is Aissa’s husband and fellow fighter. Unlike her,
demon hunters or fabled to bring water to the people of he is naive and can be subject to superstitions. It will be
Arrakis, exploiting religious beliefs provides an advan- easy to convince him.

Galal (Person) Leads

Siblings

Second in
A i s sa ( P e r s o n ) Command
Sietch
Toma
Married (Location)

O wa i s ( P e r s o n ) Resident of

Needs to Convince

Janella ( P e r s o n ) must infiltrate

D U N E G A M E M A S T E R' S T O O L K I T 25
Security Chief
V i s k wo Blackmails Orvil Neq
(P e r s o n ) (Person)
Flatters Controls Meets at
Betraying

N a d ja
T e l e m ac h Meets at Nameless Baronet
Person) semuta den G e o f f e ry
(Location) O s t rogo m
(P e r s o n )

F a lse F a ce , F a lse H e a rt
The Bene Tleilax have long coveted the secrets of the his target before killing and impersonating him, then
Bene Gesserit breeding program. They have identi- using his access to create an opportunity to abduct the
fied the youngest son of the Minor House Ostrogom baronet. Viskwo is ruthless and capable of anything
as the product of Bene Gesserit-influenced bloodline in the pursuit of his mission and the protection of his
and breeding. Baronet Geoffrey Ostrogom is currently Tleilaxu masters.
seeing to his House’s business on Arrakis. Accordingly,
Baronet Geoffrey Ostrogom is third in line of succession
the Tleilaxu Masters have dispatched a Face Dancer
to House Ostrogom, sent to oversee his family’s minor
servant named Viskwo to abduct the young scion.
interest on Arrakis as busy work. The Baronet is a pleasant
Viskwo is aided by two accomplices. The first is Nadja young man who is well aware that his duties are largely
Telemach, a failed initiate of the Bene Gesserit. Her situ- trivial, but he does his best to accomplish them. His only
ation brought her to the attention of the Tleilaxu, who real friend is his security chief, Orvil Neq, with whom he
have sent her to advise Viskwo on what (very little) she likes to play low-stakes card games and wander the city.
knows of the Sisterhood’s breeding program. Viskwo He suspects no treachery from his bondsman.
intends to use her to provide observations on the baron-
Nadja Telemach is the daughter of an extremely minor
et’s behavior, but unbeknownst to Nadja, she is also part
House, found wanting in the early stages of her Bene Ges-
of his contingency plan. Should his efforts fail, he is pre-
serit training due to her temper and ambitious nature. She
pared to use her as a sacrificial pawn in his own escape
soon came to the attention of the Tleilaxu as a useful idiot.
and as a scapegoat for the wrath of House Ostrogom.
Viskwo flatters her as being an irreplaceable part of a plan
Orvil Neq, the Face Dancer’s second pawn, is the that could bring the Bene Gesserit to her knees. She is
semuta-addicted security chief of House Ostrogom convinced of this outlandish notion and would be shocked
whom Viskwo has compromised. Viskwo has turned at the reality that she’s a largely disposable pawn.
the nameless Arrakeen semuta den where he initially
Security Chief Orvil Neq has served House Ostrogom
blackmailed Neq into the conspiracy’s primary meeting
his whole life, born into their service. Neq found his
place. It is here that Neq reports on the schedules and
posting to Arrakis an insult to his lifetime of service,
habits of the baronet and it is here that Viskwo plans to
finding the dusty, inhospitable planet a miserable
kill the traitor before taking his place and enacting the
reward. In only a matter of months he’d fallen into the
final steps to abduct his target.
vice of semuta and then into the clutches of Viskwo,
Viskwo is pragmatic and utterly dedicated to his mis- who threatened to reveal his secret addiction to the Bar-
sion. He resides in a semuta den in the slums of Arra- onet if he didn’t comply. Neq has no personal grudge
keen, having murdered and impersonated Ishk Naiben, against the young baronet, of whom he is indeed fond.
a low-ranking criminal. Viskwo intends to pry every piece However, he is ultimately a weak man in the throes of
of useful information from Security Chief Neq regarding addiction and will betray his master if forced.

