Agents of Dune

December 10, 2022 | Author: Anonymous | Category: N/A
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A G E N T S

O F

A D V E N T U R E

D U N E B O O K

 

CREDITS C RE A T I V E  L E A D

PROOFREADERS

  W I T H  T H A N K S   T O

ANDREW PEREGRINE

K EITH EITH GARRETT  BRYCE JOHNSTON  JOE L EFAVI

John-Paul Brisigotti, Peter Simunovich for Gale Force Nine. Brian Herbert, Kevin J. Anderson and The Herbert Properties team. And our wonderful partners at Legendary and the extraordinary lmmakers without whom this game could not have been made.

WRITERS

RACHAEL C RUZ  ANDREW PEREGRINE  MARI  TOKUDA  PETER WRIGHT LINE EDITOR

JASON  DURALL

P R O J E C T   M A N AG E R

CHRIS S HEPPERSON

And Frank Herbert, author and creator of the Dune Universe, whose singular vision and imagination have inspired us all.

B R A N D   M A N AG E M E N T

JOE L EFAVI  FOR  GENUINE  ENTERTAINMENT  T E C H N I C A L  A D V I C E

GRAPHIC  DESIGNER

CHRIS WEBB  A RT   D I R E C T O R

BRIAN H ERBERT  B YRON  MERRITT  K EVIN EVIN J A NDERSON

K ATYA ATYA  T HOMAS

THE HERBERT   PROPERTIES TEAM

Modiphius Entertainment Ltd., 2nd Floor, 39 Harwood Rd, London, SW6 4QP, United Kingdom

C O V E R  A R T I S T

PLAYTESTERS

[email protected] www.modiphius.net

CARMEN

ROB ARCANGELI, I AIN  BELL ,

I N T E R I O R  A R T I S T S IMAD  A WAN , A VISHEK  B ANERJEE , CARMEN C ORNET , R ILEY  D  D ANNENBRING, ICTOR  ALEXANDER G UILLEN B ROX , V ICTOR HARMATIUK , A NTHONY   JJ ONES , M USTAFA   LAMRANI , D AMIEN M AMMOLITI, F ELIX  ORTIZ, M IKHAIL P ALAMARCHUK , M IKHAIL  SPIL -H AUFTER, M ARCIN T OMALAK , IN , A MIR  Z AND LIXIN Y IN

C H I E F  C RE A T I V E  O F F I C E R

F I N A N C I A L  CONTROLLER

CHRIS BIRCH 

LUC WOOLFENDEN

C H I E F  O P E RA T I O NS   OFFICER

P RO D UC T I O N   M AN AG ER

RITA BIRCH

PETER G ROCHULSKI

M AN AG IN G  DIRECTOR

 A RT  D I R E C T O R S

CAMERON DICKS

K ATYA ATYA T HOMAS  K R RIS IS  AUBURN  ROCIO MARTÍN PÉREZ

H EA D   OF  P RO D UC T

SAM WEBB H EA D   OF   C REATIVE  S ERVICES

JON WEBB C RE A T I V E  C O O RD I NA T O R

K IERAN IERAN S TREET

S TU DI O  C O O RD I NA T O R  

ROCIO MARTÍN PÉREZ 

 YX DEBELLEFEUILLE, G ARRETT  CN ROWE, K AYLA AYLA D UNAWAY , ROGER  ELLINGHAM, WESLEY  G  GOODWIN , ASHLEY  H  HAYWOOD, TONY  H  H EUGH , STEPHANIE HOSTMAN, TAMRYN  HOSTMAN, WILLIAM F  F.. H OSTMAN  MARI  K OZLOWSKI OZLOWSKI, MARNEE MAROES, JEN PARR , A NAND S INHA, J ORDAN  STEAD, L EAH  S YME , AMY  W  WILLIAMS, STEVE ZACCARDI

3 D D E S I G N E R 

2D20 DEVELOPER

JOANA ABBOTT 

NATHAN DOWDELL

L EA D  G R A P H I C  D E S I G N E R 

QA T E S T E R S

MICHAL E. C ROSS  G R A P H I C  D E S I G N E R S 

CHRIS WEBB  STEPHANIE  TORO  GURUMENDI  MARK   W W HITTINGTON  A U D I O   AN D  V I D E O  P RO D UC E R

DOMINIC  WESTERLAND  SAMANTHA  LAYDON  NATHAN P ERRY 

JONATHAN  LATROBE-LEWIS 

D E V E L O P M E N T  C O O RD I NA T O R

JASON ENOS

ISBN: 500-5-23344-23-9 The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2020. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a ctional manner; no infringement is intended. This is a work of ction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. Dune © 2022 Legendary. Dune: Adventures in the Imperium is an ofcially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Lt d.

O P E R A T I O N S  M AN AG ER

M AR KE TI NG   C O O RD I NA T O R

BENN BEATON

SHAUN HOCKING

F AC TO RY  M AN AG ER

C U S T O M E R  S UP P O RT  

MARTIN JONES

R E P RE S E NT A T I V E

S ENIOR  P RODUCTION  O PERATIVE

CHRIS DANN

S E N I O R  P RO J E C T  M AN AG ER

GAVIN DADY 

DREW COX

P RO J E C T  M AN AG ER S

P RO D UC T I O N   O P E RA T I V E S

JAMES BARRY   CHRIS SHEPPERSON

ALEX TAYLOR  ANTHONY   M MORRIS  DAVID HEXTALL  JOSHUA FROUD  LUKE GILL  THOMAS BULL

W E B S T O R E  M AN AG ER

K   YLE SHEPARD

STEVE DALDRY  L EA D  3 DD E S I G N E R 

Modiphius Entertainment Product Number: MUH052175

 A S S I S T A NT  P RO J E C T  M AN AG ER S

MATIAS TIMM  HARALAMPOS TSAKIRIS

S E N I O R  3D D E S I G N E R S 

DEVELOPERS

C U S T O M E R  S E RV I C E   AN D  A C C O U N T S  M AN AG ER

CHRISTOPHER  PEACEY  

ETHAN HEYWOOD 

LLOYD G YAN

DOMINGO DÍAZ FERMÍN

JONO GREEN

D ATA  A NA L Y S T

BENN GRAYBEATON BOOKKEEPER

 V ALYA ALYA MKRTCHYAN  

 

CONTENTS Setting up the Game ...... ................ ..................... ...................... ......................2 ...........2

A Note Note for Experienced Ga Gamemasters memasters ....... ..................... .............. 2 Adapting the A Adventure dventure ................ ............................... ............................. .............. 2 ACT I

ALLIES AND ENEMIES .........................7  Act I, Part 1: Shuttle Simulation ...................... ................................. ...................... ....................8 .........8 Scene 1: Seeking Discipline ................ ............................... ........................ ......... 8 Finding the Problem .............. ........................ ................... ................... ................. ....... 9 Scene 2: From Hallway to Hallway ............... ........................... ............ 10 The First Crewmember........... Crewmember..................... ................... ................... ............... ..... 10 The Enemy Appears ... ............. .................... .................... .................... ................ ...... 12 Scene 3: The Engine Room .............. .............................. ......................... ......... 14 Jet Brake Workstation ..... ............... .................... .................... .................... ............ 15 Jet Thruster Workstation ... ............. .................... ................... ................... .......... 16 Cooling System Station.......... .................... ................... ................... ............... ..... 16 Altitude Meter Station.......... Station.................... .................... .................... ................ ...... 17 Life Support Monitor Station.......... Station.................... .................... ................ ...... 17 Success.......... .................... .................... .................... .................... ................... ................... .......... 18 Failure .......... ................... ................... .................... .................... .................... .................... ............ 18 ................... .................... .................... .................... ............ 19 Scene 4: Debrieng ......... Non-player Characters.............. ............................. .............................. ................. .. 21 Niran Rani.................. ............................ ................... ................... .................... .................. ........ 21 Turo Imshel......... ................... .................... .................... ................... ................... ............... ..... 22

Kornus Zaan ................... ............................ ................... .................... .................... ............. ... 22  Act I, Part 2: Ground Training Exercises ....... .................. ..................... .....................23 ...........23

Scene 1: Setting Minds in Motion .............. ............................ .............. 23 Scene 2: Retrieval ............... ............................... ............................... ...................... ....... 25 Zone 1: The Perimeter ................. ........................... .................... .................. ........ 26 Zone 2: The Main Building .......... .................... ................... ................... .......... 27 Zone 3: Central Control ............... ......................... .................... .................. ........ 28 The Escape................. ........................... .................... .................... .................... ................ ...... 29  Act I, Part 3 The True Task ...........................................................31

Scene 1: No More Practice (Interlude) .............. ..................... ....... 31 Scene 2: Learn and Go.............. ............................. .............................. ................. .. 32 Scene 3: Epilogue ............... ............................... ............................... ...................... ....... 35 ACT II

 GAMES AND SCHEMES SCHEMES ..................... 37  Act II, Part 1 The Merchandise ..................... ................................ ..................... .....................38 ...........38 Scene 1: The Messenger................ ............................... ........................... ............ 38 Scene 2: Nagaran W Wares ares................ ............................... ........................... ............ 39 Going to the Harkonnen Lab ........... .................... ................... ............... ..... 40 Going to their Own Lab ............... ......................... .................... .................. ........ 40 Scene 3: Negotiation ................ ............................... .............................. ................. .. 40 Sabrya Zavr...... Zavr................ .................... ................... ................... .................... .................. ........ 45  Act II, Part 2 Harkonnen Management............ ....................... ...................... ..................46 .......46

Scene 1: 1: Swor Sword d and Shield .............. .............................. ......................... ......... 46 Scene 2: Rebellion............... ............................... ............................... ...................... ....... 49 ................... .................... .................... ............. ... 50 Scene 3: Factory Conict ......... Scene 4: Return to Barony ............... ............................... ......................... ......... 54  Act II, Part 3 Sabotage ...................... ................................. ...................... ..................... .....................55 ...........55

Scene 1: Mining, Melange, and Malfunctions .......... 55 Scene 2: 2: Sear Searching ching for Sabotage.................. Sabotage.............................. ............ 56 Dealing with Kira Jaro ............ ...................... ................... ................... ............... ..... 57

Scene 3: Questioning Questioning Kira ............... ............................... ......................... ......... 58 Trial Trial by Combat ....... ................. .................... ................... ................... .................... .......... 58 Kira Jaro .......... .................... ................... ................... .................... .................... .................. ........ 59 Single Combat .......... ................... ................... .................... .................... .................. ........ 60 Interrogating Kira Jaro ........... .................... ................... .................... ............... ..... 60  Act II, Part 4 .....................  Assassination ................................ ...................... ...................... ................62 .....62

Scene 1: Countess Nagara.................. Nagara................................. ...................... ....... 62 The Countess and the Baron........ Baron.................. .................... .................. ........ 64 Scene 2: On the Move ....... ................. ................... ................... .................... .......... 66 Scene 3: Heir of Nagara................... Nagara................................... ......................... ......... 69 Conclusion ......... ................... .................... ................... ................... .................... ............... ..... 71 ACT III

DESERT PLANET................................ 73  Act III, Part 1 The Universal Fulcrum ....... .................. ...................... ...................... ................74 .....74 Determination, Threat, and Momentum ............. .................. ..... 75 Scene 1: Arriving on Arrakis ............... .............................. ...................... ....... 75 Scene 2: Arrakeen Arrakeen Landing Field................ .............................. .............. 77 Asham Perro........................... .................................... ................... .................... ............... ..... 77 Scene 3: The Marketplace ............... ............................... ......................... ......... 80 Scene 4: Death in Arrakeen ............................. ............. ......................... ......... 81 Roj Varis........... ..................... .................... .................... .................... ................... ................ ....... 84 Taras Nikula .......... ................... ................... .................... .................... .................... ............. ... 84 House Soldier......................... .................................. ................... .................... ............... ..... 85 Fedaykin Fighters.............. ........................ ................... ................... .................... .......... 85  Act III, Part 2 The Spice Will Flow ...................... ................................. ...................... ................86 .....86 ................... .................... ................ ...... 86 Scene 1: The Politics of Prot .........

 Vadim Sareela Sareela ...... ............... ................... .................... .................... .................... ............. ... 87 Ustad Turnan ......... ................... .................... .................... .................... ................... ........... .. 87 Informal Formalities .......... .................... ................... ................... .................... .......... 88 Qadira Lariel Narilan .......... .................... .................... .................... .................. ........ 88 Cenric ......... ................... ................... ................... .................... .................... .................... ............. ... 89 Scene 2: Taking Command ... ................... ............................... ................... .... 91 Spice Harvesting Overview ............ ...................... ................... ................ ....... 92 Spice Harvesting in Detail ............ ................... ................... .................... .......... 92 Scene 3: “We Test Outsiders with Our Lives. Do not Doubt our Conviction.”................ .............................. .............. 94 Harun ......... ................... .................... .................... .................... .................... ................... ........... .. 97 Scene 4: Wormsign .............. ............................. .............................. ...................... ....... 97 Scene 5: New T Techniques echniques .............. ............................. ......................... .......... 101 Scene 6: The Long Night ............... .............................. ......................... .......... 102 Option A The Plaza of Sihaya......... Sihaya................... .................... .............. .... 102 Option B The Street of Hawks ................. ........................... .............. .... 103 Musa......... ................... .................... .................... ................... ................... .................... ............. ... 104  Act III, Part 3  Awakening ........... ...................... ...................... ...................... ...................... ................106 .....106

Scene 1: Stolen Technology ............. ............................. ....................... ....... 106 Scene 2: “I take what is mine”............... .............................. ................. .. 107 Smugglers .......... .................... .................... ................... ................... .................... ............. ... 108 Scene 3: “Enemies Strengthen You. Allies Weaken.” .............. ............................. ............................... ....................... ....... 109 Scene 4: Vengeance!................ ............................... .............................. ............... 113 Spice Reckoning........... ..................... ................... ................... .................... ............. ... 115

 A G E N T S O F D U N E / C A M P A I G N S E T

 

1

 

In this section of each page we’ll offer extra help to the gamemaster with hints and tips. RULES SIDEBAR

 

This type of box offers rules advice. Usually a quick summary of a new rule so you don’t need to look through the book to nd it. SETTING SIDEBAR

This type of box offers extra detail on the world of Dune. These notes will expand and explain some of the new culture and technology, but they are not essential to running the adventure. DIRECTION SIDEBAR

This type of box is arguably the most important. Here you will see notes for when to present cards and handouts to the players and what components you will need for particular scenes. If you don’t see one of these boxes on a page you will know you don’t need about thing to butworry reading theanytext and making dice rolls.

S E T T I N G   U P   T H E   G A M E This game is designed to let you play out of the box right now. So before you go any further,, gather together a group of up to six people and then carry on as instructed. further Before reading this book you should begin by reading the Countess’ letter to set the scene (“Read this rst”). Follow the instructions there, where you will choose who among you will be the gamemaster, gamemaster, then continue with this book. @

Each of the players should choose one of the Five characters to play.



The box and all the other components should remain with the gamemaster. We’ll instruct you when to reveal each item, so resist the temptation to have a look through them now, you’ll spoil the surprise.

The role of gamemaster and which character each person plays will be xed from this point on, so make sure everyone is happy with their choices. The gamemaster will be reading the adventure and offering the players choices as they come up. From there, just begin reading aloud the highlighted boxed text as directed. Anything not highlighted is an instruction to the gamemaster alone which they should read to themselves as they go and follow those instructions. Don’t worry if it all looks quite daunting, we’ll explain everything step by step.

GAMEMASTERS S  A NOTE FOR EXPERIENCED GAMEMASTER This adventure is designed to teach the gamemaster and players how to play Dune:  Adventures  Adventur es in th the e Imperium Imperium as they go. But if you are already familiar with the rules you may wish to skip over some of these instructions and run things a little differently differently..  You  You may even wis wish h to create your own characters aand nd House to play this adventure (details of which are in the Core Rulebook). In that case, you can read the whole adventure beforehand and run it the way that suits you best. To To help facilitate this we have added a synopsis and objectives for each part of the adventure so the key points stand out. However However,, you can still run the adventure as it is presented with your own House and characters. You You should decide if your House is a Military, Scientic, Farming, Espionage, or Industrial House and what they might have to negotiate with. Then just change the names as required as you go. If you want to scan ahead for the main points of the adventure, just read the synopsis of each scene and its objectives to get the broad picture.

 ADAPTING THEthis ADVENTURE If you want to adapt adventure to a more usual campaign where your characters are not taking over Arrakis completely, you can also scale this adventure down. In this case the player characters’ House is about to take over a large, franchised spice harvesting operation on Arrakis under the Harkonnen governorship. House Harkonnen has been ordered to allow this by the Emperor who wants to break up their power a little. The Harkonnen have been forced to train the player characters to ensure they can be trusted with the operation. T To o the Harkonnen a few minor franchises are ne, but the player characters’ House is taking quite a large piece of Arrakis. So House Harkonnen is looking to destroy the reputation of the player characters’ House and get them removed from Dune so they can take back all spice production for themselves. So, essentially, all the gamemaster need do is adapt the scale of what’s at stake and carry on as directed. While the rights to a lucrative spice mining operation are not as important as the governorship of Arrakis, the Harkonnens are not ones to let any power or wealth slip from their grasp.

2

 

Read aloud:

In the feudal Imperium of the Dune universe, power and rulership rests in the hands of titled noble families (or ’Houses’) who rule under the Emperor of the Known Universe. Some of these noble Houses can trace their lineage back thousands of years. The most powerful of these Houses each rule a planet, or even more than one. Your Your characters belong to one such noble House. In fact, some of your characters are the heirs to its vast power and fortune. So, before we begin the adventure, we need to discover a little more about your House — House Nagara. Each House Major of the Imperium is known as a leader in something in particular. particular. It might be a type of technology,, a school for training or philosophy technology philosophy,, even an especially useful farm crop. In the case of House Nagara, it is a powerful and unique piece of technology which will become important in the second act of the adventure. However, you can pick what that technology might be from the following list. Remember that what you pick will inform a lot of the style of your House. If it is a weapon, your House will likely by dominated by the military, a new farming machine suggests a House of either farmers or machinists. The option you pick will also decide on the general style of your House and how they tend to go about dealing with problems and advancing their agenda. The gamemaster should read out the descriptions below of each of the following devices and what picking it will mean for the type of House that House Nagara will be. They should then allow the players to choose which one they want for their vision of House Nagara. THE NAGARA MAULA RIFLE

An advanced of spring-loaded projectile weapon with greater power and a longer range than most standardmodel models. Picking this option makes you a Military House, with a strong warrior tradition and code of conduct.  You  Y ou also have a dedicated and well-trained army and you you rely on strength strength of arms to advance advance your House.



THE ALITHIASCOPE

A device designed to separate and identify chemicals with incredible efciency and accuracy. @ 

Picking this option makes you a Scientic House, with a commitment to learning and developing new technology. You also have several expert research teams and you rely on knowledge and understanding to advance your House.

THE BLIGHT SCANNER

A device that detects the rst signs of blight and insects over a large area, helping farmers save their crops. @ 

Picking this option makes you a Farming House, with a beautiful pastoral planet and a dedicated workforce. As you export food to hundreds of different planets you tend to advance your House by leveraging the small but important details others often forget.

THE NIGHTSHADE

A new form of oil lens that lets the user see so clearly in even pitch darkness they can perceive the minutiae of facial expressions. It can be used for weapon targeting or general surveillance. @ 

Picking this option makes you an Espionage House, who are likely to deal with problems in an underhanded manner that avoids direct confrontation and may ignore conventional morality. morality. You have several skilled assassins under your command and tend to rely on stealth and secrecy to advance your House.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

3

 

OMNIGENERATOR

This large box is a new form of power cell that delivers far more energy than its size suggests, allowing it to power whole factories. @

Take the appropriate card for the technology the players choose and hand it to them. Remove the other technology cards they did not choose from the game.

Picking this option makes you an Industrial House, with a vast array of factories producing all manner of goods you sell across the universe. You have several teams of craftsmen and can usually nd a way to provide whatever anyone needs. You tend to rely on the art of the deal to advance your House, always ensuring you get the better end of any negotiation.

Take a moment to discuss which one to choose between you. Read aloud:

Now we’re going to take a look at the characters you have each chosen and why they are on this mission. You You have all travelled to the polluted and industrial homeworld of House Harkonnen, Giedi Prime. Here the Harkonnens are to train you and test you to make sure you are ready to take over the spice mining operation on Arrakis.  You  Y ou have already learned much, building on on the levels you already already have in the ve skills: Battle, Communicate, Discipline, Move, and Understand. For some of these skills you have gained extra specialist knowledge in the form of Focuses. But we will begin by looking at the Drives: Duty, Faith, Justice, Power, and Truth. Your character will have a rating of 4–8 in each of these Drives. The highest (your 8) tells you what your attitude to the training is and how you intend to serve your House on Giedi Prime. Duty focuses mainly on your duty to your House. But some characters, like members of the Bene Gesserit, have deep loyalties to the factions that trained them as well. A dutiful character puts their responsibilities above themselves. If Duty is your highest Drive you are training because it is what your House has ordered you to do. You don’t consider your personal feelings relevant. You plan to excel because that is what your House needs you to do. Faith focuses on instinct and your trust in others. It often covers religious dedication but

even an atheist can have a high Faith if they are willing to put their lives in the hands of their friends. If Faith is your highest Drive you are training because you want to help the rest of the player characters. You plan to offer whatever back up or leadership is needed for the sake of the team. Justice focuses on what is right. It is about getting what you are owed and ensuring

others pay their dues.  Justice is your highest Drive you are training because it is simply the right thing to If  Justice do. When fully trained you will be in a better position to run Arrakis the right way. Power focuses on taking control and being the best. It need not always be selsh as

what you do with that power is always up to you. Many people ght for power just to protect themselves, even though many just want to conquer.  Power is your highest Drive you are training so you can be the best. You If  Power You will need to be equipped in mind as well as body to make the best of what is ahead. Truth focuses on what is real and what is hidden. While it is rarely comfortable, those

who seek it would rather the pain of knowing than the emptiness of ignorance. If Truth is your highest Drive you are training to nd out what is really going on. There is always another piece of the puzzle, and perhaps on Giedi Prime you can put a few more pieces together.

4

 

Each of your three highest Drives also has an associated Drive Statement. This details a truth your character focuses on in their life. We will explain more about how Drive Statements can be useful later. Some elements of the character sheets are not explained yet. Don’t worry, as they will be explained when they are introduced in the context of the adventure. Now you all know more about your characters, each of you should introduce yourself to the group. You You might tell each other in your own words any of the following: @ 

What is the most obvious thing about you that everyone knows?

@  @ 

What is your general attitude and how do you carry yourself? What are you especially good at (skills)?



What is your most important Drive and how has it shaped your attitude to the training?

 

6

 

 A C T   O N E :

 A L L I E S   A N D   E N E M I E S “When I am weaker than you, I ask you for freedom because that is according to your principles; when I am stronger than you, I take away your freedom because that is according to my principles.” —Words of an ancient philosopher (attributed by Harq al-Ada to one Louis Veuillot)

 A  A G GE TS OF ET T  AG EN NT S O F D DU UN NE E // C CA AM MP PA A II G GN N S SE

 

7

 

 A C T   I , P A R T   � 

SHUTTLE SIMULATION In this scene the player characters must try and save themselves when their shuttle suffers a critical failure and starts to crash. There are also enemy agents on board to deal with. Thankfully, it is all part of a training simulation.

Objectives: @  Introduce the players to the main parties of the adventure — Nagara, Harkonnen, Vernius. @  Introduce the functions and potential capabilities of the player characters. @  @ 

Introduce basic rules, one step at a time. Instill in the characters some trust of their Harkonnen allies as knowledgeable and helpful. See Trusting the Harkonnen (page 19) if this might be a problem.

S C E N E    : 

SEEKING DISCIPLINE Read aloud:

Now that you have your characters sorted, we can begin the actual game itself. You You are playing the protagonists,, the main characters, and I am the gamemaster protagonists gamemaster.. Remember that I am not playing against you, and this game is not about winning or losing. As gamemaster, I guide you through this adventure by playing everyone you meet, describing the scenes for your characters, and interpreting the rules. It is my job to be neutral, fair, fair, and to help us tell a great story together together.. The dark, smoky reds and grays of the planet Giedi Prime’s Prime’s atmosphere look like a roiling storm of ash and blood, looming large and omnipresent below you and through the viewports of your shuttle. The shuttle lights ash red again, and for a moment, all is stillness, before the world around you jerks and quakes from simulated damage. Even though you know this is just a drill, the blare of the alarm and the sudden lurch of your ship feel all too real.  You  Y ou focus on the task ahead, remembering remembering your mentors’ mentors’ instructions: “Your shuttle is under attack, your crew in danger. Whoever is attacking, they know “Your kno w who you are and what your lives are worth. Your only chance to survive is to nd what is wrong with the ship and x it. If  you can’t x it, you must evacuate. “Along the way, you may nd crewmates able to t o be saved… or enemies to be confronted. Take them as you some can interact with,be while are as ifAbove dead. all, Save who  you canencounter but keep them: your goal in you mind: the ship must xedothers before it behaving is destroyed. remember  you are House Nagara, and your line must survive, even if you are the only ones on the shuttle to do so.”  “This exercise ends in one of three ways: when you x the shuttle; when, after failing to x the shuttle,  you successfully evacuate, or when all heirs of o f House Nagara are eliminated, either through failing to escape the shuttle or through enemy confrontation.” 

 You are on the bridge,  You bridge, which is where you usually usually nd yourself when when you travel. Your Your family prides itself on its competence, so you know that there are several control panels here which, when accessed, will help you gure out where the problem is. However, However, most of the systems will probably need to be repaired in the engineering section, so you might go there rst. What do you do? Try and nd the problem from the bridge or make your way to engineering? If it all sounds too difcult you might just make your way to the escape pods right now!

8

 

F I N D I N G   T H E   P R O B L E M

THINKING MACHINES

If a character opts to try and nd out what is wrong from the bridge read the following aloud (if they go to engineering skip to the next section, but return here when you make your rst dice test as this is where we detail the basics): To access the control panels and analyze where the ship’s damage is, I’m going to have you roll an Understand test. The Understand skill represents your ability to take in and process information. It also covers intuition and deduction, as well as your understanding of academic, technical, or scientic knowledge. All skill tests use a Drive and a Skill. The skill here will be Understand. For all the tests in this part of the adventure we’ll be using your best Drive (8) as that is the one you have focused on in your training. To roll add your Understand skill level (noted on your character sheet) to 8 — the number. Drive you are using. This total is called the target number. To succeed, you will need to roll two twenty-sided dice and try to get under or equal to that number on either dice. Do not add them together. together. The players should pick one of their characters to make the test, ideally the one with the best Understand skill. That player takes two of the twenty-sided dice (d20s) and rolls them. If at least one of the dice rolls a number equal to or less than the target number, the roll is a success! The character discovers where the issue is. Read aloud:

With a few expert taps, you quickly access the ship’ ship’ss system reports. Scanning through the data that scrolls past, your eye catches something that seems ’off’ — an error sourcing from somewhere in the engine room. It looks like at least ve different systems are all failing. Adrenaline rushes through you as you announce that you now know where you need to go: the engine room! If both dice roll a number higher than the target number, the player has failed the roll.

Read the following aloud to them: Stubborn machinery. You You access the nearest control panel, but there is too much information in the readout to choose from. You’re You’re not sure which of the many ship systems might be faulting, or which to examine that would help you get a reliable answer about what’s what’s going wrong. Maybe someone else can try? A so.different character can attempt the test but only one that has not already done If everyone tries and fails or they decide to give up and go to the engine room read aloud:

Frustrated by your inability to read the control panels, you start to discuss your other options. If there is something endangering the ship, you are likely going to nd your fastest answers in the engine room. You You decide to check it out. If the characters try to head straight to the evacuation pods without trying to x the ship,

read the following:

In the Dune universe, computers the way we know them are banned, forbidden technology. Many millennia ago, before the Imperium was founded, incredibly powerful artiarticial intelligences, ’thinking machines’, waged a devastating war upon humankind and were nearly victorious. The battle was won, but at great cost. Humankind swore to never allow this to happen again and banned the manufacture of devices that approximated human thought. This prohibition has stood for more than 10,000 years. Thus, technology as sophisticated as computers do not exist in the Imperium, and nearly all electronic devices have limited controls and can only carry out the more direct of instructions, deliberately prohibited from interpreting data, making any decisions, or carrying out any independent task. Operating one of these devices requires considerable expertise, and this reason ized for technicians andspecialengineers are highly sought by most Houses.

Give the players the card ’Failed to Locate the Problems’.

 You make to leave  You leave the bridge and get get to the evacuation pods, pods, but your mentors’ mentors’ instructions give you pause. Today’s mission is to repair the ship. Escape is only an option if you can’t solve the problem. If you don’t at least try, you know there will be a price to pay, so you resign yourself to nishing the mission as intended.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

9

 

S C E N E   2 : 

F R O M   H A L L WA Y   T O   H A L L WA WAY Y When the characters leave the bridge read the following aloud:

With your destination in mind, you make sure you have everything you need from the bridge and head towards the engine room. The periodic red ash of the shuttle’ shuttle’ss warning lights are constant reminders that your time is limited — and as though to prove you right, the shuttle jerks under your feet from more simulated damage.  You need to get to the engine room as soon as possible.  You Normally you wouldn’t need to roll for walking from one place to the other other,, but you’re dealing with the sudden jolt and lurch of the shuttle. This calls for a Move test from all of you. The Move skill represents your mobility, how quickly or carefully you maneuver around the environment, and your ability to overcome physical obstacles. To make a Move test, just like before, add up the score from your Drive (8) and the score for your Move skill to get your target number. To succeed, you will need to roll under or equal to that number on at least one of your two dice. If at least one of the dice rolls a number equal to or less than the target number, the roll is a success! Read the following aloud to any player who succeeded:

The chaotic jerk of the shuttle might throw lesser teams, but you are determined.  You  Y ou skillfully lead your your team away from from the bridge and and down multiple hallways. You You remember the fastest way to the engine room, and are taking that path, when your team notices something… If both dice roll a number higher than the target number, the player has failed the roll.

Read the following aloud to them:

Give any player who failed a ’Shaken’ card from the deck. They MUST return it to you the next time they make a test, but for that test the Difculty will be one higher. DIFFICULTY 

 

The amount of successes you need to gain from your dice in a test to succeed in your task. CRITICAL SUCCESS

If a die rolls a 1 it counts as 2 successes instead of

 just 1.

10

 

 You tho  You though ughtt that that you cou could ld nd the eas easies iestt way way to the eng engine ine ro room, om, but jus justt at at the the wr wrong ong time, the ship makes a horrible, wheezing sound. Your Your stomach drops for just a moment as a jolt knocks the ship — and you — to the side. You’re You’re fast enough to right yourself quickly, quickly, but it’s it’s thrown you off a bit. In hindsight, you probably could have taken a different turn and saved some time. As you move to correct your path, your team comes upon something…  T H E   F I R S T   C R E W M E M B E R Read aloud:

As you turn the next corner, steadying your feet from another jarring blast that rocks the shuttle, your eyes land on two of the shuttle’ shuttle’ss crew. One is on the ground, motionless in an impression of death. The other, a young man, is pounding on the windowplaz of a door. Hearing you approach, he whirls with a yelp of surprise. “Help,” he begs you. “My friend is in there and the door is jammed!” If you stay and help rescue the trapped crewmember, it might put your mission at jeopardy. It will be a challenging task as the door is wedged shut, so you are going to need to get a success on both dice. This is called Difculty. Since you need two successes, that makes this a Difculty 2 skill test. It will take dedication and concentration to get the door open in all this chaos. To rescue the crewmember you must make a Discipline skill test. Roll the same way you  Discipline Skill together to get your did before, adding your usual Drive and your  Discipline target number. You still need to roll under or equal to that number. Only this time, you need both dice to roll a success. However, if you are lucky and roll a 1, that dice will count as two successes, regardless However, of what the target number is.

 

Another way to get extra successes is Assistance. This is where another player on your team actively helps your character character.. Each helper uses the same skill to make their own target number (with their Drive of 8) based on how they are assisting, and they roll only one d20. So long as the player rolling the original skill test gets at least one success on their own, any successes the assistants generate count towards towards the roll — which is to say say,, if they fail, then the assistants fail too, and may suffer some of the same consequences for failing!

 ASSISTANCE  ASSISTANCE

 

Roll 1d20 and add your successes to the active character’s result as long as they score at least one success.

So, having reviewed that, let’s return to the scene. With the frantic crewmember begging for your help, you know you have several options. You could stay and help rescue the second crewmember, understanding that it might put your mission at risk. You could order the rst crewmember to get to the evacuation pods, effectively pulling rank and ordering him to safety safety.. You could even ignore his cries and keep going — keeping your mission rst and foremost in your mind at all costs. What do you do? Try to save the crewmember crewmember,, leave them, or help one of the other players save them?   If the characters help the crewmember, read the following aloud to them:

@

You can see where the door to the The mission is important, but so are lives. You adjoining room has been damaged, and you think that with the crewmember’s help, you can get it open and save his friend. Doing this requires a Discipline test, since that skill also deals with overcoming physical obstacles. This will be a Difculty 2 Discipline test, meaning you need two successes. If anyone wants to assist, tell me how your character helps to get the door open. It might be brute strength or perhaps you nd a lever. @

If there are two or more successes in total, read the following aloud to them:

 Y  You ou all manage to work around around the damage to the door, door, and with an an angry shriek and a bang, it nally opens just enough to let the other crewman slip out safely! Just as they reach safety the room is engulfed in an explosion.  You order them to get to the evacuation  You evacuation pods, keeping keeping an eye out for any other survivors along the way. They give you a hearty salute and speed down a corridor and out of sight with a nal cry of thanks echoing behind them.  You  Y ou feel good about that. Energized, Energized, you continue continue towards the engine room.   If there are no successes or only one success rolled, the test has failed. Read aloud:

@

Try as you might, the door is far too damaged for even you to open. You and the crewmember try multiple times, but to no avail. The crewmember slams on the windowplaz again, but to no avail. As you watch in horror an explosion rips a hole in the side of the shuttle and the crewmember inside the room is torn out of the shuttle. You order the other crewmember to the evacuation pods and with resignation born of despair he obeys.

LASER WEAPONS (LASGUNS)

This universe is one where space travel is a reality and society has survived the rise and fall of thinking machines. Items like lasguns do exist in this time and are used among the elites within the Imperium. However, the beam of a lasgun, combined with the energy of a personal shield, creates a reaction like that of a nuclear explosion, killing far more than just the one intended target as well as the user of the lasgun. Due to the prevalence of personal shields, use of lasguns in warfare became widely banned among the Houses.

The mission must come rst. Fixing the ship will save far more lives than those two. Time is of the essence! You You order the crewmember to leave his friend and get to the evacuation pods, perhaps saving at least one life. He ignores you, and the sound of his st slamming the windowplaz and yelling for help echo behind

This collateral damage is so great that it is explicitly prohibited in warfare throughout the Imperium. No self-respecting House would ever stoop to intentionally using this deadly combination, as it would be disastrous, not only

you as you continue down the corridor. corridor. There is a sickening thud as an explosion rocks the ship, and the crewman’s shouts are suddenly silenced. You steadfastly continue to make your way to the engine room.

for the victims but for the status and well-being of the involved House.

  If the characters do not help the crewmember, read the following aloud to them:

@

 A G E N T S O F D U N E / C A M P A I G N S E T

 

11

 

PERSONAL SHIELD

A personal force eld projected from a small device ususally worn on the wrist or belt. It is impervious to fast-moving objects, but can be penetrated by a weapon moving slowly enough. This is a manifestation of the Holtzmann Effect which is used in several advanced technologies.

 T H E   E N E M Y   A P P E A R S After the situation with the rst crewmember has been resolved, read aloud:

The sound of a struggle meets your ears as you grow closer to your goal. Making the turn into the nal corridor, corridor, you see one of your crew in a hand-to-hand battle with a man in a red uniform — one of your enemies in this simulation. Shields ash as blades ricochet off them. You You remember that, in this simulation, your shuttle has been boarded, likely by an enemy of your House! With good timing, the crewmember lands a nal blow on the enemy, a slow cut that penetrates their personal shield — in essence, tagging them out of the simulation. The red-clad enemy falls to the ground, feigning death, and your ally leans heavily against the wall, panting heavily and obviously favoring one leg. She stares at you, fear in her eyes. “I’m wounded and there are more coming!” she breathes. “Get me out of here, please!” 

MOMENTUM

 

Add a point to the Momentum pool for each success you get on a test above the required Difculty. Momentum can buy extra dice for your pool. The rst costs 1 Momentum, the second 2 Momentum and the third 3 Momentum.

Reveal the Momentum and Threat tracker card and place it on the table. Take the Mometum tokens from the box and put the six Momentum tokens into the Momentum poolDon’t spaces for the players. worry about Threat, we’ll come back to that later. Once a test is completed the Momentum pool is reduced to a maximum of 6. FOCUS

 

Score a critical success (two successes) for any die that rolls equal to or less than yourOnly skillone if theFocus Focus applies. may apply to any test.

12

 You know that your time grows shorter with every stop  You stop you make. ItIt will be difcult but not impossible to help the injured crewmember. crewmember. However, However, this will be a much trickier test, and you will need three successes to continue! Before you decide what to do, let me quickly talk to you all about Momentum. Whenever you score more successes than you needed on a skill test, each extra success becomes a point of Momentum. The result of the dice roll doesn’t matter, only that it was an extra success. Any Momentum you earn goes into a group ’pool’ that anyone can use. Up to six Momentum can be saved in the pool at the same time, but never more. It can be used for several things, most importantly for now, buying extra dice for skill tests. At the end of a scene, one Momentum from the pool is lost, so it’s in your best interests to spend it instead of hoarding it. Spending Momentum happens before you make your roll, but after you know the Difculty.. The cost increases for each die you buy: the rst extra die costs one Difculty Momentum, the second costs two Momentum, and the third costs three. No more than three bonus d20s may be bought for a single skill test, and you can never roll more than 5d20 for a single test. Also important to note is that when other players are assisting, they cannot buy extra dice. They are each only allowed the one d20 to help, though the player actually rolling the skill test can buy Momentum for themselves. Since we’re just starting out, I’m going to give you a full pool — six Momentum — to help you out. You don’t have to use any, or you could use them all, and every extra success you get will help to rell that pool. Another way to gain more successes is by using a Focus. A Focus is a specialty area you have for a particular skill. If you are a skilled knife ghter, you might have a Battle Focus of ’Short Blades’. If you don’t have the Focus it doesn’t mean you can’t use a knife, it just means you are no better at using it than any other weapon. If a Focus can be applied to a test (for instance, you are ghting with a knife and have the Short Blades Focus) the chance for a critical success is greatly improved. Instead of scoring a critical success (two successes instead of one) for every die that rolls a 1, you score a critical success for every die that rolls equal to or less than the skill you are using.  You will  You will have four Focu Focuses ses for your char characte acterr, and and while while mos mostt tend tend to to apply apply to a particu particular lar skill, they can apply to any test if they are appropriate regardless of the skill being used. So, thatexist, you can d20s withcrewmember Momentum,isand remembering Focus andnow Assists whatbuy do extra you do? Your hurt, but it will bethat tricky to get her to safety without losing precious time.