26
S p ice O p er ati o n
Investigate the spice harvesting operations of Arrakis mistress, a local courtesan named Eris Aler, to reveal what
enough and you might start to see a troubling pattern. she knows of her lover’s operation.
The cleaning crews tasked with collecting spice residue
Any of these avenues eventually lead to Bara Paris, a
from harvesters undergoing maintenance are seeing
local merchant laundering the profits of the spice clipping
decreased yields from previous years. Further, recent sur-
operation through her business. Unless Paris can convince
prise inspections of certain spice shipments reveal small
investigators that Kol Sterra is the true mastermind and
discrepancies—there is ever so slightly less spice than the
barter for leniency by betraying the rest of her operation,
records state. These losses are scarcely noticeable. How-
she prefers death to capture. However, she would offer a
ever, over weeks or months they represent a significant
hefty cut of her profits to look the other way…
loss of revenue. Follow this trail far enough and you will
find the Clippers, an illicit conspiracy of spice debasers Gavin Prok is a tough foreman with a strong arm and
and scavengers, among them Gavin Prok. sticky fingers, but he’s not a great liar under pressure.

A high foreman in charge of harvester maintenance, The Cleaning Crews are a collection of working-class
Prok and his cleaning crews ‘lose’ some of the spice they technicians making some extra by clipping spice. They’re
collect from incoming harvesters. They never take from tight-lipped and don’t like outsiders, but they won’t risk
the refinery caches, but steal melange scrubbed from their necks for Gavin and his wealthy superiors.
drills, collectors, and other parts of the great machines. If
The Clippers are a spice debasing conspiracy. Prok,
asked, he credits better lubricants and upgraded equip-
Sterra, and Aler are the big worms, but there are numer-
ment—insisting the spice not claimed by his teams ends
ous smaller trout in the sands.
up in the holds of the harvesters. If pressed, he reveals his
teams are shaving spice from the collection efforts. Kol Sterra is a bad official with a good reputation. He’s
meticulous, fussy, and greedy. He has been paying his mis-
Of course, Prok isn’t acting alone. His superior is Kol
tress in clipped spice, making her an unwitting accomplice.
Stera, an official in charge of weights and measures. Using
altered instruments and deception, Stera reports clipped Eris Aler is a beautiful, clever, and popular courtesan in
spice as whole and unaltered and makes sure any regular Arrakeen. She accepts coin, water, and spice—but never
inspectors sent to Prok’s facility are Clippers themselves. To ill treatment from her clients.
date, no one has noticed the light shipments or curiously
Bara Paris runs the Clippers, launders the profits, and
low collection take from the harvester cleaning teams. To
makes the most of conspiracy’s efforts. She lives in
break Kol Stera requires evidence, either by securing his
well-guarded luxury and fears prison, torture, or public
private records, catching him in the act, or convincing his
execution more than death.

E ris A ler ( p e r s o n )

Lovers

G avin K ol B ara
Prok Works Works P aris
Sterra
(person) for (person) for (Person)

Runs Member Senior Member Runs

Clippers (Group)

Cleaning Crews (Group)