 

  If the players decide to help the crewmember, read the following:

@

The crewmember is hurt and will be easily overtaken by the raiders if you leave her alone. You could take her to the evacuation pods yourself, though that will impact your time in the engine room. The alternative is to buy them some time by facing down whatever enemy is coming. How do you want to do this?   If the characters take the crewmember to the evacuation pods read the following:

@

To help the crewman to the evacuation pods you will need to make a Move test, with a Difculty of 3. Remember you can buy extra dice with Momentum and a focus such as Grace or Swift might apply and grant extra successes. You You can still try and assist each other, too. The challenge here represents getting them to safety and returning with enough time to still try to x the problem in the engine room.   If there are three successes , read the following aloud to them:

@

If you want something done right, do it yourself. You know the ins and outs of the ship like the back of your hand. Going as quickly as possible, you help the crewmember to the evacuation pods. Along the way, you nimbly evade an enemy raider as they run by. You may have lost some time, but not much, and after evading another enemy raider you nd yourselves at the engine room at last. (Move to Scene 3, The Engine Room.)   If there are two or fewer successes , read the following aloud:

@

Slipping from corridor to corridor you help the injured crewmember to the evacuation pods. But maybe you are feeling a little too pleased with yourselves as you make your way to the engine room, and straight into the path of a grinning red uniformed raider. The dull-edged blade in his hand is a weapon for practice, but threatening, nonetheless. He’d have made short work of the lone, injured crewperson, but you are much healthier,, hardier opponents. (The players must ’Face the Attacker’ as healthier detailed below.)   If the characters must ’Face the Attacker’ read the following:

@

 You ou rea ready dy you yourse rself lf for a ght ght as a mask masked ed as assai sailan lantt rush rushes es tow towar ards ds you wit with h  Y a weapon he looks intent on using on you. You will have to defeat him in a Battle test. Remember you can buy extra dice with Momentum and a Focus might grant extra successes. You You can still try and assist each other too. To use To a Focus inyou the have ght something you will need toto behand wielding a weapon of a the right type. Unless else this will either be knife (Short Blades) or your bare sts (Unarmed Combat). As you are facing a skilled opponent, not a static problem, ghting the raider is a new type of test called a Contested Test. In this roll you don’t  justt try  jus try to bea beatt a set Dif Difcu culty lty,, but but one set by the ski skillll of you yourr oppo opponen nent. t. To set the Difculty of the Battle test the gamemaster should roll the skill of the raider. He has a target number of 13, but as he is enraged and we haven’t covered Threat yet (see later) the gamemaster can roll four dice for this test rather than the usual two. Count the successes he gets (he has no Focus to apply but a 1 is still a critical). The amount of successes the raider gets is the Difculty the players must roll against. Tell the players what this Difculty level is and all of them must

CONTESTED TEST

 

Instead of a set Difculty, the defender makes a skill test and the amount of successes they get is considered the Difculty of the test for the acting character.

make Battle tests to try and beat it. Any character may assist another instead of making a test themselves, but the result will be applied to them as well. Remind the players they can spend Momentum if they wish, or save it for later.  A G E N T S O F D U N E / C A M P A I G N S E T

 

13

 

Give a ’Shaken’ card to any player who failed the Battle test.

If one or more player characters succeeds in beating the assailant’s DifDif culty, they dispatch the raider and can continue to the engine room. Any character that fails the test should be given a ’Shaken’ card they must must use on their next test to represent an injury they suffer in the ght. If all the characters fail the test they must repeat the roll (with a new roll from the raider to set the Difculty) before they can continue.   If the players don’t help the crewmember, read the following:

@

The door to the engine room is right there. You have a mission to fulll, and it would take too much time to get them to safety and return here. You quickly explain your position and order her to try to evacuate herself. She seems to understand and moves to comply comply.. Unfortunately, Unfortunately, she underestimated how hurt she was; as she tries to put weight on her leg, you watch as she yells out and collapses under the pain. You hear another enemy quickly approaching, drawn by the sound of the crew’s agonized groan. You steel yourself for the confrontation as another red-clad enemy bears down on you. If your players want more of a ght, replay the contested test above with a new assailant, possibly even more than one. However, those who don’t want to ght can slip into the engine room and lock the door closed behind them. This is the end of this scene. Remember to remove one Momentum from the pool.

S C E N E    : 

 T H E   E N G I N E   R O O M When the players enter the engine room, read the following aloud:

At last, you’ve reached your goal! You remember the ambience of this room. It thrummed with life in a sound that was almost a harmony har mony with itself. You always thought it was reassuring, like a heartbeat, letting you know the ship is healthy and well-functioning. This is not the sound that greets you, though. There is denitely something amiss here; there is a rasping, off-beat sound where there shouldn’t be, there is silence where there should be a low, purring hum.  Your mentors really  Your really set a challenge for you! As though though to remind you you of the severity of the situation, as well as the time you took in getting here, the lights icker for one moment, and the shuttle jerks violently to the side, nearly knocking you off balance. It’s just you and multiple workstations. Here’s what you’re going to need to do: There are ve workstations important to your task. Moving from one station to t o the other is a Move skill test with a Difculty of 1. Success lets you continue to the next step, but failure means the gamemaster gains a Threat token (which we’ll detail next).

THREAT

 

Momentum for the gamemaster. Can be used to buy extra dice for nonplayer characters in the same way. Players can add to the Threat pool instead of spending Momentum. The Threat pool has no upper limit. 14

Once you are at a station, you need to gure out what is wrong at that station and repair it. To do so, you need to succeed succe ed at an Understand test with variable Difculty depending on the station in question. Focuses such as Advanced Technology or Composure might help. Now, here’s the tricky part: while each player character has a chance to try to x each workstation once, if two player characters fail at xing the same workworkstation, that workstation is too damaged to repair and no one can make any further attempts to do so. One character can assist another for any attempt, but only one. @ 

If you succeed at xing three stations, you’ll x the ship.



If you fail to x too many and run out of workstations before you x the ship ,

you’ll have to evacuate. Since we’re about to head into some more complicated tests, let me explain another way that you can get extra dice to roll: Threat.

 

gamemaster,, by If you don’t have any Momentum to spend, you can buy extra dice directly from the gamemaster giving me one Threat for every Momentum you would have spent to buy dice. Basically, Threat is the gamemaster’s version of Momentum. When you give the gamemaster Threat, I can use it to buy d20s for any gamemaster characters, increase the Difculty of future tests, introduce environmental effects, and so on. Like Momentum, these th ese uses are listed on the Momentum/Threat tracker track er.. To To make things interesting i nteresting we’ll add four Threat tokens to the Threat pool to get the gamemaster started. Be careful though, unlike the Momentum pool, the Threat pool has no upper limit. The Threat/Momentum tracker details the uses of Threat but for this next scene the most useful is that two Threat can be spent to increase a Difculty by 1.The gamemaster should ideally improvise an explanation as to what has happened to make things harder. harder. It might be an injury, a faulty tool or component, the shuttle shaking or perhaps smoke and steam making it hard to see. Just as spending Momentum lets you do cool things or be better at succeeding, spending Threat lets the gamemaster throw more cool things at you to overcome, and make things more challenging, so you’ll feel a sense of accomplishment when you succeed. That’s enough on Threat for now, you have a shuttle to x and there is no time for idle chatter! What are That’s each of you going to try and x rst, and who, if anyone, will assist? In this scene the players can choose to go where they want, in any order. The options are listed here, so just allow them to work through them in any order. However, make sure everyone gets a turn, so go round each player in turn to make sure they get an opportunity to act or assist. Anyone making or assisting that test must be at the same workstation. Use a pen to tick the ’xed’ box by each workstation when it is repaired. Put a cross in the failed boxes for each failed test. If both failed boxes have crosses, cross out the workstation title as it can no longer be repaired. Keep the drama going — if the players have succeeded at two out of three tests, remember you can spend your Threat to make the ship start to buckle and spark with explosions, making things harder!  J E T   B R A K E   W O R K S T A T I O N    You know exactly which  You which diagnostic tests tests will help you gure this station station out. You You can see that the jet brakes are pulling power from the wrong source. That would shut down two other systems whenever you tried to land! That’s no good. Time to x it!

  Fixed   Failed

UNDERSTAND TEST, DIFFICULTY 2   Success: Read aloud:

@

Easy. You reallocate the power so that the jet brakes will work properly. Here’s hoping the rest are as easy!   Fail: Read aloud:

@

 Y  You ou try to reallocate reallocate the power to where you know know it should be, be, but every time you execute execute the command, something in the system denies you and errors out. It’s It’s not behaving the way it should. Time is too short to linger here: you’ll have to try to x a different station.   If two attempts to x this workstation fail:  Read the following aloud:

@

 You diagnostic after diagnostic, but whatever is troubling troubling this station station is too subtle to be picked  You run diagnostic up. In exasperation you try and pull out the power before it drains the wrong system, but you only succeed in creating a power surge that fries the entire workstation. This workstation can no longer be xed.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

15

 

  Fixed

 J E T   T H R U S T E R   W O R K S T A T I O N

  Failed

Running diagnostics on this station shows you that they’ve tampered with the jet thrusters’ coding and direction. If you were going to try to use them to slow your descent, they’d have red in the wrong direction, speed-crashing your shuttle into Giedi Prime below! You’re glad you caught this one. Time to get it xed.

UNDERSTAND TEST, DIFFICULTY 3   Success: Read aloud:

@

 Y  You ou exp expert ertly ly x the cod coding ing and dir direct ection ion of the thr thrust usters ers so tha thatt they they wil willl re re cor correc rectly tly.. Brea Breathi thing ng a litt little le easier, you signal to your team that this workstation is properly functioning again. easier, Time to x the next.   Fail: Read aloud:

@

 You ou try to ge gett th the e thr thrus uster terss to re retu turn rn to th their eir pr prop oper er di dire rect ctio ion n bu butt ca can’ n’tt ge gett the them m to ob obey ey..  Y The ship lurches and you know that you can’t linger: you’ll have to x a different station.f  station. f    If two attempts to x this workstation fail: Read the following aloud:

@

 Y  You ou type in several commands but the thusters refuse to realign and your last attempt starts the ring sequence. There is only one thing for it, to use the emergency jettison system before they send you powering towards the planet even faster. faster. You hear a clang as the thrusters disengage and bash into the hull as you plummet. Looks like you’ll have to try landing without them. This workstation can no longer be xed. C O O L I N G S Y S T E M S T AT AT I O N Fixed

This station handles a lot of the system temperature levels for the entire shuttle, but most importantly, it keeps constant tabs on the state of the engine itself. While it looks like most of the ship’s systems are being maintained, you catch that the coolant supply to the engine has been dismantled! If you hadn’t caught it when you did, the next big burst of energy from the ship would cause the engine to overheat — and maybe explode. You quickly get to xing the problem.

  Failed

UNDERSTAND TEST, DIFFICULTY 3   Success: Read aloud:

@

There’ll be no engines exploding on your watch! You You reconnect the coolant supply and see the engine’ss temperature start to return to normal levels. engine’ Here’s hoping the rest are as easy to x!   Fail: Read aloud:

@

Whoever dismantled this was very efcient. You try multiple times, but the system will not reconnect properly or cool down. Time is too short to linger here: you’ll have to try to x a different station.   If two attempts to x this workstation fail: Read the following aloud:

@

For a moment you think you’ve done it, and coolant starts running in the system again. But unfortunately you have not directed it properly and instead of going to the engine the coolant is ejected outside. This workstation can no longer be xed.

16

 

  Fixed

 A LT I T U D E M E T E R   S T A T I O N  You remember this station from your studies. This  You This workstation is the altitude meter. meter. It keeps track of of the ship’ss altitude-to-atmosphere ratio. It’s ship’ It’s why you can still breathe comfortably comfortably,, no matter where the ship is, planet or space.

  Failed

 You can also see  You see that half the screen screen is blacked out out and its command command panel is malfunctioning. malfunctioning. Who knows knows if the data you can see is accurate? The air could get really thin, quickly, if this system isn’t maintained!

UNDERSTAND TEST, DIFFICULTY 2   Success: Read aloud:

@

 You ou move quickly to analyze the problem. problem. The diagnostics diagnostics show you precisely where where you need to  Y examine, and soon, you have the panel properly restored and can conrm that the air levels are where they need to be. Triumphant, you are ready to move onto the next workstation.   Fail: Read aloud:

@

Despite your analysis and running multiple diagnostics, the screen will not resolve, nor will the control panel accept all of your input. The jerk of the ship and the red ash of the warning lights reminds you that you have little time. You’ll have to try to x a different station.   If two attempts to x this workstation fail: Read the following aloud:

@

With the ship shaking it seems impossible to adjust the complex and sensitive settings. Just as you are nearly there another explosion rocks the ship and you accidentally push the wrong lever to full. Inside the console the sensitive altitude meter cracks under the strain and shatters inside the console. This workstation can no longer be xed.   Fixed

L I F E   S U P P O R T   M O N I T O R   S T A T I O N  You arrive at the workstation  You workstation and recognize recognize the screens. screens. This is the life support monitoring monitoring system. ItIt works in conjunction with several systems to keep the temperature and oxygen levels comfortable. You You run some diagnostics here, and catch a few tweaks someone made to mess with the system.

  Failed

UNDERSTAND TEST, DIFFICULTY 3   Success: Read aloud:

@

 Y  You ou almost chuckle to yourself as you expertly catch all the tiny little tweaks made made by your would-be would-be saboteur. Whoever did this was good! With a nal input command, you once again review the main screen and nd everything working to perfection.   Fail: Read aloud:

@

 Y  You ou input command command after command, xing all the little changes changes made by your your would-be saboteur saboteur.. Whoever did this is good! With a nal input command, you review the main screen once more. The panel hiccups once and shuts off. Uh-oh. Whatever you did, the panel will not restart. You’ll have to try to x a different station.   If two attempts to x this workstation fail: Read the following aloud:

@

This system has so many emergency backups and fail safes you can’t manage to change any of the settings. Finally, Finally, instead of breaking through, you trip another trap left by the saboteur saboteur.. The onboard air supply is vented and the temperature to rise steeply. Luckily crashed before you outside all boil to death though! This begins workstation can no longer be you’ll xed. probably have

 A G E N T S O F D U N E / C A M P A I G N S E T

 

17

 

SUCCESS   If the players xed at least three workstations, the ship is repaired : Read the following aloud:

@

As you repair the nal system, all the lights ash off for a heartbeat. When they return, the engine room becomes more familiar, familiar, with the sights, sounds, and soft, reassuring thrum of its heartbeat-like systems telling you that your mission was successful. The unsteady rumble of the shuttle around you smooths out, and the alarms turn off. You feel pride swell in your chest. You and your team did a great job! Continue to Scene 4 Debrieng. Remember to remove one Momentum from the pool. F A I L U R E   If the players failed to x at least three workstations they fail to x the ship: Read the following aloud:

@

This isn’t working. Maybe it was too much time spent on the crew, maybe it was just poor luck in xing the many problems in the engine room, but something in the back of your head tells you that it’ it’ss time to go.  You hate to leave a mission unnished.  You unnished. But now it’s your life at stake. stake. You You and your team leave the engine room, retreating towards the escape pods. The tiny pods are cramped, but their purpose was never meant to be comfort. Once everyone is in, you hit the “eject” button and prepare to be shot away from the craft. Instead, all lights ash off for a heartbeat. When they return, the unsteady rumble of the shuttle ceases, and the alarms turn off. The simulation is over, over, for better or worse. You You climb out of the pod, knowing that your instructors are on their way to discuss the mission’s mission’s results. This is the end of this scene. Remember to remove one Momentum from the pool.

 

 T R U S T I N G   T H E   H A R KO N N E N S Even casual familiarity with the Dune universe has probably instilled in the players a fundamental distrust of the Harkonnens, whose name is said to be a byword for treachery. The premise that the player characters are expected to work with, and trust, the Harkonnens, may be a difcult hurdle to get over. To accommodate this potential problem, the gamemaster is encouraged to deal with the issue in one or more of the following ways, should it arise: @

@

@

House Nagara has much to gain from this alliance, too much to balk at it. They may be fully aware of the Harkonnens’ reputation, and knowing that, feel they can work around it. This is the stereotypical ’deal with the devil’: House Nagara must risk betrayal to get what it wants.  S Some ome portion of the Harkonnens’ poor reputation may be exaggerated or manufactured by hostile propagandists, such as those employed by enemies in House Atreides. The  T he Padishah Emperor himself, Shaddam Corinno IV, ruler of the Imperium, wishes this alliance to happen, and at that, all such distrusts must take a back seat. It also means the Harkonnens are unlikely to do anything that might bring them the Emperor’s displeasure.

The gamemaster may also simply tell the noble heirs that the Countess has assured them that the Harkonnens can be trusted in this matter, as Nagara has several safeguards in place against betrayal. (This turns out to be wrong, but such hubris is very much a part of the Dune universe.)

S C E N E    : 

Read aloud:

DEBRIEFING

As bright lights blink on and the noise and rumbling of the shuttle ceases, the door to the room opens and your instructors approach. Though they are different in appearappearance, the sharp eye will notice one striking similarity: the emblem of House Harkonnen on the collars of their uniform, worn with pride.  You know them well.  You well. Niran Rani is your battle advisor. advisor. Small and scrappy scrappy,, he is quick to anger and is a good but demanding teacher. He pulls no punches — not in his mannerisms, speech, or on the battleeld. Turo Imshel, on the other hand, is your primary teacher for diplomacy and espionage. Imshel is tall and graceful in manner, and often is the calming water to Niran Rani’s re.

Reveal the character cards for Niran Rani, Turo Imshel, and Korbus Zaan to the players.

They are accompanied by Korbus Zaan, a Harkonnen Mentat who is here as an observer. He is a slightly round man with a soft face and piercing eyes. He clearly has his own assessment of the training but leaves it to your teachers to make the evaluation. Niran Rani barely waits for the characters to catch their breath, immediately doling out curt advice

on their combat capabilities as to where they did well and where they need improvement.   If they successfully repelled/defeated the enemy assailants , read aloud:

@

Rani is obviously pleased, praising their adherence to the formations and plans they had been practicing. “Good! That was was good! We’ll get you properly properly trained yet! Hah!” Give the players the Niran Assessment card card ’Eases Up on Go Good od Students’. This makes any future tests dealing directly with him one Difculty level easier.

Give the players the Niran Rani assessment card as directed.

  If the players failed to defeat the enemy assailants , read aloud:

@

“Wrong! That was all wrong! What was going on in your heads? If the alarm sounds, you must know where you need to be! Your lives may depend on it!” Rani is openly annoyed.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

19

 

Give the players the Niran Rani Assessment card ’Drives Students Harder’. This will make any future tests dealing with him one level of Difculty harder. The characters know what this means: he’s likely to make their next practice even more rigorous. Turo Imshel is there to note how the stealthier of the characters acted. They maintain a calm demeanor in addressing the player characters, always.

  If the characters successfully saved the shuttle, Turo Turo is quietly pleased. Give the players the Turo Imshel Assessment card ’Proud Teacher’. This Trait makes Communication tests with Imshel easier by one level of Difculty.

@

  If the players failed to save the shuttle, read aloud: Turo waits patiently for Niran Rani’s re to die down, and then softly adds some pointers and support. “The training may seem, at times, harsh. But it is necessary, as you know, to ensure your safety and prosperity when it comes time for you to inherit Arrakis.”

@

Give the players the Turo Imshel Assessment card as directed.

@

Give the players player s the Turo Imshel Assessment card ’Impatient Teacher’ which makes Communicate tests with Imshel one level of Difculty harder from now on.

Kobus Zaan remains in the background. But the player characters can direct any questions

they have to him if they prefer, especially if they have not impressed their training instructors. The player characters can now ask their mentors any questions they have about their

performance or what is going on. We have prepared some potential questions and answers below depending on who they address any question to. If the players can’t think of any questions, suggest one of the following and ask them who they would like to ask.   “Why are we doing this?”

@

Niran Rani: What kind of question is that? You’re practicing your skills. Your House

is about to assume control of the most important planet in the universe. You were sent here to learn to survive, so we’re doing this until I believe you can survive! Turo Imshel: Every education can be enriched by the study and practice of meth-

ods not your own. Far too often, an innocent mistake born of shortsightedness can start one down a path towards failure. We are happy to help ll in any educaeducational ’blind spots’ that any previous training might have unintentionally left you. Kobus Zaan: Necessity. Muscles need exercise to stay limber. Both physical and mental.  “What other options did we have?”   “What

@

Niran Rani: Sabotage, maybe. Or setting traps. But in a crisis situation like that,

your best chance at staying alive is to make your way to the escape pods. You You are House Nagara. You must survive. Turo Imshel: There is a time to be silent and a time to strike. A stealthy approach is

my preferred method, but unless you know precisely what your enemy is doing—or how many are attacking—you cannot bank your survival on a guess. I would agree with Niran Rani here: the fastest route away is the best way to ensure your survival. Kobus Zaan: Very few, few, as any other actions would have have been less than optimal.

The goal of the simulation is to limit one’s choices to provide a specic range of responses, so that we might study them. @

 “When do we get to return to our home?” “When Niran Rani: When I can watch you run these scenarios without wondering when

you’ll slip up, that’ that’ss when. Turo Imshel: Home? More likely to Arrakis, to join your family there. Your sab-

batical with us is nearly nished. Once the Baron deems you properly educated, we will escort you safely there. You may, of course, come to us for guidance at all times, no matter your location. We are your allies, and dare I say, your friends. 20

  

Kobus Zaan: Impossible to determine. There are too many variables in your immediate future. Such a

prediction would be utterly speculative. Where do you think your House would best deploy you? Once the players are done asking questions read aloud:

Turo Imshel turns their gentle eyes to you. “You have performed sufciently today, friends. I encourage you to enjoy the remainder of the day, and to get plenty of rest. Ruminate on your successes and failures, that you may improve with the next day’s training.” Allow the players some time for their characters to interact with each other and discuss the practice run. Ask

them how they feel about their trainers; do they agree or disagree with the assessments made? How might they improve their team cohesion on the next practice? Who did well and who did badly? How does everyone feel about their training? At the end of all scenes, remember to remove one Momentum from the pool.

NoN-player CharaCters As seen below, a signicant gamemaster-controlled non-player character is almost identical to a player char acter in that they t hey have the same array of Drives, Skills, Traits, and T Talents. alents. Minor or insignicant non-player characters rarely need this much detail, however. When controlling a signicant non-player character character,, the gamemaster should review their abilities, taking these into mind when characterizing them in roleplaying or when making tests. Non-player characters may spend Threat, their version of Momentum, in the same way as player characters, and may spend 3 Threat as if it were 1 Determination.

N IRAN RAN I Harkonnen Battle Advisor (Notable Supporting Character)

Niran is a no nonsense commander who is more than prepared to send soldiers to their deaths if that is what is necessary. He has seen his fair share of battles, and taken a few scars himself. He knows the dangers of warfare as keenly as anyone, so accepts no half measures from any of his students. Traits: Soldier, Abrasive TALENTS @ Advisor (Battle): Whenever Niran assists an ally

and uses Battle, the ally he assists may re-roll a single d20 in their dice pool. Assets: Knife, Sword, Personal Shield

DRIVE

S T AT E M E N T

DUTY:

6

A soldier is nothing without a commander.

FAITH:

8

Fate will sort the weak from the strong.

 JU  J U S T I CE :

7

 Victory makes you right. right.

POWER:

5

 T RU T H:

4

SKILL

FOCUSES

BATTLE:

7

COMMUNICATE:

4

DISCIPLINE:

6

MOVE:

5

UNDERSTAND:

4

Short Blades, Strategy

Command

  

TURO IMSH EL Harkonnen Training Instructor, (Notable Supporting Character)

Turo is tall and cultured, elegant and charming where Niran is coarse and harsh. But under their diplomacy is a deadly wit capable of devastating their students. Thankfully they tend to use this talent to placate Niran.

DRIVE

S TAT E M E N T

DUTY:

4

FAITH:

7

 J  JU U S TI C E:

5

POWER:

8

Last next year’s year’s students contacts.are

 TR U T H:

6

Lies teach us nothing.

Believe in your students and they will learn.

Traits: Teacher, Socialite TALENT @ Hidden Motives: When an opponent fails

an Understand or Communicate test against Turo, they may immediately create a trait which reects a mistaken belief they have about them. Assets: Training Notes, Knife, Personal Shield

SKILL

FOCUSES

BATTLE:

4

COMMUNICATE:

7

Charm

DISCIPLINE:

5

Observe

MOVE:

4

UNDERSTAND:

5

Psychiatry

KORBUS ZAAN Harkonnen Mentat (Notable Supporting Character)

Like many Mentats, Zaan likes to stay aloof from most proceedings and observe so he might calculate unbiased data. To him, even life and death are  just data and statistics statistics that are are either useful or not for his calculations. Utterly loyal to House Harkonnen, Zaan is actually the villain of the piece. Under

DRIVE

S T AT E M E N T

DUTY:

7

The Harkonnen will reward the faithful.

FAITH:

6

Fate has a part for us all.

 J  JU U S TI C E:

5

orders from the Baron he is scheming to see House Nagara fall so his master can reclaim Arrakis.

POWER:

8

Traits: Mentat, Harkonnen, Duplicitous

 TR U T H:

4

TALENTS @ Calculated Prediction: Zaan may spend a few

minutes to meditate upon predicting the future. This requires an Understand test with a Difculty of 4; if successful, the gamemaster may assume Zaan knows what the player characters’ next action will be. @ 

Mentat Discipline: Zaan has almost perfect

recall, for even the most complex data. When making an Understand test that applies to recalling data, one of the D20s in his pool may it. be considered to have rolled a 1 instead of rolling Assets: Favor of Baron Harkonnen, Concealed

Blade, Personal Shield

SKILL

Power is the only truth.

FOCUSES

BATTLE:

4

COMMUNICATE:

6

Deceit

DISCIPLINE:

6

Self-control

MOVE:

5

UNDERSTAND:

7

Data Analysis

 

 A C T   I , P A R T    

G R O U N D   T R A I N I N G   E X E R C I S E S In this scene the player characters are sent on another training mission to a Harkonnen facility facility.. They must inltrate the base and recover a minimic lm from deep inside the complex. However, However, it is not all just a training exercise and an enemy agent makes an attempt on the life of one of the characters before the mission is over.

Objectives: @  Expand the players’ understanding of Drives @  Introduce the following new rules/concepts: @  Traits @  Zones @  Extended tasks @  Determination and Complications @  Assets such as allies as knowledgeable and helpful

S C E N E    : 

SETTING MINDS IN MOTION Read aloud:

A long and peaceful night’s rest gives way to another morning greeted by the low, thrumming drone of sifter-engines and purifying lters. By now, you are used to the presence and necessity of these, although the difference between Giedi Prime and your homeworld may always be striking to you.

MINIMIC FILM

 

A small lament made of ’shigawire’ used to make recordings and store data.

 You prepare for another day of  You of training. There There is a reason reason House Harkonnen Harkonnen is wellknown for its strength and military prowess; the nobility prefers to wean its children on sport and feud. It’s a good thing to have them as allies; their strength has taught you much already. Ask the players how their characters might feel about the difference between the clear air of their home planet and the smoggy, industrialized wastes of Giedi Prime. After a short conversation, continue to read aloud:  You ou nish your morning morning ablutions and make make your way to the designated meeting  Y room. This has become a habit by now: your days begin with a lavish breakfast as your trainers review the day’s schedule. Your Your hosts are certainly experienced and knowledgeable in a wide variety of subjects, and this is reected in the range of traintraining exercises you are provided. Some days, hand-to-hand ghting is called for, while other days, it is weapons-and-shield training. Yet other days are for intense study, debate, or negotiation.  Your Harkonnen Harkonne n hosts host s have set another an other impress impressive ive breakfast bre akfast spread today. t oday. A cacophony of tempting colors and scents tease t ease your senses, platters set artfully along one wall, poison snoopers dancing their thin-limbed, thin -limbed, lazy circuit of the serving areas. Whereas you are accustomed to an occasional treat from another world, most of the food and drink here is, of necessity, imported. You stop to wonder if there was ever a time when the planet produced its own food, or if its volcanic, chaotic surface ever offered more than the abundant minerals and specially-adapted plants you know.  You settle into your favorite  You favorite seats to break your fast, fast, and as you do, Turo Turo Imshel and and Niran Rani launch into their t heir usual reviews. Your Your Harkonnen tutors have taken the time to review their observations from the previous day, and take a more neutral tone and tactical approach. Their assessment is both complete and honest, in some cases perhaps a little too honest. It leads you to consider some of your aws and strengths.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

23

 

DRIVES

 

Drives add to a skill to determine a target number. They are: @ 

Duty – what you are



responsible for  Faith – what your heart says

@  @ 

Justice – what is right Power – what you

want @ 

Truth – what the facts

are STATEMENTS TEMENTS DRIVE STA

 

Each of a character’s highest Drives have statements associated with them. When a character wishes to use a Drive as part of a test, they must check to see if the statement agrees with the action being taken, or conicts with it. If a character’s Drive agree with their actions, they receive bonuses, while if their Drives conict with their actions, they may be hindered by their own convictions. FILMBOOK 

An advanced data storage device that can show images and store vast amounts of information.

 

Remind the players to pick a Drive before they make a test and that they should look at any statements they have to choose.

In the next section we’ll be making skill tests a little more complex by using different Drives for your tests. We only asked you to pick a single Drive in the previous section, but now you will need to choose a Drive for each skill test, depending on your Drive Statements. To remind you, a Drive determines why something is important to you and how you are approaching a task. Which one you use is your choice each time you perform an action. It is tempting to always use your best, and that’s ne. But some approaches may not always be a good combination, even though they are effective. Using Power often makes you more intimidating, which mightUsing get you want in atime social situation, but doesn’t help you make many friends. the what sameyou Drive all the also makes you predictable, and that is something an observant enemy can take advantage of. In the next section, to help you pick which Drive to use, your highest Drives have a Drive Statement. You You should look at the statement to see if it applies to the situation, and if so, that’s the Drive you should use. We have listed one for each of your three highest Drives, but you can write in different statements if they are a better match for the character you want to play. Let the players take a look at their characters’ Drive statements and discuss if they feel right for the character as they want to play them. If not, what might make a better statement? Once ready to move on, read the following aloud:

“Enough frivolities,” Niran Rani grunts, restless for the day to begin. “The day is new and the task is set. We’re going to be doing some ground training today.” today.” Turo continues where Rani left off: “We have prepared one of our complexes as a training ground for you.” They motion towards Niran as he activates a lmbook to show a map of a facility on the table. It seems a fairly plain, overhead view of a series of buildings. “In this training scenario, you have discovered that your enemies have an important piece of information, kept on a minimic lm and safeguarded somewhere in this complex. Your mismission today is to inltrate and retrieve this important data before it can be used against you.” They x you with an even stare. “With enough time and resources, you could cer tainly set spy-eyes, listening devices, and perhaps even tracers through the area. That would have afforded you more information about the building’s interior, its manpower,, and its faculties. In this scenario, though, you have little to no time. This was power all the information you were able to gather before your mission starts.” “At this point, you know that your target needs to be this building.” Niran motions to the central building on the map. “But. You You have discovered multiple entrances into the building. You You can see for yourself that they are patrolled and active in intervals unknown to you… as yet. You’ll need to choose which of these doors you want to enter,, and where you should make your exit.” enter The player characters can make a Difculty 3 Understanding or Battle test (their choice) to see how well they analyze the guard positions.   @ If they succeed, read the following (if they fail, move to Scene 2: Retrieval). To the untrained eye, the buildings seem like they could be just another series of meaningless exteriors, barely more than an external blueprint. You, though, are trained. Your Your eyes fall to certain points and recognize patterns on the map. Entryways are arteries and veins, all with their own pulse and ow, and you can see the easiest ways to get to the heart of your mission. When it comes to inltrating the rst part of the base, all your Difculty numbers will be 1 lower. This bonus ’stacks’ with any others that you acquire. At the end of all scenes, remember to remove one Momentum from the pool.

24

 

S C E N E    : 

RETRIEVAL Read aloud:

 Your  Your allies’ transport transport has dropped dropped you off at the entrance you requested. requested. WatchWatching the approach, you feel your jaw set and your focus settling in. This may be just another practice run, but you are determined to make the best of it that you can. In this next scene we will introduce Traits, Traits, Determination, Assets, and Complications. Determination is a new type of bonus point, but one much more powerful than

Momentum. You You each receive one point and you will be able to keep it if you do not use it in this scene. When you spend a Determination Deter mination point on a test, instead of rolling one of your dice you may put it on the table showing a 1, granting you an automatic critical and two successes. Roll any other dice as normal. If you want to spend a Determination after you have rolled, you may instead re-roll any of your dice again. Traits describe the most important details about a place, time, person, or object —

keywords for other rules to interact with. Each Trait Trait is a single word or a short phrase that describes a single detail about its subject. A Trait is always both true and important: if a Trait stops being true, or stops being important, it fades into the background or is removed from play. If a Trait applies to an action you are attempting it can either reduce to increase the Difculty by one level. It may also make an action impossible, or possible when it othotherwise would not be. Traits can be affected by using Momentum and Determination, which we’ll come to in a moment. Assets are a form of Trait Trait but are more tangible. They represent items of equipment

like knives and shields, but also favors owed and useful documents. An asset works the same way as a Trait, aiding an action or allowing it. Each of you will be given an electronics kit and a knife (if you don’t have one) which are assets. You You may write these on your character sheet under Assets. Knives will aid you in combat, making a test easier than if you were unarmed. The electronic kits are required tools to allow you to open the doors in the facility, so they don’t make the test easier but instead allow you to make the tests in the rst place.

DETERMINATION

Before roll - turn one die into a critical success

After roll - reroll any number of dice TRAITS

 

A Trait can:

Let you try something you couldn’t do normally. Make something easier to attempt (–1 Difculty). Make something harder to attempt (+1 Difculty, or need a skill test when it wouldn’t normally). Stops you doing something that you could normally do.  ASSETS

Items of equipment or other things you own.

Complications are ’bad Traits’. Traits’. If you roll a ’20’ on any dice when making a test you

suffer a Complication. It might be a wound in a ght, making an enemy in a social challenge, breaking a piece of equipment when making a repair. repair. Whatever happens it is bad. A Complication works just like a Trait but is always against you, increasing the Difculty or making an action impossible. Complications can occur on other dice results, but only if the Complication range is increased. In such cases a Complication might result from a roll of up to 16 or above. But this only happens for exceptionally dangerous tasks and so won’t occur while you are training. For now now,, just watch out for rolling a 20.

Effectivly work exactly like traits. COMPLICATIONS

 

Negative traits you must take on when you roll

a 20. Some Traits may already be applied to this mission depending on how the player characters did in the previous one. The gamemaster should tell the players which ones apply given their previous performance.   If Niran Rani gave the group the Trait ’Eases Up On Good Students’ the base will be less well-manned, making inltration and movement around much easier. All tests to move around the base will be 1 Difculty level lower.

@

  If Niran Rani gave the group the trait ’Drives Students Harder’ the base will be heavily guarded. There will be more guards and movement and stealth will be harder. All tests to move around the base will be 1 Difculty higher.

@

 A G E N T S O F D U N E / C A M P A I G N S E T

 

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Read Aloud:

There are three major challenges to be beaten to penetrate the security and reach the minimic lm. This scene will allow you to practice how to use Traits. However, the tests will be a little more complex as we will be using Extended tests.

EXTENDED TASKS

 

When the gamemaster decides that a situation is an extended task, they choose how big the extended task will be. This is called the requirement. Each passed test made towards completing an extended task scores one or more points, and when a total number of points have been scored equal to the requirement, then the extended task is complete, and whatever event or activity the task represented is resolved.

In an extended test, just beating the Difculty once is not enough. To To succeed in the test you must collect points towards a ’Requirement’ over several consecutive tests. Time will also play a factor, limiting how many tests you can make. Each successful test adds 2 points towards the requirement, unless a Complication is rolled, in which case it adds only 1 point. A point of Momentum can also be spent to add another point towards the requirement. However,, the gamemaster can spend a point of Threat to increase the requirement by one. However Once everyone is clear on how an extended test works, Read the following aloud:  Y  Your our approach to the facility has been been easy enough. Now that you are are at the main fence, the weight of your mission presses in on you. You need to nd out where in this building the minimic lm might be hidden and make your way there without getgetting caught. ZONE �: THE PERIMETER

As a rule of thumb, each

Penetrating the outer zone is relatively simple. It is a Difculty 2 extended task (Difculty

passed test should score two successes towards the requirement, which can be reduced by complications and increased by spending Momentum.

1 if the players passed their Understand  or Battle tests to assess the facility above) with a requirement of 6. Each player can use Battle, Move, or Understand to make the test and they can pool their points towards the requirement as they are working together. However, each player character may only make two tests. Remember the Difculty may be further modied by Niran Rani’s previous assessment of the shutshut tle training. Note that a Difculty can be reduced to 0. If that happens the test will pass automatiautomatically but your roll is more likely to generate Momentum. In this scene, characters may not assist each other, or avoid the test, as no one can carry anyone else in this mission. If the players are unsure what each skill means or which one to pick, read or paraphrase the descriptions below.   Understand tests represent the information the characters discover as they sneak through the halls. Comprehension, deduction, and careful application of knowledge will get the characters to their goal the fastest. A success could yield some bit of information about a particular guard’s habit or weakness or seeing what elements of their

@

@

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routines can provide opportunities. Battle tests help the players avoid enemy patrols. Knowing how a seasoned commander deployed the patrols gives the ability to anticipate how they are going to move to best ensure that they are adequately covering the base. Success lets the characters determine where these patrols are going to be and how to be elsewhere. Move tests help the players navigate the halls of the building without being spotted.

Though Understand and Battle tests can provide intel that can be used to predict where the characters might nd enemy patrols, Move lets them adapt and respond rapidly to any unanticipated presences. As you also need to pick a Drive to make the test, the following may be useful: @  Duty represents wanting to perform well to bring honor and prestige to your House @  Faith represents your reliance and trust in your friends. @  Justice represents a desire to do the right thing and treat even the guards fairly. @

  Power  represents a desire to prove yourself just because second place is still a failure to you.   Truth represents the desire to see what the training it really trying to teach you.

@

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  If the extended task succeeds read the following aloud:

@

After scouting the perimeter you have a good understanding of the layout and where the minimic lm might be. You also understand the pattern of patrols so you can avoid trouble. There is a rush of excitement shared between you as you head into the building. Your goal is one step closer, and you are energized!  You wind your way  You way carefully through through corridors, ducking ducking out of sight from human patrols. At one point, you creep past a locked door, hearing a low, thrumming drone of sound. You You have to smile to yourself; just a few moments ago, you’d have that to be the room in which yourbattle targetdrones awaited. you know that it’s it’guessed s a mechanized practice room, lled with andNow a stationary ghting machine. Though you might want to try your hand against such a challenge, you keep moving towards your mission goal. Niran Rani will probably be happy to set you against that challenge another day day,, more than likely likely.. Another few turns, and then you hide away, waiting for the next patrol to make its rounds. The door is a few paces away, locked and alarmed. You steel yourself, heart racing excitedly. You You know that you will need to disarm the alarm, unlock the door, door, and sneak into the room before the next patrol arrives. Time is of the essence, as is precision. The next set of footfalls approaches… approaches… and leaves. It’s time to act!   If the characters failed at the extended task, they trip the alarms and the base becomes active. Read the following to them:

@

With a blare of klaxon horns, you realize with a sinking feeling that this is not going to work. You’ve been found out. You hear metal doors closing around the base and the stamp of boots down distant hallways, the bark of the guard patrols coordinating coordinating their response. Part of any plan requires an assessment as to whether it can achieve its goals, and in this case, you must accept that it’ it’ss time to get out of here. With a failure, the whole base now gains the Trait ’Alarm raised’ . This will increase

all Difculties by another 1 (and can stack with other Traits). The players must decide whether to keep going and risk making things worse or giving up on the mission in the hopes that is the right move to make. If they elect to carry on, read the next section (Zone 2: The Main Building), if they opt to abort, move to The Escape on page 29. Z O N E    : T H E   M A I N   B U I L D I N G Read aloud:

Now that you are deep inside the facility the real work begins. But there are two obstacles to you getting closer to where you think the minimic lm may be. The inner alarm system will need to be deactivated and a series of locked doors will need to be opened to get further access. As time is a factor, both these tests need to be done simultaneously, so you will need to divide into two teams. The Difculty for each task is 2 and has a requirement of 6.

Each of you can make two tests towards the requirement your team is working towards. But if you don’t need to make a second test you the again, other team if they still haven’t reached their requirement. You must alsocan pickjoin Drives possibly guided by the previous notes or how things went in that test.

 ADDING OR REMOVING TRAITS

 

There are two ways for players to add or remove Traits to alter a scene to their favor: spending Momentum and spending Determination. By spending two Momentum, the player can create a new Trait for the scene, change an existing one, or completely remove one currently in play. When creating a Trait, it must relate to the action just attempted, and it must be something that could reasonably result from the action that’s been performed. By spending a Determination point players can do this at any point in the scene. The change must still remain true and important to the scene. The Trait should relate directly to the character — in this case, perhaps the Countess or the family resources “xing” somesomething behind the scenes for them. It may even represent something which had always been true, but which has only now been revealed or become important.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

27

 

If the alarm is already raised this is an opportunity to turn it off, but you may choose to conserve your time and all focus on the door door.. If you haven’t raised r aised the alarm you might choose to do the same, but you’ll automatically trip the alarms and bring a whole heap of new problems if you do. Those who are trying to unlock the doors and access the rest of the facility can use Understand or Move. But they can only attempt the task if they have their electronic kits. Those trying to disable the inner alarms can use Understand or Discipline. The alarms are simpler and don’t need the electronic kits, so they make the Difculty 1 step easier if used. Each character can either make a test themselves or assist another member of their team instead. They can still only participate in two tests. @

If the attempt to open the door succeeds, read the following aloud:

Success! With a satisfying sigh of sound, the nal lock releases, and the door slides lazily open. You and your teammates duck into the room and try to close the door behind you. Go to the next section Zone 3: Central Control. @

If the characters failed at both extended tasks, they not only trip the alarms but the base locks down.