D U N E G A M E M A S T E R' S T O O L K I T 27
C h ildre n o f t h e J i h a d
The Ixians seek to scavenge the remains of an ancient the past after a mysterious illness wiped out many of its
spaceship that they believe housed one of the legendary elders. The crashed vessel or the thinking machine itself
thinking machines that were thought all wiped out during may be responsible for the illness that claimed their
the Butlerian Jihad. The ship is certainly inoperable after lives, but nothing is certain.
so many years in the wastes, but the thinking machine’s
Khulul is the new naib of Sietch Faris. He was a small
processing core may have survived. A group of scavengers
child when his family originally abandoned the sietch.
known to trade with the Fremen has been selling scrap
His grandfather was the last naib of Sietch Faris, and
that almost certainly came from the crashed vessel, and the
reclaiming his home is a matter of honor and pride for
Ixians pay well for anyone who will seek out the Fremen of
the paranoid Khulul. Gaining his trust will require more
Sietch Faris, who know the scrap's place of origin. 
than bribes or false words. 
Aiding the Ixians can grant access to strange devices or
Gow is a Fremen wise woman who fears that Sietch
services from the technologically creative people of Ix,
Faris is still contaminated, but knows that ancient secrets
while helping the Fremen reclaim Sietch Faris from the
linger there as well, including where the rotting remains
contamination can provide an advantage to characters
of the crashed vessel lay near the sietch. She might aid
who seek to ally with the Fremen in the future.
those who seek such secrets but will not risk the safety
Veri Asol is the agent of Ix responsible for retrieving of her family. 
whatever possible from the ancient space vessel. They
The Tleilaxu Face Dancer Trayv Fanton has been
will provide support but refuse to travel into the desert. If
shadowing Veri Asol for several months on an Imperial
Veri thinks they’ve been betrayed, they’ll call upon mer-
contract. He tries to infiltrate any group he sends into
cenaries or assassins to exact their revenge in the future. 
the desert, disguised as a scout, animal handler, or bag-
Sietch Faris is a small isolated sietch on Arrakis, only gage carrier. Trayv is wary of the Fremen and will not risk
recently reclaimed by the Fremen. It was abandoned in a fight with them.

Veri Asol Knows G ow Tribe Members K h u lu l


(Person) Location (Person) (Person)
Reclaiming
Sietch

Watching

T r ay v
Fanton
(Person)

Spacecraft Sietch Faris


Ruin Near
(Location)
(Location)
L o c ati o n s
In this section we offer a collection of locations the gamemaster can slot into their campaign. Each location
might provide an intrigue, an adventure seed, or just a useful place to stage an encounter.

Sand Boulder – A Smuggler Base


Hidden among the sand dunes and rocky outcroppings this former Imperial Testing Station fear getting on the
of Arrakis are ancient Imperial Testing Stations, long wrong side of the Fremen and are only dimly aware of
abandoned to the glaring rays of the sun and the cruel how much the Fremen surveil their activities.
environment. Deep in the desert, mostly buried under
shifting sands and amid low bluffs of solid rock, a dun- C h a r a cters
colored dome resists the passage of time. Its antennae,
now bent over like an old crone, poke up over the land WYR JADREL
like a lone sundial. Its armor-plaz windows, though too SMUGGLER LEADER
dirty and dusty to reflect any light, remain unbroken. The Wyr Jadrel runs the warehouse that extends across one
thrum of a ‘thopter’s wings makes it clear that this place, side of the dome. She keeps everything organized and
despite its age and neglect, has not been forgotten. ensures that no one comes or goes with any goods they
don’t own or deserve. She’s quick with her maula pistol
Smugglers call this place the Sand Boulder.
and commands respect among all the smuggler factions
With the dome tucked into the crags of a small rocky that work off of Arrakis.
ridge, sandworms can get uncomfortably close, churn-
DRIVE S TAT E M E N T
ing the ground just beyond the walls, so the smugglers
must be careful not to attract them. The gentle hum of
D U T Y: 7 I owe everything to the smugglers.
an air filtration unit emanates from the place, though it
has been baffled and insulated from causing any vibra-
tions on the ground below. Inside, people mill about FA I T H : 4
without stillsuits on, enjoying an environment that is not
quite so arid as outside the doorseal. However, if the
JUSTICE: 5
air filtration system or hydration system were to break,
many would perish in the extreme heat of the desert.
P OW E R : 5
Buried in the rock foundation are rooms for the occa-
sional overnight guests and laboratories that the smug-
glers use, and the most dominant feature is the landing T RU T H : 6 The truth is in the records.
pad used for ground-to-space shuttles and ornithopters
alike. Belowground are the heavily fortified spice store-
SKILL FOCUSES
houses, large bins teeming with the redolent substance.
It’s not an easy or risk-free life out in the deserts, but not B AT T L E : 4
answering to the Guild or becoming enmeshed in the
inevitable web of politics on the ‘ right’ side of the law is COMMUNICATE: 7 Charm
a reward in and of itself that many choose to pursue.