Read the following to them: With a blare of klaxon horns, you realize with a sinking feeling that this is not going to work. You’ve been found out. You hear metal doors closing around the base and the stamp of boots down distant hallways, the bark of the guard patrols coordinating coordinating their response. Part of any plan requires an assessment as to whether it can achieve its goals, and in this t his case, you must accept that it’ it’ss time to get out of here. Note that the mission is aborted and turn to the section titled The Escape on page 29. @

If the characters fail to deactivate the alarm the Trait ’Alarm Raised’ is now in play as detailed above.

This will add 1 to all further Difculty levels.   If they succeed in deactivating the alarm the ’Alarm Raised’ Trait is not longer in play and ceases to affect the game. With the alarm shut down the guards will assume the emergency is over.

@

ZONE : CENTRAL  CONTROL Read aloud:

Inltrating the nal Zone of the building is another Extended Task of Difculty 3, with a requirement of 8. It requires a multitude of different skills as it is a team effort to achieve the nal goal: locating where the minimic lm is in the nal building, disabling the trap surrounding it, and getting out of the room before the next patrol arrives. As such, each of you can choose any skill to use in the test, but unless you are assisting, no two characters can use the same skill. There will only be time for each character to make two rolls, whether it is making a test or assisting. After that the guards will arrive for sure and you will all be captured. Take a moment to decide who is using what skill and Drive and tell me when you’re ready. If the players are unsure which skill to use, the following guide will help:   Understand tests make it easier for the players to nd the actual item in the room, as well as understand what it will take to disarm the trap surrounding it.

@

  Move tests help with the physical manipulation involved in disabling the trap mechanisms and retrieving the item.

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  Discipline  tests can help keep the teammates focused or calm during this exciting event.

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 tests the players prepare for an upcoming ght. But the goal here is to grab the minimic lm   Battle and go, not help to ght.

@

  If time is running out, successful Communicate tests help the characters create a distraction at the cost of one of their number being detained (defeated) by the enemy.

@

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Each player should pick a Drive to go with the skill as before, using the statements to help. However, they need not all pick different Drives. Keep track of how many failed skill tests they make. If they have had a total of three failed tests, they have alerted the guards. In this case they gain the trait ’Alarm Raised’ and the Difculty of all remaining tests increases by 1. Once the extended task is resolved, read the following aloud:  If the players achieved the extended task , read this:   If

@

It takes an enormous amount of self-control not to sigh with relief as your hands close over the newly liberated minimic lm. You You look up and see similar expressions on the faces of your teammates. Giving them a curt nod by way of signal, you all fall back into your movement pattern and exit the room before anyone is the wiser.  If they failed to reach the requirement before they ran out of tests, read this:   If

@

“Almost there…” you breathe. Your hand is seconds away from releasing the last locking mechanism on the lm when, just down the hall, you hear the heavy boot-stamps of the guards. You are too late!  You  Y ou must abort the mission and make your escape, at least there is a chance you won’t won’t add being captured to your failure to complete the mission.

 T H E   E S C A P E Whether they succeed or abort, read the following when they decide to leave:

 You race  You race dow down n the the halls halls of the buil building ding,, heart heartbeat beatss in your ears ears,, ducki ducking ng past past patr patrols ols and skir skirting ting thre threats ats that might have fooled any other team.  You are  You are a few few scant scant turns fro from m your your chose chosen n exit exit point point when the ligh lights ts aro around und you go dark for one mom moment ent and then ash back to life, brighter than before. A ashing red light alternates with the day-tones of the glowglowglobes. Well, if the enemy hadn’t already known about you, they certainly do now! There will be no sneaking out of this one. You can hear shouts down several of the halls as you race past. Ask all the players to make a Battle test, none can assist. Whichever player character rolls the fewest successes is the name that should be used in place of (rst character) in the next section. In case of ties, pick the lowest Battle skill. Pick the character with the second lowest test to be (second character) . Read Aloud:

With a strange hiss that seems to come from nowhere, suddenly ( rst character) stumbles forward, as though tripped up by a wire. As they tumble messily to the ground, the rest of you notice a small dart sticking out of their back! As you recover from this surprise, you realize it is too late — a guard patrol is upon you! Troops begin to surround you as (rst character) stumbles to the group. They are shivering and sweating and having difculty speaking. You draw your weapons, ready to ght your way out if you have to. “Halt!” The sharp command is barked by the familiar voice of Niran Rani, at the end of the hall. You bristle — how did this go wrong? You’re never going to hear the end of this… At the stand-down order, the conscripted ’enemies’ obediently raise their hands and back away — all but one. And that one lunges forward again, right towards ( second character). Your team has just enough time to notice the dartgun at his side, its peace-bolt removed and another small dart cartridge in his hand! Before you can act to defend yourselves three more ’whooshes’ of sound echo impossibly fast through the room. The attacker’s lunge nearly knocks (second character) off their feet, but instead, his momentum continues until he lands heavily, loudly, on the ground.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

29

 

Three darts are embedded perfectly in the back of his neck and head. Niran’s eyes burn angrily as he storms forward to meet the downed attacker, his own dart-gun still in his hand. As he secures the attacker, commanding help from one of the conscripts, Turo Imshel steps forward, radiating concern. They sweep past the others straight to (rst character) who lies gasping on the oor, and jams an auto injector into their thigh. The basic anti-venom begins to help, but (rst character) is in bad need of medical attention. characThings seem a blur of chaos from this point. Amid shouts for the attending medic to see to (rst character) Niran and his assistants drag the would-be attacker away — likely the last you will see of him. But who was he?

The others involved in the incident — yourselves included — are taken aside, one by one, and interviewed to get an idea of what happened here. The relief at not being on the receiving end of Niran Rahi’s fury is little consolation, though, as you are left wondering what, exactly, just happened. The scene ends here. Take a break and then let the players talk in character about the events of the mission. At the end of all scenes, remember to remove one Momentum from the pool.

 

 A C T   I , P A R T    

 T H E T R U E T A S K In this scene the player characters must make contact with an agent of the Giedi Prime underworld to learn more about the assassin. This involves nding the agent in one of the lowest and least pleasant parts of the capital city of Barony.

Objectives: @  Discuss the mission with an eye to the bigger goals here: protection of the House and its well-being. @  Find evidence suggesting that Vernius has something brewing. @

Suggestion of House Vernius’ modus operandi  —  — how they might sabotage things. Mentats and Spymasters will be especially useful for planning here.

S C E N E    : 

N o   M o r e   p r a C t i C e   ( i N t e r l u d e ) Read aloud:

forever. The past day was little more Although it has not been more than a day, time feels like it stretches forever. than a blur — here a practice, and then abruptly, abruptly, a crisis. Then just as jarringly, jarringly, interviews and a visit to the emergency medical facility facility.. The good news is that the poison was able to be counteracted in time; your team is still whole and intact. The Harkonnen Suk physician explains that it was a two-stage combined poison, each stage was probably smuggled separately past the Harkonnen poison-snoopers, because each was not lethal in and of itself. One half of the dose was only a powerful narcotic, while the other dose would react with it and cause severe muscle contractions, inducing heart paralysis and rapid asphyxiation. The bad news… well. That wasn’t supposed to have happened. You weren’t there to see what ultimately happened to the attacker, but knowing your hosts as well as you do, it would be highly unlikely that he is still alive. When next you are summoned to your usual meeting room, you immediately notice a difference: additional poison-snoopers have been installed near your food tables. Additionally, Additionally, portable poison-snoopers lie nearby, within easy reach of plates. An extra glimmer in the corner catches your eye, and you recognize the spy-eye very obviously there. Knowing House Harkonnen as you do, there are probably several more hidden around the room that you cannot instantly see. It’s reassuring reassuring to know that your allies are taking your safety seriously. seriously. Turo Imshel sits tall and statuesque at the head of the meeting table. They motion towards the food table, invitingly,, and wait for you to choose food, drink, and be seated. invitingly “Niran is updating our superiors and improving security measures,” they explain. “We have conferred earlier this morning, and for today, today, you are my pupils alone.” They take a moment to consider their next words. “We — the entire House, really — are concerned at yesterday’s events. Rulers and leaders, though, should not hide behind walls and fear for their lives. They must press forward, undaunted, unphased… unstoppable.” “With that in mind, we need to proceed in consideration of how best to assist your House. We have been able to ascertain that your attacker was operating under orders from House Vernius.”  You feel your blood  You blood grow hotter hotter upon hearing the name. name. House Vernius Vernius of Ix has always always been at odds odds with your family. Both Houses are renowned for their technological prowess, and it took a lot of hard work for House Nagara to earn the efdom of Arrakis. You’d expected Vernius to feel burned by that, but you didn’t expect them to take such pointed vengeance towards you! Almost as though reading your mind, Turo Imshel continues. “If Vernius is being bold enough to try to reach you even here, it is almost certain they will have something in store for your efdom on Arrakis. You must be prepared and watchful, Nagara; the last thing you want is for Vernius to upset your spice production.”  A G E N T S O F D U N E / C A M P A I G N S E T

 

 

“Niran and I have discussed your options and we feel the wisest idea is to investigate any further threats. There is a chance that your attacker might have been in league with a small cell of operatives on-planet. Unfortunately, Unfortunately, he is… unable to answer further questions.” Turo looks mildly annoyed at that. “There is a way to nd this out, though,” they admit, pulling out a map. Reveal Qu’Shan’s

“An individual is known to us, named Qu’shan,” Turo explains, the name falling from their

character the playerscard to

lips like atosour taste. prefers he to operate ofone the busier squares Low Market, is easier hide. The“He reputation has builtout up is of secrecy and in efciency; if youwhere needit something that is illegal, unforgivable, or otherwise distasteful, his is the rst name you’ll hear. The people in Low Market believe him to be uncatchable by the local authorities.” “This is, of course, a lie.” “We have an… arrangement,” and here Turo again spits the word out, “with Qu’shan. He provides us with valuable information and connections as needed. He informs us of any dirty dealings on Giedi Prime when asked. In return, we allow him to operate seemingly beneath our notice.” “If there are still operatives of Vernius on Giedi Prime, he will likely know it.” Turo Turo xes you with a level stare. “This will require delicacy and careful communication. Qu’shan Qu’ shan cannot be seen giving this information to House Harkonnen. That would be catastrophic for all parties involved; it would reveal him to be the rat he is, and if there are still agents around, they’ll want to go deeper into hiding to evade capture.” They sniff dispassionately. dispassionately. “My friends, the time to practice is over over.” .” Allow the players time to discuss these events and prepare for the mission to the Low Market. Each player may take one extra asset (card) with them on the mission in addition to their other assets. S C E N E    : 

L E A R N   A N D   G O Read aloud:

Turo Imshel has seen to it that you are disguised in multiple layers, outtted with randomized, bulky breathing apparatuses. As it is explained to you, since the Low Market is a slum community, a lot of people purchase whatever breathing lters are available, or otherwise build their own. It is a grim reminder that while you are free to walk around and breathe freely in your allies’ holdings, the air outside is polluted, thick, and hazardous to breathe for long intervals without ltration.  You have been given a passcode phrase  You phrase that you must give give to Qu’shan; shan; so he will will know you are to be trusted.  You are dropped  You dropped off half half a mile from from the farthest edge of Low Market. Market. You You have been given your directions, and as you make your way into the slums, the difference between this place and ’Upper Barony’ is striking. The players can attempt several Understand tests with a Difculty 2. Remember to consider Drives and let them spend any Momentum they wish to. With each success, they will notice one of the following (they may also spend Momentum to gain this information as well): @

Low Market is a jumble of people of all shapes, sizes, etc.

  Although the outer edge of Low Market is fairly quiet, there is a hum and din of sound the more towards the center of town you walk.

@

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  The variety of breathing apparatuses range from a small nose clip to full-face masks. Turo was right; this will make it easier for you to blend in.

@

   Very  Very few women or chi children ldren are o on n the sstreets treets.. Whether Whether this is because because tthey hey are are hidi hiding ng or otherwise not present is unknown.

@

  There is a mannerism particular to the residents here. When they walk, they usually try to mind their own business. Eye contact is quickly avoided. These are people trying to survive on a planet whose primary rule seems to be “Eat or be eaten.”

@

If the must groupmake can discover at least of the above theythan can half try and blend in with the crowd. Each a Discipline  testthree at Difculty 2. If more of the player characters succeed, the group gains the Trait ’Blending In’. This will reduce the Difculty by 1 when interacting in the Low Market. If they cannot discover at least three facts about the market, or all of them fail the Discipline  test to blend in they gain the Trait ’Outsiders’. With the characters blending in or sticking out like a sore thumb, read the following:

The market is crowded and cramped, and you are all jostled about in the throng as you try to look for Qu’Shan. But one thing is clear, he is not going to be easy to nd.  Your  Y our best bet is to split up and use different different methods to locate locate him before someone someone notices you are outsiders. You You will not only need to nd him but also locate a good place for you to talk.

Give the players the Low Market inltration card – either as ’Blending In’ or ’Outsiders’ as directed.

Locating Qu’shan is going to be an Extended Task, Difculty 2 with a requirement of 6. Everyone can make two rolls to contribute to the requirement. Traits (like Blending In) can reduce the Difculty and assets might also be applied in the gamemaster thinks they will help. Traits like ’Outside ’Outsiders’ rs’ will  will increase the Difculty. Each player should describe how they are looking for Qu’Shan. Any of the following skills can be used:   Communicate tests help the members of House Nagara both deceive the people around them and ask after Qu’Shan without rousing suspicion.

@

  Discipline  tests help the characters exude a non-threatening demeanor, or alternately a demeanor that does not invite interference. It will let them listen to a few hushed conversations to get clues.

@

  Move tests helps disguise their characteristic walking patterns, so they blend in more with the community around them. In the ebb and ow of the crowd they can look out for anyone matching Qu’Shan’ Qu’Shan’ss description.

@

  Understand tests helps the characters comprehend the details of what is going on around them and discern for themselves which locations in Low Market are most likely to harbor Qu’shan. Qu’shan.

@

The player characters may make one roll each to reach the requirement. If they fail they won’t nd Qu’Shan, but he will nd them. They lose the Trait ’Blending In’ (return the card to the gamemaster), if they didn’t have it they gain the Complication ’Outsiders’ which makes any Difculty 1 higher when interacting with the Low Market. @

 If the player characters fail the extended task , read this: If

 You ou spend the day day exploring the ins and and outs of Low Low Market. Just when you think  Y you have the place well-mapped, you turn a corner corner,, only to discover something new. You You feel out of your element, and some of it must have shown through your disguise; every time you think you found and followed Qu’shan, Qu’shan, he is gone again. Just as you are about to give up, a mysterious gure beckons you into an alcove and whispers the passcode to you. It appears this is Qu’shan, Qu’shan, although he appears deeply disappointed that he has had to nd you before you brought too much attention to yourselves.

Give or reclaim from the players the Low Market inltration card – either ’Blending In’ or ’Outsiders’ as directed.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

He leads you away from the main thoroughfare into a small alley where he indicates a small dwelling set into the industrial wall. The place is cramped and smells of oil but if you can trust Qu’Shan you should be safe here for now.  If the player characters pass the extended task, read this:   If

@

 You ou spend the day day exploring the twisting, twisting, turning walls of of Low Market. Market. Working together together,, you dis Y cover patterns to the populace, and within those patterns, you locate Qu’ Qu’shan. shan. He is slippery — one would hope as much, with the reputation this man has — and while he manages to avoid you several times, you start to learn the proper signals to reassure him of your intent. Leaving him bribes also helped your cause.  You  Y ou nally manage manage to slip him your your passcode, and and he agrees to meet with you in private. private. He leads you away from the main thoroughfare into a small alley where he indicates a small dwelling set into the industrial wall. The place is cramped and smells of oil but if you can trust Qu’Shan you should be safe here for now.   If the player characters look around as they enter Qu’shan’ Qu’shan’ss home, a successful Understand test, at Difculty 3, shows he has a series of weapons and traps hidden around this area. He may be alone, but he is not unprepared.

@

Getting information out of Qu’shan requires a Communicate test with a Difculty 2 (or a Discipline test, Difculty 4, to represent trying to intimidate Qu’shan). The Difculty will be one higher if they have the ’Out sider’ Trait, one lower if they have the ’Blending In’ Trait. If the test is successful the player characters can ask a single question and get an honest answer. They can ask more questions and expect the same for the cost of 1 Momentum (this is a use of ’Obtain Information’):   What do you know about House Vernius?

@

He gives a sly grin; he knows who he’s talking to. “The House of Technology? You might’ve heard of them. I hear they’re really great with machines. Really pushing the innovation.” Did id you hear about the attack? / Can you help us? / Is there a Vernius Cell after us?    D

@

The smudged grin he usually wears fades a moment as he gives the question some thought. Eventually,, he shakes his head. “I haven’t heard of anything. Vernius would be pretty stupid to Eventually have a full cell ’round here. Still, I’d know if someone wanted to hide. Or if someone wanted to hire.” He thinks about it another moment. “I’ll keep my ear to the ground. Tell Turo Turo they owe me a favor for it. May take me a couple of days to get some good information, but I’ll keep you in the loop. I can have one of my runners get word to you.” He shows you a small capsule. “I usually keep my messages tight, and in one of these. Turo’ll know.”  What other services can we use?   What

@

A wide smile appears on Qu’shan’s face. “Now we’re talking! What are you looking for? WeapWeap ons? Affection? Special food? Clean water? A way to forget how much the air stinks here?” Qu’shan can sell them whatever they want — that’s part of his job. He can get any plain, normal items quickly. But the player characters can get those too for the most part given they are part of a noble House. However, he can get assets past low levels of security into places (zones) they shouldn’t be, which may be of more use. Anything special, though, requires time to gather and deliver. He’ll want money up front — overcharging, of course. The players have no way of knowing this, but by the time any of those special items might be ready, he’ll be dead, and the characters will have lost their money.

 

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Once all questions have been answered, read the following aloud:

Qu’shan asks, giving you an ugly grin with teeth rotten or missing. “I have “We’re done here, then?” Qu’shan someplace to be.” He turns to leave. “Remember. Watch for my runner. Turo’ll know the one.” And with that, you watch as he strides away, deftly swapping out one face mask for another another,, blending easily away into the streets.  You  Y ou make your way way back to the edge of Low Market Market and signal that that you are ready ready for your return. return.

At the end of all scenes, remember to remove one Momentum from the pool.

S C E N E    : 

EPILOGUE Read the following aloud to the players:

The return home is lled with a quiet sense of pride. You found your way through the obstacles, earned the trust of the Harkonnen contact, and will soon know more — if there is, indeed, any more to know. Niran Rani’s Rani’s approval is plain on his face — though, true to himself, he does not make the next days’ practice sessions any kinder on you for your success. Turo Turo Imshel, too, wears their pride in you openly. It is likely not a coincidence that each of your favorite foods are reliably kept stocked in the usual meeting chamber.  Your  Y our training continues as originally planned, planned, and there is an additional sense sense of pride when when you see how far along you’ve comeown in your abilities and knowledge. Even though is far more military-minded than your House, you have come to understand moreHouse aboutHarkonnen them — and more about yourself as a result. It is a week gone by before you hear news from Qu’shan. Turo Imshel summons you all into the meeting room, where he greets you with a solemn, ashen-faced stare. You You feel a pit in your stomach as you take your seats and await news. “Qu’shan was found dead this morning,” they say quietly. “Qu’shan quietly. “The last time anyone saw him alive, he had been making arrangements with one of the couriers that we use to ferry messages. The statuesque Harkonnen pulls a small note-capsule from within their sleeve. “That courier dropped off this note.” They unroll the note and read: “Vernius “Vernius cell only had one other. Retreated off off Giedi Prime so no pointers to him. Plans unknown beyond that. No further news.”  You feel the knot in your  You your stomach build anew. House Vernius Vernius had planned something, something, but who knows what it was? Whatever it is, whatever those plans, they were worth a human life. There’s There’s more here than meets the eye, it seems, and you realize that your adventures may only be beginning. This concludes Act I of Agents of Agents of Dune Dune.. Take Take a break and discuss how the game went and how you think the characters are developing. Return any Trait cards you have to the gamemaster gamemaster,, they will n not ot be required anymore. When you are ready, you can return to the story with Act II. The gamemaster remains the same and everyone keeps the same character character.. In later sections you may need to reference the rules detailed in this chapter, but you can also refer to the digital Core Rulebook if you have it to hand.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

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 A C T   T W O :

G A M E S   A N D   S C H E M E S There is a legend that the instant the Duke Leto Atreides died a meteor streaked across the skies above his ancestral palace on Caladan. —the Princess Irulan: “Introduction to

A Child’s History of Muad’Dib“

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 A C T   I I , P A R T   � 

 T H E   M E R C H A N D I S E As the characters realize that there is more going on behind the scenes than they realized, a courier with a message from the Countess Nagara arrives. She is putting the characters in charge of negotiating a trade deal with the Combine Honnete Ober Advancer Mercantiles, the powerful organization more commonly known as CHOAM. It’ It’ss up to th the e players to take control of the shipment of valuable House Nagara wares, nd a place to store them, and check them for damage.

Objectives: @  Receive the shipment of House Nagara products and inspect them for any tampering. @  Negotiate the sale of the House Nagara goods with the CHOAM delegate. @  Keep the shipment secure.

In the negotiations themselves, the characters may sell all their merchandise, some of their merchandise, or none of it. This may have long-ranging ramications for them.

Once you are ready to start the gamemaster can read out or paraphrase the following:

Having played Act I you should be a little more aware of how this all works, but we’ll still be helping you along. However, However, we will go a little faster over the parts you are already used to. So if at any point something is confusing, check back to the rules sidebars in Act I and that should help you out. In Act II the story continues and we’ll add some more involved rules for conict, such as negotiating a deal or a deadly knife ght. But what you already know still applies in just the same way. way. For Act II the gamemaster should remain the same, and everyone should play the same characters. However,, you can swap over as long as no one has read ahead and been spoiled on what is coming up. ever  Your characters remain  Your remain as they are are with anything you have lled in for them staying as it is. Some asset asset cards you have gained may not be any use any more, and those should be returned to the gamemaster. gamemaster. Talents: As well as all their other abilities, you characters also have a set of abilities called Talents. Talents. Now

you know the rules a little better; it should make more sense to you, as will the others. Take Take a moment to review your Talents Talents to make sure you all understand how they can be used. Determination, Threat, and Momentum: At the beginning of this Act the Momentum pool begins at 3,

the gamemaster begins with 2 Threat for each player character. character. All characters retain any Determination they have already acquired. SCENE �:

 T H E   M E S S E N G E R Read aloud:

The thick, polluted air of Giedi Prime, the Harkonnens’ home planet, churns around you, sticking in your throat, making you cough. Ornithopters land and take off across the landing eld with a droning hum. The unsettling knowledge that there’s there’s more going on than you ever realized makes it difcult to concen concen-trate. Does your mother, the Countess Nagara, know? The roar of a frigate’s engines draws your attention. A man with an unnaturally straight posture and a sour expression on his face approaches you from the ship. With the pomp of the self-important, he hands you a sealed envelope. “The Countess Nagara has a message for her heir on Giedi Prime. “ Opening the letter you read:

 

37

38

 

 

“My dear child, CHOAM has reached out to trade with our House. They are looking to to purchase some of our famed Nagaran goods. You will nd a shipment on this frigate. This is an opportunity for you to try your hand at large-scale negotiations and learn a bit about our signature wares. Receive the product shipment, secure it, and negotiate with Sabrya Zavr, the CHOAM delegate, when she arrives. This trade agreement is critical to funding our management of Arrakis upon our ofcial arrival. Make sure you inspect the shipment carefully. carefully. Work hard. Be vigilant. Negotiations are not as easy as they seem. And never forget that you are the heir to the noble House Nagara.” 

With that, the courier turns tur ns on his heel and returns to the frigate while huge containers marked with the crest of House Nagara roll off the ship. The Countess’ message gives each player 3 Determination each (to a maximum of 3 if they already have some). This represents her extra support that will make many of their remaining tasks a little easier. It’s up to the players what to do with the shipment. They can also ask the Harkonnen for advice.    IIff they ask any of the Harkonnens, the Harkonnens suggest taking the cargo to one of their Barony warehouses that they will allow House Nagara to use. While there will be a ’small storage fee’ they insist nowhere will be more secure. This will cost 1 character 1 Determination point, the group should decide who. They can also move their scientists there. Go to Scene 2: Nagaran Wares – Going to the Harkonnen Lab.

Note which option the players pick using the tick

@

  They can also attempt to secure their own facilities by reaching out to individual merchants in Barony and renting a location. To do so, they must spend some of House Nagara’s wealth in the form of 2 Determination (between them, not each). If they do they can nd a warehouse with an attached laboratory. Go to Scene 2: Nagaran Wares  – Going to Their Own Lab.

@

boxes: Warehouse  Harkonnen Warehouse  Rented Warehous Warehouse e

SCENE :

N A G A R A N   W A R E S G O I N G   T O   T H E   H A R KO N N E N   L A B Read Aloud:

Taras Nikula, a Captain of House Harkonnen’s infantry, leads you to a series of suspensor tubes that buzz with activity activity.. In a bullet train sent through the tube, you shoot across Barony, Barony, seeing few people roaming the streets through the dense haze that covers everything. The tube delivers you to the center of the city city,, where you enter a massive high-rise guarded by men and women in Harkonnen uniforms. Clanks, thuds, and the sounds of motors moving huge amounts of goods out of the many warehouses stacked on top of each other. The sharp odors of strange chemicals and melted solder make you wrinkle your nose as you pass by the occasional laboratory. laboratory. The characters can inspect the warehouse, inside and out. They should now make an Understand test but you need not tell them the Difculty. Difculty.

   IIff they succeed the Understand test at a Difculty of 2, they nd electronic spy-eyes throughout the hallways.

@

@

 IIff they succeed the Understand test with a Difculty of 4, they also nd hidden spyeyes within the laboratory and warehouse. @  IIff confronted, Taras Nikula tells them that the Harkonnens take their security very seriously and only look at any captured footage if there are concerns.    The players can ask the Harkonnens to shut off the spy-eyes in the warehouse and laboratory.

@

  If  If they fail the Understand test the player characters learn nothing.

@

Reveal Taras Nikula’s card to the players.

Note here whether the players choose to turn the surveillance on or off. Surveillance On  Surveillance Off  Active surveillance is something the Harkonnens can hack into here. But should the player characters need evidence of tampering, a deactivated surveillance system will not record anything for them.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

G O I N G   T O   T H E I R   O W N   L A B Read aloud:

The dull roar of the ornithopter’s engine fades away as the vehicle powers down. You nd yourself on the very edge of Barony, Barony, the only place where your people could nd a suitable location for your goods. The reek of the factory fumes and crowded populace is slightly less here. Two Two large buildings, their windows dark and uninviting, wait for you.

If the warehouse is secured, record the Trait here by ticking the box:

The characters can inspect the warehouse, inside and out.  If they decide to check the security of the area they can make an Understand test at If Difculty 2. If they succeed they nd that this area is completely unconnected to the rest of the Barony, but it also has no security. They will need to provide their own.

@

@

 Warehouse not secure Warehouse  Secured Warehouse (Trait)

 IIff they want to set up their own security spy-eyes and listening devices they must make a Move test with a Difculty 2. If they succeed the area gains the Trait ’Secured WareWare house’.

Whichever facilities the players pick, continue with:

After a couple of hours, a mixture of Nagaran and Harkonnen laborers have unloaded the cargo into your warehouse. Massive containers crowd the inside of the vast space. Accompanying these containers is Dr Dr.. Erika Ganio, the lead Nagaran scientist. She mutters about her inventory and admonishes the workers to take more care of the containers as she heads toward the laboratory.

Reveal Dr Erika Ganio’s character card to the players.

Kobus Zaan, the Harkonnen Mentat who accompanied you, looks sternly at the vast containers, and for a moment regards Dr. Dr. Ganio with suspicion. “As we know you have an enemy in House Vernius, it would be remiss of me not to mention that logic dictates you check your inventory for sabotage.”

CHOAM

CHOAM stands for ’Combine Honnete Ober Advancer Mercantiles’. This organization is made of representatives and businesspeople from the noble Houses. It controls all commerce in the Empire. This includes Nagaran commodities, Harkonnen arms, and melange from Arrakis.

The player characters can try to determine if any of the goods were damaged in transit by attempting an Understand test with a Difculty 2. Alternatively Alternatively,, a Discipline test with a Difculty 2 allows them to direct some of their Nagaran aides to nd any damaged merchandise. @

  successful skill test reveals that some of the stock is damaged. Thankfully not badly A

and it can be repaired by Dr. Ganio while they negotiate. @

 If the characters fail their skill test or do not attempt this skill test at all , they notice If

nothing wrong with the shipment. SCENE :

 T H E   N E G O T I A T I O N Read aloud:

With the cargo safely stowed it is time to negotiate a price with the CHOAM representative. Kobus Zaan escorts you to the grand Harkonnen dining hall. It is a dim room lit by chandeliers of glowglobes oating near the top of the vaulted ceil ings. The seats and table are made of cold, expensive blackplaz. The entire place exudes a feeling of industrial efciency. With no tapestries to mufe any noise, voices echo off the glossy walls like melancholy ghosts. Though the food looks and smells appealing, it has the appearance of something manufactured, as opposed to crafted by an artisan. Kobus Zaan glances around the dining hall. “It appears the CHOAM delegate is not here, yet. Do you have any questions before you begin your negotiations?”

 

39

40

 

The players may have questions about the whole situation, things that their characters are should already know:  What is CHOAM? @  What CHOAM is the Combine Honnete Ober Advancer Mercantiles. They control all commerce in the Empire, including Nagaran commodities, Harkonnen arms, and melange from Arrakis.  What do you know of Sabrya Zavr?   What

@

She was recently promoted her position within CHOAM. She is very strict when it comes to the quality of thetogoods she negotiates for. for.  What are the Nagaran products used for?   What

@

Nagaran-made goods are known for their high quality and effectiveness. You You can nd Nagaran devices found throughout the Imperium. And your House alone controls the secrets to their technology.  What are our options?   What

@

Sabrya Zavr wants as much of your shipment as she can get for the lowest price.  You need to convince her it is worth buying  You buying for a high price. price. But be careful careful not to push the price so high she walks away from the table. Ideally you must convince her that despite the cost you are asking her to pay, she is getting a valuable cargo that can be sold for much more. When the characters are ready to proceed with negotiations,  read the following:

With a quiet hiss, the dining hall door opens. A woman strides in and greets you. She holds out her hand. “I am Sabrya Zavr. I look forward to negotiating a deal with you.” Sabrya Zavr has bright, intelligent eyes and a passion for bartering. She wants a good deal and will undoubtedly push to get her way. With the backing of CHOAM, she has a lot of leverage, and she’s she’s not afraid to use it. Negotiating with Sabrya will be a conict. If you can win the conict, you will have got the best price you can for your goods from her. But if you lose, she will have conconvinced you to allow her to pay less than the market value. While you have the goods, she is better aware of the price they might command in the Imperium as a whole. She can also leverage House Nagara’s Nagara’s need for inuence within CHOAM to push down your price as a favor to her. Conict involves bringing assets into play and using them to grant the leverage required for victory, victory, be it an intrigue, negotiation, or a knife ght. The Difculty of the tests involved will not depend on a set number but the result of an opponents’ dice roll, in this case, Sabrya’s as it is a contested test. The zone map shows you the battleground you face in the negotiation. Sabrya has three zones, representing the approaches you can take to convince her to make a favorable deal. You can try and charm char m her using Communicate, you might hold to your price and try to wear her down using Discipline, or you might try to confuse her with gures using Understand. Each player also has a zone, and each of you should place your character card in the correct zone as a marker. The zones are all the same so don’t worry which you start in. Any unoccupied player zones will not be used. All these zones are linked by the central zone, the ’negotiation zone’ all the assets in play begin there, representing what each side has brought to the table and intends to use in the negotiation.

Reveal Sabrya Zavr’s card to the players, but only the picture side as the players will not know her skills. Reveal the Negotiation Map to the players and place it on the table. Put the three Nagaran Wares and the three CHOAM Inuence asset cards in the central zone of the map. Place each character card in its starting zone.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 You have three assets  You assets in play, play, called ’Nagaran Wares’ which each represent represent a third of of your wares. Take Take those cards and place them in that zone. Sabrya also has three assets called ’CHOAM Leverage’. Take those cards and place them in the central zone as well.  You must try and move  You move each of your Nagaran Nagaran Wares Wares assets into one of Sabrya’ Sabrya’ss zones and defeat her in a challenge to reach a price. Fail the challenge and she will have talked you into a bad price. Hopefully, Hopefully, one of these areas is her weak spot, but you won’t know until you have challenged her. I will be playing Sabrya, who will be trying to drive each of you out of the negotiation. If she can move one of her CHOAM Inuence assets into your zone, she can initiate a challenge to drive you from the negotiating table. If all of you are driven out Sabrya will have forced a very bad price on you as a group for all your goods, no matter what you have already negotiated! But before you sit down to negotiate, a messenger arrives with a worried looking Dr. Ganio and whispers something in Sabrya’s ear. She smiles slyly at the news she is being given. “As per our agreement my technical staff have inspected the merchandise and they have found some items are not the quality we were expecting. I hope you are prepared to compensate for this decit in your negotiations.”   If the damaged merchandise was discovered read the following:

@

While you were hoping the damage wouldn’t be detected, you have prepared for this moment. With Dr. Ganio’s help you explain that there was some minor transit damage to a few items but they are all in full working order. Even Sabrya’s technicians are forced to admit the repairs are perfectly ne. However, However, it seems a minor skirmish must occur before the real negotiations begin. One of the player characters must make a Communicate test, Difculty 3, but the

other characters can all assist. @  If they succeed Sabrya has to accept the merchandise is good and no further will be said.   If they fail Sabrya will insist some of the merchandise is substandard and not worth full price. Mark one of the Nagaran Wares cards as noted in the direction sidebar.

@

Mark one of the Nagaran Wares assets (either with a pen or a paperclip) to distinguish it. Any tests with that particular asset will be one Difculty higher for any and all tests. Tick the box if appropriate  Damaged Merchandise: +1 Difculty when attempting to sell any Nagaran Wares 

  If the damaged merchandise was not discovered, read the following:

@

Dr. Ganio hurriedly explains she The news catches you off guard, and a mortied Dr. only found the problems as the CHOAM inspectors began their search. However, However, she believes the faulty items can be repaired with a little time. Unfortunately, Unfortunately, the damage is already done and Sabrya will clearly use this to her advantage unless you can mollify her a little. One of the player characters must make a Communicate test Difculty 3, but the

other characters can all assist. @  If they succeed Sabrya has to accept the merchandise can be repaired but she won’t make negotiations easy. Any attempt to actually sell anything to her has the Difculty increased by 1. Tick the Damaged Merchandise box, but you need not mark any of the cards as the penalty applies to all of them.   If they fail they have to work hard just to keep Sabrya at the negotiating table. Remove one of the Nagaran Wares assets, and mark that it has sold for a bad price (see later) before you even start the conict!

@

 

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Take a moment to complete the set up for the negotiations and make sure everyone knows what to do. The gamemaster will control Sabrya’s attempts to negotiate; the players will each perform actions for their character. Read or paraphrase the following to detail the rules of the negotiation conict. Once everyone is happy they understand the rules of the conict you can begin:

ORDER OF ACTION @ 

Each player may take one action each turn. Sabrya (due to her experience) may take two.



The players’ side goes rst with one player taking an action. Then play moves to Sabrya’s side for her to take her rst action. Play then returns to the players’ side for a different player to take an action. This continues to alternate until one side runs out of actions (whereupon any remaining characters on the opposing side can each take their remaining actions in any order) until no one has any actions left.

@

Which player acts on the players’ turn is up to the group but no one can act twice.



Either side can ’Keep the Initiative’ if they spend 2 Momentum or Threat. In this case play remains with their side and if that side has a character that can act they may do so. Keeping the initiative does not grant any additional actions, it just lets one side take two in a row.

 ACTIONS On your turn you may do one of two things: @  Move an asset @  Use an asset If you move an asset you may move it subtly or boldly: @  If you move it boldly you are trying to provoke your opponent into a hasty action. Make a test at Difculty 2 and if you succeed you may move one of your assets (Nagaran Wares) to a connected zone from its current one, and move one of your opponent’s assets (CHOAM Inuence) to a zone connected to its current one. @ 

If you move subtly, you are making a clever plot to grant you an opportunity. Make a test at Difculty 2 and if you succeed you may move one of your assets to a zone connected to its current one. If you choose to keep the initiative the cost of doing so is reduced to 0.



The test to move an asset depends on the conict. As this is a negotiation, all such tests are made using Communicate. The Drive is up to each player and they should maintain the same for one all tests in the conict for the sake of ease. Focuses may be applied if they pertain to negotiation and diplomacy, or even intimidation.

If you use an asset you are attempting to make a direct attack on your opponent to win

the conict, having placed your assets in a key tactical position. An asset can only be usefully used in this negotiation if it is in one of Sabrya’s zones or that of a player character character.. To use an asset: @  Both the acting character and the subject of the zone the asset is in must make a test. Instead of comparing the results to a Difculty, the character with the most successes in their result wins the challenge. If there is a draw the subject of the zone is the winner. @ 

If the subject of the zone wins the challenge the attack is repelled. The asset remains where it is and nothing else happens.



If the owner of the asset wins the challenge they have defeated the subject of the zone.

REMEMBER  YOUR ABILITIES ABILITIES

While a conict may be new to the group, it still involves skill tests. As such, Talents, Momentum and everything else can still be used as normal. While a quick victory may be a worthy goal, taking time to build Momentum and gather a good dice pool may lead to a more assured victory in the long term.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

Mark which wares sold for good or bad prices as you go. Do the same for any player characters removed from the negotiations. Nagaran Wares 1

USING NAGARAN WARES Tests against Sabrya to make a deal on the wares are made using the skill named on the zone in question by both parties in a contested test. @ 

If a player character wins Sabyra accepts a good price for the Nagaran Wares asset and it is removed from the table.

@

If Sabrya wins the player characters have accepted a bad price for the Nagaran wares and that asset is removed from the table. It is handed to the players as the

Good Price  Bad Price



Nagaran Wares 2

Complication detailed on its reverse. If one of the wares is marked or if the player characters failed to convince Sabrya the repairs were good the Difculty to do this is one higher.

Good Price

USING CHOAM INFLUENCE

 Bad Price

Tests to remove player characters are made using Communicate by both parties in a contested test. Such tests can be made only when a CHOAM Inuence card is in the same zone as a player character’s card.

Nagaran Wares 3

Good Price



If a player character wins Sabyra must remove the CHOAM inuence asset from the table.



If Sabrya wins the player character has been driven from the negotiations and they may no longer act. Remove their character card from the zone map. Sabrya’s CHOAM inuence asset remains.

 Bad Price Characters Removed

 Shizu Nagara  Jiro Nagara  Zar Callas  Natalia Khan  Alice Dominica

 ASSISTANCE  ASSIST ANCE @ 

Player characters may not assist each other when attempting to move an asset. But up to three player characters who are in play can assist anyone using an asset against Sabrya.

OUTCOMES The negotiation ends when all the Nagaran wares assets, or all the player characters are removed from the board.

 

43

   

SABRYA ZAVR  CHOAM Negotiator, (Notable Supporting Character)

DRIVE

Sabrya is an experienced diplomat and despite her love of style and courtly graces she is every bit the hardnosed businesswoman. businesswoman. While she respects the player characters as nobles, she also thinks they will be inexperienced and naïve. It will be up to them to prove her wrong. During all tests Sabrya will use her Power Drive unless she is unable to. Traits: Diplomat, Arrogant TALENTS @ Dedication: If there is no Threat at the start

DUTY:

7

FAITH:

6

 J U ST I CE :

5

POWER:

8

 T RU T H :

4

SKILL

of a scene, Sabrya may roll 1d20 under her Discipline to gain 1 Threat. Assets: CHOAM Inuence Inuence

S TAT E M E N T

FOCUSES

BATTLE:

4

COMMUNICATE:

7

DISCIPLINE:

5

MOVE:

5

UNDERSTAND:

6

The gamemaster should record how many of the Nagaran Wares are sold for a good price or a bad price. They should also record if the player characters are all removed from the negotiation (and therefore receive a bad price for all their wares). For each Nagaran Wares asset that gets a good price, two player characters may gain 1 Determination point. Which player characters get a point is up to the group, but no character may have more than a total of 3 Determination. For each Nagaran Ware that goes for a bad price the group gain one of the following Traits: @  Failed Negotiators @  Naïve Diplomats @ 

Badly Trained

At the end of the negotiation conict, conict , read the following aloud:

Having completed your rst galactic negotiations, you have made a connection to the Landsraad, the great council of Houses Major. Major. Hopefully it is a good one. Whatever the result, you have learned a few lessons in the art of negotiation that will no doubt be useful as future leaders of House Nagara. Take a break to talk about how the conict went and any problems you came up against. The players can discuss in character how the negotiations went. They may want to touch on: @  What  What they’ve learned about their own House, the Countess, and the goods that their House manufactures. @

    @  @  @

 W What hat they’ve learned about CHOAM, the organization, and Sabrya Zavr.  Who their allies are and who they can trust. Who  What they believe is in their future. What  What they plan to do with their new resources. What

Winning is what matters.