The dangers of such a base are considerable and DISCIPLINE: 5


govern every day’s activity and they are ever-present in
the minds of each smuggler in the Sand Boulder. While MOVE: 6 Swift
this ancient, but still standing and thriving, building
seems safe, discovery by the ruling House of Arrakis or U N D E R S TA N D : 5
the Emperor could spell disaster for this smuggler base.
Limiting ornithopter traffic and any signs of inhabitation Traits: Smuggler, Administrator
are a high priority. The Fremen leave it alone but are
Talent: Direct – Once per scene, Wyr may give an ally
fully aware of the presence of the smugglers, allowing
an extra action on their turn.
them to remain for the trouble they cause the planet’s
Harkonnen overseers. The smugglers who work out of Assets: Maula pistol, Shigawire reel records

D U N E G A M E M A S T E R' S T O O L K I T 29
BRAE OROYS YARI ELENNE
PERSUASIVE FENCE MAINTENANCE ENGINEER
Behind a counter at the very back of the dome, one Yari Elenne manages the laboratories. She scurries
will find Brae Oroys. He runs the Sand Boulder trading through the dim, lower reaches of the Sand Boulder in a
post, which acts as a bar and supplier for the smugglers mask and heavy apron. The cinnamon aroma of refined
who come here. Brae prides himself on carrying every- spice surrounds her. But, as Yari will warn any visitors,
thing a self-respecting smuggler could need. Waving there are many deadlier things in this part of the base.
his arms to the high shelves behind him, he’ll point Poisons. Drugs. New weapons. Spacecraft engines. Dew
out home-brewed liquor, semuta, illicit spice, rations, collectors. Technology litters every surface. Chemicals
poison snoopers, and even stillsuits. Oroys work on a drip and spin in a variety of instruments. This scien-
strict barter system and won’t hesitate to put a price on tist and engineer has an intense curiosity and a wide
someone’s head if that someone owes him something breadth of knowledge. She’ll experiment on anything
and hasn’t paid up. for a few solaris.

DRIVE S TAT E M E N T DRIVE S TAT E M E N T

D U T Y: 5 D U T Y: 5

FA I T H : 5 FA I T H : 4

JUSTICE: 6 Justice is brutal. JUSTICE: 5

P OW E R : 7 6 We can create might through


Preparation is strength. P OW E R :
experimentation.

T RU T H : 4 T RU T H : 7 Science shows us what’s real.

SKILL FOCUSES SKILL FOCUSES

B AT T L E : 5 B AT T L E : 5

COMMUNICATE: 6 Persuasion COMMUNICATE: 5

DISCIPLINE: 7 Resolve DISCIPLINE: 4

MOVE: 4 MOVE: 6 Grace

U N D E R S TA N D : 5 U N D E R S TA N D : 7 Advanced Technology

Traits: Smuggler, Salesperson Traits: Smuggler, Scientist, Engineer

Talents: Driven – After spending a point of Determina- Talents: Intense Study – Once per scene, Yari may use
tion, roll 1d20. If the roll is equal to or under Brae’s her Understand skill on a single skill test instead of any
Discipline rating (by itself), the gamemaster immediately other skill, and she is counted as having a focus for
regains the 3 Threat they spend for the point of Deter- that test.
mination.
Assets: Flip-dart ring, Handheld chemical analyzer,
Assets: Liquor, Flip-dart wrist bracer, Outstanding debts Shigawire reel containing experiment details and
owed him experiment results

30
BREWEN AYD
ORNITHOPTER PILOT
Daring and fearless bordering on reckless, Brewen
Ayd is a smuggler and ‘thopter pilot with a talent for
avoiding the government, both local and Imperial. He
is always in debt to Brae but is still the favored pilot for
smugglers throughout the region.
DRIVE S TAT E M E N T

D U T Y: 4

FA I T H : 6 I can do anything with a pair of


wings.