Negotiation

Each Nagaran Ware that sells badly has one of these Traits on the reverse. On a good sale the gamemaster takes the cards and grants a Determination point. On a bad sale the gamemaster gives the player that Nagaran Ware card as the Trait to the player characters.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 A C T   I I , P A R T    

H A R K O N N E N   M A N A G E M E N T To continue their education, their Harkonnen allies decide to show the player characters one of their weapons factories and how they run it. They notice that the factory is not very safe for the workers. After their initial tour a horrible accident claims at least one life. Tensions boil over and a group of workers lead a revolt that the characters must deal with through violence or negotiation.

Objectives: @  Visit one one of House Harko Harkonnen’ nnen’s fact factories ories on Gie Giedi di Prime. @  Learn how the Harkonnens view their workers and preside over their people. @  Halt a worker rebellion.

SCENE �:

S W O R D   A N D   S H I E L D  Read aloud:

“You’ve done well for House Nagara. Sabrya Zavr is not one of CHOAM’s easiest delegates to work with. She even makes many a Mentat nervous.” Kobus Zaan chuckles as he approaches you. “In fact, the Baron Harkonnen thinks you are ready for an even bigger test.” He ushers you to a private car waiting in a thrumming suspensor tube, where you speed off through the transparent tracks. Ahead of you, thick, black smoke billows into the air from a large building. The hiss of steam and the clank of machinery penetrates even the transport tube. As you step from the vehicle, heat and the distinct fumes of metal manufacturing blast you in the face. Kobus Zaan gestures toward the building. “Today, you will experience how this factory runs and how we increase efciency. efciency. As this is a secure facility your troops can stay behind and guard your shipment while we await its collection for CHOAM.” At this point, the players may have some questions:  What does this factory make? @  What

”It’s a local weapons factory that manufactures stunners, dartguns, and kindjals.” ”It’s  Why did our House Nagara troops stay behind?   Why

@

“This factory is well-established in the of Barony, Barony , so our Harkonnen troops shouldofare sufcient. Besides, the Countessand would notmiddle be happy if anything happened to the shipment goods she gave you. Trust me on this.”  What kind of efciencies does this factory need?   What

@

“Based upon the latest production reports, this factory’s output has decreased slightly and not kept up with the gains in efciencies that other, similar factories have seen.” Have the players attempt a Communicate test with a Difculty 4 here. A success reveals that Kobus Zaan is hiding something from them, but they cannot tell what. In fact he is hiding just how brutal the way the Harkonnen run their factories is, so he can see how they react. Once the players are ready to move on, read the following:

Pointing out the different types of machinery and assembly processes, Kobus Zaan takes you through the factory.   Have the players attempt a Difculty 2 Understand test. If they succeed, read the following (if they fail they notice nothing unusual, skip to the next test):

@

 

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 You notice very few safety protocols  You protocols in place. As you tour the factory, factory, open vats of chemicals cause your eyes to tear up and your lungs to seize. You don’t see any kind of monitoring or protective equipment used by any of the workers. You You see dangerous hazards of all varieties around every corner.   Give the players a Difculty 3 Communicate test. If the players succeed, read the following (if they fail they notice nothing unusual, skip to the next part):

@

Several of the workers turn away from you as you enter their section of the factory. Others narrow their eyes at you, challenging your authority silently. There’s an unsettling tension in the air air.. At this point, Kobus Zaan takes the players to a busy area of the factory. Read aloud:

Superheated metal bubbles and hisses in a massive vat suspended above the factory oor. Workers use chains and pulleys attached to the giant tank to tilt it, pouring the molten liquid into molds for weapon bodies and parts. Steam and smoke choke the air. You are glad when Zaan declares you have seen all the important parts of the factory oor. “Now that the tour is done, you can interview some of the laborers. Please meet Xav Camran and Colrin Bentlix.” Kobus Zaan gestures for the two to join you, pulling them away from their positions manning huge pieces of industrial equipment. Xav Camran is tall with a powerful frame. She refuses to meet your eyes, perhaps a

sign she is timid. She chooses her words carefully and stutters when she responds. Xav is clearly trying not to lie, but is also phrasing her answers as diplomatically as possible. Colrin Bentlix is a lanky fellow with a mop of brown hair. He seems to want to lash

out at you and at Kobus Zaan, but barely keeps himself in check. Colrin has a dismissive, disdainful attitude, but also looks at you with a timid form of hope. @

If the characters may want to chat with them. Here are some options for discussion: @  What  What do you do here?

Xav – “I haul the scraps of metal that don’t make it into the molds back to the supply room where they can be sorted and melted down again for re-use.” Colrin – “I direct the molten metal into the molds.”  How do you think efciency can be improved?   How

@

Xav – “That’s not something I think about.” Colrin – “Maybe make sure the machinery is maintained so it doesn’t break all the time. Or maybe don’t...”   Kobus Zaan will interrupt Colrin and encourage him to move on.

@

 Do you like working here?   Do

@

Xav – “This is what I do. ’Liking’ it is not something we think about.” Colrin – “I don’t have much of a choice, do I?”   If the players press, Kobus Zaan will interrupt and ask them to move on.

@

 Where are the safety protocols?   Where

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Xav – (Looks around suspiciously.) “We’ve never had those as far as I know.” Colrin – “That’s… “That’s… not… no… we’re perfectly safe.” Kobus Zaan – “Our safety protocols are implemented at a higher level, so that the workers don’t have to worry about them.”

Reveal Xav Camran’s character card. Reveal Colrin Bentlix’s character card.

 

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 Why is it so tense in here?   Why

@

Xav – “I don’t know what you mean.” Colrin – (Says nothing, looking at Kobus Zaan.) Kobus Zaan – “Are you sensing tension? That’s typical for work like this, but let me assure you that our worker’s safety is taken care of fully.” Once the characters have nished speaking with the laborers, read the following:

With an ear-piercing squeal, the supports holding up the reservoir of smelted metal snap and break. The scalding liquid gushes out in a boiling ood. Before you can react, the melted metal surges over the two workers. The stench of burning esh lls the air. Screams Screams rise from all corners of the factory oor. The workers scramble over each other as they ee. The players should all make a Difculty 3 Move test. None of them can assist, they must each make the test. Each player should note this Trait on their own character sheet and its value for X. Tear up the cards of those they fail to save.

  Those who fail become injured. Add the ’Painful Burns Bur ns X’ Trait, with X representing how many successes they fell short of success (how many fewer than 3 they got). As this Trait Trait has a number it adjusts Difculty levels by that number (X)! If they succeed, they avoid injury.

@

They hey can try to save Xav or Colrin but only one of them. If they succeed at a Move     T test with a Difculty 5 they can pick one to save, tear up the other character card. If they fail, tear up both cards.

@

Once you tear up the cards, read the following:

Cries and sobs tear at your resolve. Many of the workers suffer from burns or were trampled trying to escape. Kobus Zaan wrinkles his nose and sighs. “I don’t think we’re going to get much work done today. today. Come with me to the administrative ofces. We can at least look through the factory numbers and records.” Kobus adds that you can receive medical treatment in the administrative ofces. But he shows little or no concern for the injured workers. @

If the player characters ignore the workers and follow Kobus move to the next

section (Scene 2).   If the player characters stop to try to help the injured workers they must attempt an Understand test with a Difculty 3.

@

Give the players the Impressed by Nagara Compassion Trait card. It will grant a 1 step reduction in the Difculty of social interaction with the Harkonnen workers.

@

If they succeed, they gain the trait ’Impressed by Nagaran Compassion’ regarding

the Harkonnen workers. If they fail their efforts go unappreciated in the carnage. When they catch up with Kobus  read the following:

“That was unnecessary,” unnecessary,” Kobus Zaan scolds you. “We must allow our workers to be independent and self-sufcient if we want them to be most effective.” But you saw the gratitude in their eyes…  You follow Kobus  You Kobus into the spartan spartan administrative ofces. ofces. As you enter an aide hurries in and whispers in Kobus Zaan’s ear before rushing out the door. He turns to you. “It appears that you will get more of a lesson today than any of us thought. A group of anarchists have taken over part of the factory. How do you think this violence should be dealt with, Nagara?”

 

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SCENE :

REBELLION Read aloud:

As Harkonnen medics, none of whom have the Suk diamond tattoo on their foreheads, attend you, the screams of the workers ring in your ears. Kobus seems unmoved, and instead is studying a ragged piece of paper that an aide has fearfully handed him. As a mentat he has memorised the words in an instant, but you can see his mind is calculating alternatives and probabilities as he considers every pattern. Finally he turns to you. “Well, you have been given an opportunity for advanced training that we did not anticipate. Let us see how you lead when insurrection, violence, and lives are on the line. These rebels have dared to give House Harkonnen a list of demands. I’ll leave it to you to settle the matter matter.. But remember, your perfor mance will be considered part of your training assessment.”   If anyone received an injury, they get brusque and functional Harkonnen medical treat ment. However it still reduces the Painful Burns Trait by 1 or down to 2 (whichever is better).

@

Give the players time to study the rebels’ demands. They can then ask Kobus any

questions they have about the situation. The following are suggestions:  Can we improve safety? @  Can “We must consider the protability of the factory and its goods. The occasional casualty is unfortunate, but minimal amends to any family the worker may have are built into the budgets. Renovating the entire factory would require a substantial investment outside the current plans.”  What are the workers paid now?   What

@

“The workers receive housing and food. We try to employ those who are single and have small or no families to save on costs.”  Can a doctor see the workers?   Can

@

“We do not have that kind of expense budgeted for this t his factory. factory. It also depends on what kind of medical profession professional al they want to see. A Suk-trained doctor is out of the question.” @

 

 W What hat does Kobus and House Harkonnen think about this situation?

“These ’rebels’ are anarchist malcontents, led by a man named Callum Ruta. We see this kind of protest crop up every so often. House Harkonnen recommends controlling the workers with a rm display of power and quashing the mutiny using whatever means necessary. We can provide weapons or some resources for the course of action you decide upon.”

 What about negotiating with the workers?   What

@

“You negoti“You will have to nd their leader Callum Ruta, but be careful. They won’t negotiate anywhere they do not have the advantage. Firm negotiations without acquiescing to all demands is a satisfactory alternative. If you go this route, remember to keep our prots and budgets as your highest priority. Having a factory like this operating at a loss will make us appear weak to our subjects and our peers.” The characters can choose to follow Kobus Zaan’s recommendation and attack the rebels, or they can try to negotiate with the rebels. Whichever option they choose to use, it is a conict we will resolve in the next scene.

Give the players the Rebellion Demands handout. REBELLION DEMANDS

The letter from the rebelling workers reads as follows: There more you can doistonous, so we have nothing to lose. We have taken several hostages in the hope there are some people in this factory you care about. But if all you care about is prot, know that we have ceased all production and we will sabotage the machines to make this place useless to  you for years if our demands are not met. All we want is for basic safety systems to be installed and medical aid for the injured. Give us this and we will return to work. Further violence will only cost  you both time and prot. — Callum Ruta

Characters receive medical attention. Reduce Painful Burns Trait by 1 or down to 2.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

SCENE :

F A C T O RY   C O N F L I C T Read aloud:

Reveal the Factory Combat map and place it on the table. Place the player character’s cards in the administrative ofces zone. Take the Six ’Worker Gang’ cards, the three ’Decoy’ cards, and Callum Ruta’s card and place them as directed next. HARKONNEN  WORKERS

Target Number - 13

 

  Standard 2d20 dice pool Gamemaster may increase with Threat as usual.

The rebels have spread out across the factory, a place they are intimately familiar with. They have destroyed security cameras and know the best places to hide in wait for an ambush. But you know that if you can get to Callum Ruta and either kill him or convince him to stand down, the rest might follow. But rst you need to draw up a battle plan. The players now make a Difculty 0 Battle test , with one character making the roll

and the others assisting. For each success they gain, place one of the worker or decoy cards face down in any zone except the administrative ofces. Multiple cards can be placed on the same space. These represent the intelligence they have received about the rebel forces. The worker gang marked as ’Callum Ruta’s gang’ is the one containing Callum Ruta and is the player character’s objective. But it should be placed like any other card.   If the players roll more successes than you have cards, reveal and remove one Decoy card for each remaining success. If there are still successes remaining, allow the players to choose one card to ip face up for each remaining success.

@

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If you have cards remaining (that are not Decoys) you may place and reveal those on the map in any zone the players move to as soon as they move there. Once on the map they are treated like any other card. These represent further groups of workers the player’ss survey did not discover. player’

Tell the players that each card represents either a decoy, a gang of workers, or Callum Ruta. But they will have to investigate to nd out which. Read aloud:

This conict will work in the same way as the negotiation, but with different assets and objectives.  You begin in the administrative  You administrative ofces, and somewhere somewhere in the factory is the rebellion leader Callum Ruta and several gangs of armed rebel workers. We will take it in turns to make moves and use assets. The workers are my assets, your character cards are your own. You can stay together for safety or spread out to have a better chance of nding Ruta. The conict works just as before. You must make a Difculty 2 Move test to move your character (asset) to another adjacent zone either subtly or boldly. If you succeed you may reveal all the cards in the zone you enter enter.. If you fail you are unable to move. Revealed cards are turned face up and are never turned face down again. Unrevealed cards cannot be moved by players. If you ’use an asset’ in a zone your character can initiate either a ght or a negotiation with the workers. If you ght, you make a test using Battle, if you negotiate you use Communicate. If you win either test the card is removed from play, either defeated or convinced to stand down. All these tests are contested tests and the workers have a target number of 13 for all tests. Any character in the same zone can assist for either type of test by giving up their action for that turn.

 

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If you fail the test the workers attack you and you suffer a point of damage from the conict, and the worker card remains on the map. This is a point towards the requirerequirement to defeating you and when you have as many points as your Battle skill you are defeated and removed from the conict. On my turn I can move any card I have not yet moved by one zone (with no test). Cards that enter a zone occupied by a player character are automatically revealed. Instead of moving I can pick a zone with a revealed worker gang. All player characters in that zone must make a Difculty 3 Battle test or suffer a point of damage towards defeat. Each card may only attack or move once per turn.   If the players are all defeated, tear up Callum Ruta’s character card and read aloud:

@

As the mob of angry workers heads your way, the coordinated tromp of boots distracts you. Harkonnen troops, armed with stunners and shields, begin to take down the rebels with brutal efciency. Electric zaps and pained screams reach your ears. The bitter reek of burnt hair invades your nose. In a few short minutes, it is over. over. You pick out the one called Callum Ruta among the bodies lying on the ground, his eyes open and staring as if disbelief. “This is how one handles a mutiny,” Kobus Zaan states, his face utterly devoid of emotion.

Callum Ruta’s card is revealed and one or more player characters are in the same   If zone, read the following:

@

Rounding another series of iron and steel machinery you nd yourselves face to face with Callum Ruta. Tied up near them are several supervisors who look frightened for their lives but are otherwise alive. Callum and his supporters look broken by years working for the Harkonnen, but they are not defeated. They look desperate, and all grip heavy metal tools as they step towards you, but perhaps there is still a way to end this situation peacefully. The players should now decide if they should negotiate for peace or try to kill  Battle or Callum Ruta and end the rebellion that way way.. They must decide to use either  Battle Communicate, but not both. Only characters in this zone can participate in the test. The Difculty for both tests is 4 as desperation and a lack of faith in the Harkonnens makes both armed struggle diplomacy extremely difcult. Eitherthe testHarkonnens is an extended test with a requirement of 6.and There will be time for three rolls before arrive and take control of the situation, probably with violence.   If the player characters choose Communicate and have the Trait ’Impressed by Nagaran Compassion’ a Communicate test Difculty is reduced by 1. It is reduced by another 1 level if no worker gangs have been removed from the map with a Battle  test by any player character.

@

  If the player characters choose Battle and have the Trait ’Impressed by Nagara’s compassion’ the Difculty of their rst Battle test is reduced by 2 as they catch Callum’s Callum’s people by surprise. This modier only applies to the rst test of the ght though. If they have removed half of the Worker Gang cards from the map through Battle  the Difculty of the test is reduced by 1 for the whole test as the legacy of brutality worthy of the Harkonnens is enough to demoralize the rebels.

@

 

Defeating a player is an extended test with a requirement of their Battle skill. If any player accumulates this many damage points they are too injured to continue.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

If either the Battle or

  If Callum Ruta’s Gang is defeated with a Communicate test read the following:

@

Callum Ruta looks you in the eye and reaches out, grasping your ngers in an Imperial handshake. “House Nagara has my respect.” Without anyone the wiser wiser,, he slips several tiny pieces of paper into your hand.

Communicate 

test against Callum was successful give the player characters the Callum’s Message card.

As Kobus and several troops arrive you stand between their guns and your new allies. “We’ve resolved the issue. The workers will go back to work and we have given our word that certain safety features will be installed here and medical attention will be given to the injured. No further action will be taken from either side.”

It reads ’Beware Nagara, Zaan cannot be trusted.’

Kobus is clearly lled with both rage and disbelief. But before he can answer you say “We have given our word as House Nagara. If you dare make us liars and break our word, kanly will dictate our response.” Kobus clearly detests the position you have put him in but he has no choice. He waves his men away and grudgingly agrees to your arrangement, but he is clearly already plotting some form of retribution.   If Callum Ruta’s Gang is defeated with a Battle test read the following:

@

As Kobus and the Harkonnen troops arrive they nd they are too late for further bloodshed. Kobus Zaan nods in approval. “Well done, Nagara. You have the

 

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battle prowess necessary for a member of the Landsraad. I wasn’t sure you would do what was required. I’ve instructed our House troops to single out a few more insurrectionists and make an example of them. Ruta’s body will also make a ne deterrent for any more troublemakers.” His gaze rakes over the defeated rebels. “I think you’ll make a ne House leader, after all.” As they drag the bodies away you notice a few scraps of paper fall from Callum’s Callum’s lifeless ngers, unnoticed by the Harkonnen.   If Callum Ruta defeats the players in either test , tear up Callum Ruta’s character card and read the following:

@

The coordinated tromp of dozens of boots comes closer and closer. Harkonnen troops, armed with stunners and shields, stream through the door and beat Callum Ruta and his associates with brutal efciency. His pained grunts and the wet splash of his blood hitting the oor reaches your ears. The bitter reek of burnt hair invades your nose. “This is how one handles a mutiny,” Kobus Zaan states as he directs his troops to stop any other mutinous intentions. “House Nagara must unlearn this softness if you are to survive.”

 

At the end of this section note how it was resolved:  Battle  Communicate  Zaan

 

sCeNe �:

R E T U R N   T O   B A R O N Y Read aloud:

The ornithopter’s motors hum around you as you leave the factory. Turo Imshel and Niran Rani have arrived to join you and hear about your performance. They, along with Kobus Zaan, sit across from you in the small cabin. The air is frosty to say the least. Niran crosses his arms and barks at you, “So, how do you think that went?” Turo puts his hands out. “Perhaps, we should analyze the outcome with a little more objectivity. This is a good lesson to discuss.” Kobus Zaan studies the dark, hazy skies outside the windows. The players may want to discuss the recent events with the Harkonnen advisers. Niran Rani and Turo Turo Imshel defer to Kobus Zaan. What hat will happen to the factory now?    W @  If  If the players negotiated a peaceful resolution:

@

“Unfortunately,, a new set of mutineers attacked, and we had to halt all work in the Kobus Zaan – “Unfortunately factory.. It was a total loss. Materials, resources, everything.” factory @

If the players killed the revolutionaries: Kobus Zaan – “The Harkonnen security team did a sweep and found plans for another attack. They determined that the factory is too much of a liability. liability. It was a total loss.”

 What would the Harkonnens have done?   What

@

Kobus Zaan – “House Harkonnen would place all the workers in the slave complex that dominates the center of Barony to prevent the idea of insurrection from spreading. We would interrogate any participants, then execute them. We would bring in new workers from other factories, as we will have to do, regardless.”   Are  Are all the factories like this?

@

Kobus Zaan – “Like what? Efcient?”   How  How do you feel about Nagara managing Arrakis?