JUSTICE: 5

P OW E R : 7 Together, we are mighty.

T RU T H : 5

SKILL FOCUSES

B AT T L E : 6 Strategy

COMMUNICATE: 5

DISCIPLINE: 4

MOVE: 7 Pilot (Ornithopter)

U N D E R S TA N D : 5

Traits: Smuggler, Pilot

Talents: Bold (Battle) – Brewen may reroll a d20


gained from adding Momentum.

Assets: Ornithopter, Debt to Brae, Maula pistol

D U N E G A M E M A S T E R' S T O O L K I T 31
T h e H o u se o f A m a r a n t h
It is inevitable that travelers far from their homes seek of contraband items to and from the planet’s surface,
comfort in the company of others. Though Arrakis itself convenient favors requested by her elite clientele.
is generally only worth visiting for purposes of business
After more than twenty years in operation, the House of
and diplomacy, its two cities of Arakeen and Carthag
Amaranth is a force to be reckoned with but never spoken
are busy hubs of commerce and statecraft. Arrakis is the
about. Kraic keeps exhaustive files on all her custom-
sole exporter of the spice melange, the most unique
ers, duplicated conveniently off-planet should something
and valuable substance in existence, and yet is direly in
happen to her or threaten her business. One edict she
need of the most common substance in the Imperium…
always insists upon is that she interview every prospective
water. As such, the water and spice trades lure many
client personally, which means a visit to the House of Ama-
to the planet’s surface, including ambassadors of the
ranth, whether the escort is to leave with the client or meet
Landsraad, agents of the Spacing Guild, the Imperial
them at some other location for the rendezvous desired.
Bank, CHOAM, the Emperor’s own household, as well as
representatives from other lesser organizations. Though the physical location of the House of Amaranth—
named for the flowering ephemeral brought to Arrakis by
Though these groups are vast and impersonal, they are
Pardot Kynes—is the least important part of its opera-
made up of humans, with that fallibility. This human weak-
tions, it is nonetheless the most impressive. The estate,
ness is how the House of Amaranth came into being.
Originally it was little more than a service provided by a the water-magnate’s old home, is located on the outskirts
wealthy Arrakeen watermerchant for visiting customers of Arrakeen in an otherwise unremarkable neighborhood.
and vendors. He worked together with his companion— It is accessible through a nondescript side street upon
Tirenna Kraic—to secure the services of attractive men which no windows open, no doors face, giving relative
and women, to provide physical and emotional compan- anonymity to visitors in ground cars or on foot.
ionship to those visiting Arrakis for business and political By the time a potential client arrives at the House of Ama-
reasons. Kraic was originally an escort herself, trained in ranth, they have been researched exhaustively by Kraic’s
Bene Gesserit techniques, and knew how to pick suitable informants (often clients already compromised and extorted
companions for these lonely visitors. She recruited from for insider knowledge), and several discreet scans are
among the city dwellers and the pyons—the peasant performed as one approaches the House itself, disguised as
class of Arrakis—with an adept eye for finding those will- passers-by or concealed within architectural features on the
ing to serve at the pleasure of others. way in.
But sex and conversation were not all Kraic’s escorts A vestibule allows a guest to shed any external garments
provided. Kraic instilled in her escorts all the subtlety and leave them with a servant. They are then escorted into
and guile of the Bene Gesserit, using their seductive the main parlor and are generally delighted to find them-
and observational techniques to their fullest. They selves in an elegantly appointed wood-paneled room with
reported all they learned from their customers: pillow a vaulted ceiling, lit by discreet suspensor glowglobes,
talk, idle banter, behavior and personal habits, scans with the smell of rich floral essences in the air. Tall vases
of personal effects, etc. This information, then, was put feature the magenta flowers the house is named for. The
into use by the water-seller to provide a psychological guest is then greeted by their host, Tirenna Kraic.
edge in his negotiations, and to exact leverage on those
he dealt with. This extended even to more indiscreet There are of course ground rules which Kraic insists all her
practices, such as clandestine recordings, even escalat- client-guests adhere to, particularly relating to the health
ing to threats of extortion where honor was concerned. and safety of her charges. Due to the peculiar and often
specific tastes of this clientele, she often must insist on
In time, the balance of power between the two was considerable additional fees for any services that endanger
revealed and the watermerchant purportedly fled Arra-
or harm her employees, as well as punitive fees should any
kis, to reappear elsewhere in the Imperium. His name
of her guidelines be ignored. It is at this point that she intro-
has been expediently forgotten, and Kraic assumed con-
duces a man simply known as Rodikar, her chief of security.
trol over his business upon his departure. She divested
herself of the ongoing material concern but maintained Once the services required have been specified and
a share, with the tacit understanding that the services of terms agreed to, she summons one or more appropri-
her escorts would be utilized by the new owner. ate escorts and allows the visit to run its course. There,
guests are settled into one of an impressive selection of
Eventually, Kraic made use of her off-world connections
comfortable, well-appointed rooms and chambers featur-
and began working as an information broker, a powerful
ing all manner of environments and adjuncts, all focused
source of intelligence upon Arrakis, a planet important
on the providing of pleasure… or satisfaction.
to the functioning of the Imperium yet remote and
veiled in mystique. She has expanded her repertoire Unbeknownst to their clients—but likely suspected—all
from mere spying to espionage and even smuggling are being surveilled, unless they pay additionally for the

32
guarantee of privacy. Kraic has, however, trained most of Traits: Businessperson, Ruthless
her employees in the rudiments of acute observation and
Talents: Subtle Words – Tirenna may create a new trait
total recall, allowing them to relate any usable informa-
whenever Threat is spent for extra dice on a Communi-
tion after their assignation.
cate test.
Most guests emerge from the House of Amaranth refreshed
Assets: Security and surveillance systems, Poisoned
and grateful, while others rue the day they let their desires
needle, Video and audio recording of notable clients
run unchecked and opened themselves to manipulation.

RODIKAR
C h a r a cters TACITURN BODYGUARD
Bald, soft-spoken, and nondescript, Rodikar is usually
TIRENNA KRAIC
clad in a dark suit, almost a uniform, and his manner
RUTHLESS BUSINESSPERSON
suggests former military or Mentat training, or both.
Kraic is a formidable presence. A hard-faced woman,
One of his ears has been replaced by a flattened metal
yet coldly attractive, her veneer of charm still fools those
disk, the scar tissue surrounding it indicating that the ear
unable to see past it. She dresses in elegant, dark cloth-
was removed through violent means. He wears a per-
ing of rich fabrics, and her skin is pale, as are her eyes,
sonal shield generator at his belt and a concealed maula
her fair hair cropped and short. Despite decades on
pistol and razor-edged kindjal.
Arrakis, she does not exhibit any of the blue-within-blue
coloration of someone accustomed to a diet rich in spice.
DRIVE S TAT E M E N T
This is, in fact, a surgical alteration she employs to visually
distinguish herself as alien from Arrakis. The House of Amaranth is enough
D U T Y: 7
of a House for me.
Kraic practices a disciplined training regime, and as such
she is a fit, competent combatant should any encounter
FA I T H : 4
lead to violence. Her skill at observation and emotional
manipulation are considerable, and she uses this to
subtly ferret a guest’s deepest desires from their surface JUSTICE: 5
requests, and thus with a simple interview she may learn
what a guest truly seeks but is too meek to ask for openly.
P OW E R : 6 I choose what orders to obey.
DRIVE S TAT E M E N T
T RU T H : 5
D U T Y: 5
SKILL FOCUSES
FA I T H : 6 People are driven by primal
instincts that can be exploited. Dirty Fighting, Unarmed
B AT T L E : 7 Combat
JUSTICE: 4 COMMUNICATE: 4

P OW E R : 7 More than water, power is the true DISCIPLINE: 6


force on Arrakis.
MOVE: 5 Composure, Resolve
T RU T H : 5
U N D E R S TA N D : 5
SKILL FOCUSES
Traits: Bouncer, Deadly
B AT T L E : 4 Talents: Constantly Watching – Whenever Rodikar
attempts a test to detect danger or hidden enemies, he
COMMUNICATE: 7 Charm, Innuendo reduces the Difficulty by 2, to a minimum of 0. In addi-
tion, once per scene, Rodikar can increase the cost to
DISCIPLINE: 6 Observe, Self-control Keep the Initiative by +2.

Assets: Concealed body armor, Maula pistol, Kindjal,


MOVE: 5
Personal shield generator
U N D E R S TA N D : 5

D U N E G A M E M A S T E R' S T O O L K I T 33
T h e S t a r P ri n cess
H o u se W ay k u P a sse n g er S h i p
The fastest and safest form of travel across the Imperium crew. Most of the remainder are passenger staterooms, but
is a Guild Heighliner. This vast spacecraft can move across all travelers have the run of the large lounge and prom-
the universe in moments, although loading and unloading enade in the center of the ship.
at each destination might take hours. The Heighliner itself
Staterooms: Given how little time it takes for a Guild
never lands, instead arriving in space just outside the grav-
ity well of its destination planet. This means most noble Heighliner to traverse galaxies, very few people spend
passengers take a ship of their own to the Heighliner, more than a few hours aboard the ship, especially if their
docking it inside the cavernous hold and spending the destination is a popular one. So, few passengers feel the
journey safe inside their own vessel. need to book a stateroom as they probably won’t need
to sleep during the voyage. For this reason, House Wakyu
However, not everyone is wealthy enough to own their own ensures the rooms are spacious and comfortable enough
spacecraft. So, with the Guild’s permission, the disgraced to encourage people to book one simply for privacy and
House Wayku, who can never set foot on another world,
an extra layer of luxury. All offer a suite with two double
operate special passenger liners for those without a ship.
bedrooms and a bathroom. For an additional fee one can
One of many such spacecraft, the Star Princess, offers full
book a room that offers a view of the array of ships docked
planet-to-planet travel service for individuals or groups
inside the Heighliner, normally not permitted to private
of travelers. Passengers are collected at a spaceport by a
vessels.
shuttle to this huge passenger liner that remains docked
within the vast Guild Heighliner. Passengers spend the Lounge: Most passengers spend the journey in the spa-
journey in the various staterooms of the Star Princess, which cious lounge that takes up almost two decks. It offers sev-
offers several amenities. When the Heighliner arrives at their eral different types of seating for individuals and groups,
destination, House Wayku stewards direct any disembarking although none of it can be reserved. Most travelers remain
passengers to another shuttle to make planetfall. here, once they have laid claim to their choice of seats.
Those who take passage aboard such a vessel might meet There is usually enough space for everyone to have a small
a wide variety of fellow travelers. Many are common folk group of seats to themselves, but some travelers like to
looking for a new life on another world, most likely a planet strike up conversations with strangers. A few House Wakyu
owned by the House they serve. However, few ordinary traders move around this area selling overpriced snacks
people are wealthy enough to book passage. This means and trinkets to the passengers.
most people will be traveling on House business, making
Promenade: Taking up around a third of each of the
their reasons all the more interesting.
lounge decks of the Star Princess is the promenade trade
While the true elite travel in their own spacecraft, the area. This retail area (found only on the larger House
Star Princess does host its fair share of the nobility. Many Wakyu ships) offers all manner of goods and eating
low-ranking Houses Minor can only afford to travel by this establishments. Several restaurants and bars make up
method and often bring an entourage as large as their around half of the promenade, offering a wide variety of
egos. Some prefer to travel less conspicuously than by meal options. This is especially useful as passage does not
their own spacecraft, where they might be lost among the include any food or drink. House Wakyu poison sniffers
other passengers. The neutrality of the Guild extends to all crowd alongside those of their clientele, everwary of chau-
vessels on a Heighliner, making the Star Princess a good mas and chaumurky. The rest of the promenade contains a
safe ground to conduct business, even for enemies. But series of shops and traders. Most are operated by House
any noble should still be wary of those they meet, in case
Wakyu, but a high proportion is leased by independent
their opponents are willing to risk the wrath of the Guild.
traders. Empty sales areas are opened as lounge areas
The Star Princess has several levels, at least a third of to not waste the space. Such areas often have a higher
which are storage and living quarters for the House Wayku degree of privacy.
MOINA JARDINE
C h a r a cters HOUSE WAYKU TRADER
Moina is one of the many small traders that move
GABIN DORESH
around the lounge selling a variety of treats and snacks
HOUSE WAYKU HEAD STEWARD
to the passengers. While the work makes a meager
Gabin is one of the head stewards on the Star Princess.
living for her, Moina’s true occupation is as an informa-
Officially it is up to him to ensure each passenger has a
tion broker. She is skilled at overhearing news, gossip,
pleasant flight. In truth, his real agenda is to make sure
and secrets, even from those who believe they are
no one does anything to upset the Spacing Guild. He
unobserved. She offers this clandestine knowledge for
will do his best to stop trouble before it starts and is
sale and has also become adept at spotting a potential
ready to take whatever steps are necessary to maintain a
customer.
smooth voyage.
DRIVE S TAT E M E N T
DRIVE S TAT E M E N T

I serve the Guild by serving my D U T Y: 5


D U T Y: 7
House.
FA I T H : 5
FA I T H : 5

JUSTICE: 5
JUSTICE: 5

P OW E R : 7 Take what you can from who you


P OW E R : 5 can.

T RU T H : 6 Truth can be sold at the highest


T RU T H : 6 People always lie to get
price.
what they want.
SKILL FOCUSES
SKILL FOCUSES
B AT T L E : 4
B AT T L E : 4
COMMUNICATE: 5
C O M M U N I C AT E : 7 Charm, Empathy
DISCIPLINE: 5
DISCIPLINE: 5
MOVE: 6 Unobtrusive
MOVE: 5
U N D E R S TA N D : 7 Etiquette, Imperial Politics
U N D E R S TA N D : 6 Etiquette

Traits: Trader, Greedy


Traits: Steward, Polite
Talents: Masterful Innuendo -– Maoina may conceal a
Talents: Hidden Motives – When an opponent fails an
hidden message in a conversation by adding 1 to the
Understand or Communicate test against Gabin, he
Difficulty of the Communicate test.
may immediately create a trait which reflects a mistaken
belief they have about him. Assets: Useful pieces of gossip, Snacks and treats

Assets: Passenger lists, Concealed knife


"The men tell strange stories of you, Paul. They say you've all the powers of the
legend–nothing can be hidden from you, that you see where others cannot see."

The Imperium is a place of mystery, and only The Gamemaster's Toolkit contains:
Shai-Hulud truly understands the shifting tides
@@ A four panel Gamemaster's Screen featuring a
of the desert sand. Protect your secrets with
stunning map of Arrakis.
the official Dune: Adventures in the Imperium
Gamemaster's Screen, a high-quality multi- @@ Reference tables and key rules on the inside of
panel portrait format screen that features plenty the screen for instant access during play.
of content to control the greatest power in the
@@ 32-page Gamemaster booklet containing tools
universe.
and advice on creating and running a Dune:
This four-panel decorated screen includes a Adventures in the Imperium campaign.
32-page booklet offering all manner of gamemaster
@@ A host of adventure hooks, intrigues and
support. The perfect way to build your story and
settings to enhance your adventures on Arrakis.
perhaps even your legacy on the dunes of Arrakis.

5 060523 344161
Stock Code: MUH052168
ISBN: 506-0-523344-16-1
Dune © 2021 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Printed in Lithuania
Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd.

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