@

Kobus Zaan – “We recommend you adopt our style of ruling. The Fremen and other workers on Arrakis are even more disobedient and insubordinate than the docile occupants of Giedi Prime.” When you are ready to continue , read the following:

Silence falls upon the group, the thrum of the ornithopter’ ornithopter’ss motors the only sound. After you arrive at Harkonnen Keep, Kobus Zaan lifts his chin. “That is all for today. You You should rest and recuperate. After all, that was an intense exercise.” He bows and gestures down the long, glowglobe-lit hallways toward the residential part of the keep. The dim, industrial designs of the Harkonnen manor surround you as you head to your rooms. This is a good time to have the players reect on the experiences of the day and their perspectives.

If the players distrust the Harkonnen enough to decide to search their rooms, a successful Understand test with a Difculty 2 reveals a listening device and a spy-eye just outside the door of their rooms, but inside each room seems clear. Encourage the players to decide if their characters agree or disagree with the Harkonnens. If any character still has the Painful Burns Trait it is reduced by another point. If it is reduced to 0 it is removed. If it is not reduced to o it will reduce by another point at the end of Part 3 and be removed at the end of Act II.

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 A C T   I I , P A R T    

S A B O T A G E The player characters to return to their laboratory to see how things are progressing and discover their equipment is behaving strangely. strangely. After helping the scientists, they discover that it was no accident but sabotage. An investigation reveals that one of the lab technicians, Kira Jaro, is a plant. Once she’ss caught, Kira Jaro will challenge the characters to a duel. she’ They may face her in combat or interrogate her. In the end, they will discover that someone is not only trying to hinder their preparations for Arrakis, but also out to steal Nagaran technology.

Objectives: @  Help the scientists determine why their equipment is malfunctioning. @  Find evidence of sabotage. @  Discover that the sabotage was a distraction for a member of a rival House to steal Nagaran technology. @  Find the two minimic lms as evidence of House Vernius’ involvement.

S C E N E   � : 

M E L A N G E , M I N I N G ,  A N D   M A L F U N C T I O N S Read aloud:

As you enter the doors to the laboratory, Dr. Erika Ganio rushes over to you, her eyes wide and worried. The usually unappable scientist ails her hands as she says, “As you know, we’ve been working on a new type of spice extraction unit. But the tests are coming back with strange readings. I… I don’t know what they mean. It’s very odd.” She pushes through several doors and guides you to the huge extraction unit, suspended over a large test bed of spice layered sand. Tendrils Tendrils of stinking smoke curl up from the motors and extractors and a smell of burnt cinnamon and ozone lls the room. Lights ash. Alarms blare. The power supply sparks with the strain. Dr. Ganio puts a trembling hand on your arm. “I’m a chemist, not a technician. What Dr. do you suggest we do?”   If the characters want, they can ask Dr. Ganio about the situation: @  How  How long has this been going on?

@

“It just started! We thought things were going well...”  What do you recommend?   What

@

“The only thing we haven’t done is to try detaching it from the power supply and shutting off the main power switch. We didn’t want to risk the amount of spice inside, being sorted from the sand through an electrical process. It’s It’s dangerous to get that close and could cause an even worse malfunction. I didn’t want to take the risk. Maybe you can think of something we haven’t... I don’t know what to do! We’re at our wits’ end here!” At this point, the characters have several options. They can try to:  Fix the machine themselves with an Understand test with a Difculty 3. Any Talents or @  Fix Focuses related to machinery or technology will apply. @

Detach the machine from the power supply with a Move test with a Difculty 2. That  Detach allows the characters to shut off the main power switch without getting shocked.

nspire Dr. Ganio and her subordinates  into identifying the problem and rectify it with    IInspire a Discipline  test with a Difculty 2.

@

Threat and Momentum reminder:

Remember you can make Difculty ratings 1 step harder for the player characters by spending 2 Threat. You can also buy extra dice for your nonplayer characters (NPCs)  just like the players can. If they have run out of Momentum, the players can give you Threat instread. Unlike Momentum, the Threat pool no maxi-up mum, so if ithas is building a little it might be time to spend it.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

If the characters succeed, a power surge blows a system and the laboratory goes dark, but the equipment survives.

If the player characters fail tick both the boxes below to note the traits now in effect:  

Ganio Injured

If the characters fail, the machine discharges a huge electrical arc, overloading its power

supply, and injures Dr. Ganio. The equipment is also, of course, badly damaged. SCENE :

S E A R C H I N G   F O R   S A B O T A G E Read aloud:

Any tasks she assists with will now be 1 Difculty step higher.

Dr Dr.. Ganio looks you in the eye and asserts, “My team didn’t cause this. Someone tampered with our work. It must be sabotage. We’ll handle the science. You look into the scheming and conspiracies.”

Spice Extraction Equipment Broken

 

  OBTAIN OBT AIN INFORMATION

The players can spend 1 Momentum to ask the gamemaster a question they must answer truthfully after a successful test. However, the question must have an answer they can potentially uncover in the scene.

 

While Giedi Prime might be full of potential saboteurs, the best place to start will be the scene of the crime. You begin checking the laboratory in the hope of unearthing a few clues. Have the characters search throughout the different parts of the laboratory with Understand or Discipline tests at Difculty 1.    IIff they succeed they may spend Momentum to ’Obtain Information’ in the following ways for the cost of 1 Momentum each: @  A search of the ceiling reveals a hidden electronic spy-eye recording to a nearby device.

@

@

 A search of the spice extraction machine reveals frayed wires.

   A search of the power supply reveals a remotely detonated chemical reaction is what severed the power. power.

@

@

 If the characters fail the test they nd no evidence in the lab, read aloud: If

Dr. Dr. Ganio gasps and points at the machine. “This shouldn’t look like this. Someone’s tampered with our work.” Once the characters searched the laboratory, read aloud:

Dr.. Ganio was right. The strange readings and malfunctioning equipment weren’t Dr accidental at all. It was sabotage. At that moment, Kobus Zaan enters the laboratory and peers around. Wrinkling his nose at the smoke, he asks, “What happened in here, Nagara?” The characters now have several options. They can share what happened with Kobus Zaan, or they can keep quiet.  If the characters choose to share what happened with Kobus Zaan, read the following:   If

@

Kobus Zaan listens to your story. “My opinion? I would assume that it’s just another unhappy group of mutineers. You saw what happened at the factory. If you’d like, I can have Baron Harkonnen’s Harkonnen’s security forces round up a few workers for a public execution. That always has the desired effect.”    IIff the characters agree to let Kobus Zaan mobilize his troops, add 2 Threat to your pool. By taking this route, the characters aren’t making any friends outside of House Harkonnen. Kobus Zaan will be pleased they are coming round to his way of thinking though.

@

 If the characters choose not to share what happened  with Kobus, read aloud:   If

@

Kobus Zaan shrugs. “If you don’t tell me, I can’t help you. I do hope you can nd whatever answers you’re looking for.”

 

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The player characters can investigate the clues further in the following ways:  The Spy-eye: With a Communicate test with a Difculty 2, they can try to track down @  The where the spy-eye was sending its recording to. A success leads them to a local device in the ofce of lab technician Kira Jaro. A failure means that this lead is a dead end.   The frayed wires: The characters can attempt an Understand test with a Difculty of 2. A sucsuccess provides ngerprints and other physical evidence. If they check them against staff records they belong to lab technician Kira Jaro. A failure means that this lead is a dead end.

@

Chemical Reaction: A Discipline test with a Difculty 2 allows a Bene Gesserit  The Chemical

@

trained character to use their body’s extraordinary abilities to determine the types of chemicals used... and where they’re available in the laboratory. A success points to rare chemicals stored in a locked and monitored area that was only accessed by one lab technician, Kira Jaro. A failure means that this lead is a dead end. All the clues lead to a lab technician that the Harkonnen loaned to House Nagara, a woman named Kira Jaro. Like all the scientists and technicians, she has a room near the lab she is using until House Nagara leaves for Arrakis. @

Reveal Kira Jaro’s character card to the player characters.

If the players couldn’t nd any clues they will have to ask for Kobus Zaan’s help. In

which case read the following: Kobus Zaan sighs. “Allow me.” After studying the sabotaged machinery, machinery, he narrows his eyes and takes a swig of red sapho juice. The mentat is silent for a moment, his mind running through all the possibilities. Then he looks up at you. “All evidence points to the lab technician Kira Jaro.” Allow the players to make an Understand or Communicate test at Difculty 5. If they sucsucceed they get the sneaking suspicion that Zaan knew about Jaro before he looked at the machine. Zaan will explain this as simply the exceptional speed his mind works at. D E A L I N G   W I T H   K I R A   J A R O Once the player characters know about Kira Jaro, they will want to confront/arrest her.

She will be in her room near the laboratory. Read the following: “I didn’t do anything!” Kira protests as you enter her bunk. Kira Jaro’s small room is functional and tidy. The aroma of chemical cleaner gives the air an unusual fresh scent, something you haven’t experienced since you’ve been on Giedi Prime. A small plasteel chair and desk and matching cot are the main pieces of furniture. A panel in the wall slides open to reveal a closet with a few articles of clothing inside. The player characters have several options: @  They  They can interrogate Jaro with a Communicate test at Difculty 3. If they succeed, they’ll discover that she’s not telling the truth. @

They  T hey can search her bunk with an Understand test at Difculty 2. @   W With ith a success, they nd an encrypted minimic lm hidden inside her closet. Give the players the Encrypted Minimic Film 1 asset card.   If  If they score four successes, they nd another encrypted minimic lm wedged into the door jamb. Give the players the Encrypted Minimic Film 2 asset card.

@

If they nd either minimic lm, read the following:

“That’s not ideal. It looks As you hold the minimic lm in your hand, Kobus Zaan joins you. “That’s like you’ll need the use of an interrogation room.” He gestures for you to follow him. If they don’t nd either minimic lm , read the following:

“It looks like you’ll need the use of one of our interrogation rooms.” Kobus Zaan gestures for you to follow him.

If the player characters nd them, reveal one or both Encrypted Minimic Film assets cards to the players. But make sure they have scored well enough in their test.

THE MINIMIC FILMS Both minimic lms found in Kira Jaro’s possession offer a record of her orders from House Vernius: Minimic Film One says: “Kira – We have provided all materials needed for any type of sabotage you need to execute. – Earl Elber    Vernius” Minimic Film Two says: “Kira – Once Nagara is distracted, get as much intelligence on the Nagaran technology as you can. Send all data to Aerav Kase, who is waiting on Ecaz. – Earl Elber Vernius”

 A G E N T S O F D U N E / C A M P A I G N S E T

 

SCENE :

QUESTIONING  KIRA Read aloud:

Kobus Zaan leads you deep into the Harkonnen Keep, well below ground level to a dark, dank, isolated room carved out of rock. A single chair sits in the center, toobright glowglobes hovering above it. The Mentat waves in some Harkonnen guards. They steer in a bound and blindfolded Kira Jaro, shoving her into the chair. “What will you do now?” Kobus Zaan asks, studying studyi ng you with a Mentat’ Mentat’ss intensity.”She has been searched and nothing further was found on her. She is all yours.”   If the player characters want to search Kira Jaro again  they should make a Discipline test: @   IIff they achieve Difculty 2 they discover a poison pill kept in a false tooth in the back of her mouth.

@

@

 IIff they achieve Difculty 4 they also nd a tiny needle covered in Basilia poison hidden under her nail.

   IIff discovered, both can be removed from her with the help of the guards, and Zaan will order the instant execution of the guard who conducted the previous search.

@

Before the characters can start to question Kira , read the following:

Though blindfolded, Kira holds her head high. “I demand trial by combat. Defeat me and I will become loyal to House Nagara.” A successful Communicate test at Difculty 3 convinces the player characters that she’s telling the truth. In fact she is frightened of the Harkonnens, although this is not unusual among Harkonnen employees. However, However, if the player characters like and respect Dr. Dr. Ganio (ask the players how their characters feel about him) and she is injured, the test Difculty is 1 step higher as they have trouble believing the saboteur has any honor.   If the player characters opt for a duel move to ’Trial by Combat’.

@

  If the player characters opt to Interrogate Kira Jaro instead move to ’Interrogating

@

Kira Jaro’.

Note that if the player characters are feeling particularly mean they can plan to interrogate Jaro anyway if the duel does not go their way.  T R I A L   B Y   C O M B A T If the characters choose to accept her challenge, reveal the Dueling Map and its associated asset cards – a knife for each participant and a personal shield for the player character.

Read aloud:

A trial by combat involves a one-on-one duel using shields and personal blades. Kira has a razor-edged razor-edged kindjal (a type of dagger) and seems to be an expert in its use. She does not have a personal shield. One of you must face her alone, you will also use a kindjal but may also use a personal shield if you so wish. Nobody said this has to be a completely fair ght. A duel is a type of conict and works in the same way as previous conicts, just the zones and assets are a little different. Each combatant is represented by one of the two circles, place Jaro’s Jaro’s character card in one and the card for the player character ghting the duel in the other. These cards cannot move during the conict. The two areas in front of each circle represent the defensive zones of each combatant. While the map remains static, it represents the two opponents moving and weaving back and forth as they ready to strike.

 

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KIRA JARO Lab Technician, (Notable Supporting Character)

Kira is a decent agent as well as a technician, but she’s picked the wrong side. She hates the Harkonnens and knows her only hope of survival now is putting her trust in House Nagara, and begging for their protection. Kira will use Power as her Drive during the duel. But she will use Faith instead if the player character does not use a shield. Traits: Technician, Arrogant TALENTS

(None) Assets: Kindjal, Poison Needle

DRIVE

S TAT E M E N T

DUTY:

7

FAITH:

6

 J U ST I CE :

4

POWER:

8

 T RU T H :

5

SKILL

I cover the back of those who cover mine.

Nobody will help you, but you.

FOCUSES

BATTLE:

5

COMMUNICATE:

5

DISCIPLINE:

6

MOVE:

4

UNDERSTAND:

6

Short Blades

Advanced Technology

Each combatant places their assets (a kindjal and possibly a personal shield) in either of their defensive zones. If either combatant can move their kindjal asset into the circle zone of their opponent and ’use’ it, they will win the duel. A few extra rules you should know, and a couple of reminders: @  Only  Only one character can ght Kira Jaro. Let the players decide which character this will be. @

 The player character begins with the initiative. The

@

Battle Using  U sing anuser asset a character’s character’ s circular zonesuccesses is a contested  test, meaning opponents roll and the ofinthe asset must score more than the defender defender. . A draw both means the defender wins the challenge. If the attacker wins the challenge their opponent is defeated and the duel is over.  boldly in the same way as before:    A Ass usual, assets can be moved subtly or  boldly @  If  If you move it boldly you are trying to provoke your opponent into a hasty action. Make a Battle test at Difculty 2 and if you succeed you may move one of your assets to a connected zone from its current one, and move one of your opponents assets to a zone connected to its current one.

@

   IIff you move subtly, you are making a clever ploy to grant you an opportunity. Make a Battle test at Difculty 2 and if you succeed you may move one of your assets to a zone connected to its current one. If you choose to keep the initiative the cost of doing so is reduced to 0.

@

   IIff a kindjal moves in or out of a defensive zone occupied by an opponent’s shield the Difculty to make the move is increased to 4. A shield may not be moved to either opponents circular zone, but it may be moved to any defensive zone. This represents how the ghter orients themselves in the duel to

@

make the best use of the shield.    K Kira ira will use Power as her Drive during the duel. She will use Faith instead if the player character chooses not use a shield.

@

 A G E N T S O F D U N E / C A M P A I G N S E T

 

SINGLE  COMBAT   If the character defeats Kira Jaro in single combat, read the following:

@

Kira drops her kindjal to the ground in surrender. Sweat drips from her foreforehead. With a grimace of pain, she moves into a kneeling position. “You ght well for a House known for technology. I pledge fealty to House Nagara from here on.” Collapsing into a sitting position, she leans against a wall. “I can tell you where to nd all the information I know about your enemies…” Either outcome in the duel means you should reveal both Encrypted Minimic Film assets cards if the players do not already have them. But if they beat Jaro fairly they also gain his help as a retainer asset and should be given his character card.

  If they have not already found them, give both Encrypted Minimic Film cards to the players. Kira Jaro is also now a non-player character in House Nagara. Her character card should be given to the players to represent her as a retainer asset.

@

  If the character loses to Kira Jaro in single combat  read the following:

@

Kira towers over you with a triumphant smirk on her face, readying for the killing blow. Before she can strike, Kobus Zaan snaps his ngers. The door slides open with a hiss, and guards stream into the tiny room. Grunts and the thud of sts on esh make you wince as the guards wrestle Kira Jaro back into a chair. “I suppose it’s it’s up to me now, now,”” Kobus Zaan says, his tone bored. With a ick of his ngers he dismisses you from the room. As you wait outside, mufed screams pierce even the heavy walls of the interrogation room. It’s not long before Kobus Zaan slips through the door, wiping blood from his hands onto a rag. “I have the information you want.” Kobus Zaan shares the location of both the Encrypted Minimic Films if the characters did not nd them in the previous scene. Jaro’s screams will make it clear how Kobus was able to nd them. I N T E R R O G A T I N G   K I R A   J A R O If the characters choose to interrogate Kira Jaro instead, they must make a contested test against her to learn what he knows. This requires one character and up to two assistants making either a Communicate  or Discipline test. To resist them, Kira will roll using Faith (6) + Discipline (6). The gamemaster may spend Threat to improve her odds as usual. The player characters must get more successes than Kira to win the test. On a draw Kira resists them. The Complication range is increased to 17 for these tests, meaning a Complication results if any die rolls 17 or above, not just 20. If a Complication results, Jaro passes out from injuries resulting from the interrogation and the session must end.   If the players succeed in interrogating Kira Jaro, read the following:

@

With a groan, Kira Jaro breaks. Words spill from her lips. “I work for House Vernius. I don’t have any names though. They hired me anonymously. My job was to distract you with sabotage. Dr. Ganio’s machine was the only thing I could get access to... My employer also wants to know as much as possible about Nagaran technology.. I sent all my intelligence to a dead drop on Ecaz.” technology Reveal both Minimic Film assets if the player characters are successful in the interrogation.

  If they have not already found them Kira also details where both the minimic lms

@

can be found.  they did not nd both the poison pill   If the players fail to interrogate Kira Jaro and  they and the poison needle, she will use one of them to kill herself. Read the following:

@

 

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With a strained expression, Kira Jaro studies your face. “You “You don’t even understand the war you’re in the middle of. Good luck, House Nagara.” Suddenly, her muscles constrict, her teeth clench, and foam pours from her mouth. Her eyes roll up Suddenly, into her head and she goes limp. Kobus Zaan approaches the woman and leans down. Snifng at her mouth, he glances at you. “Poison. I’ll have the guard who searched her executed for this failure.”  nd both the poison pill and the poison needle , she   If the players fail to interrogate Kira Jaro and did  nd will try to escape, forcing Kobus Zaan to kill her and injuring one of the players in the process. Tear up Kira

@

Jaro’s character card. Read the following: Jaro’s Kira Jaro lunges toward you, having somehow got loose while you were distracted. With unprecedented speed, Kobus Zaan pulls a tiny dartgun from inside his coat. With a hiss, it releases a tiny projectile that embeds itself into Kira Jaro’s esh. In moments, the enemy spy is writhing on the ground in agony. agony. With her last breath, she spits out, “House Nagara is at war, and you don’t even know it.” Give the players a few moments to discuss what their characters have just learned about Kira Jaro, Kobus Zaan, and their place in the Landsraad. After they nish talking, or at a dramatic juncture, read the following:

Crossing his arms, Kobus Zaan steps up to you. “So, your enemies strike at you here, even on the territory of another House, an insult we have duly noted. It appears that House Nagara is at war and House  Vernius is no easy match. Sabotage. Espionage. Espionage. This was was a valuable lesson for you. I hope that you learn learn from it.” He rests his hand on the door to the interrogation room. “And, remember, remember, should you need help in the future, any enemy of yours is an enemy of House Harkonnen. Leave it to us. We always get what we’re after. Tomorrow, then.” With that, he glides out of view. Despite the heat, a shiver runs down your spines.

 

 A C T   I I , P A R T    

 A S S A S S I N A T I O N Without warning, the Countess Nagara arrives on Giedi Prime. The players have the chance to discuss the recent events with her… all in front of Baron Harkonnen. For two such vocal allies, the entire gathering feels icy and cold. In the end, the Countess insists on taking her heir back with her to Arrakis. As their ship breaks through the atmosphere into space, systems around the starship begin to fail. It feels eerily like their earlier training sessions. The players can try to x the ship or evacuate. But they cannot save the Countess Nagara and soon nd themselves in charge of their entire House.

Objectives: @  Meet with the Countess and Baron Harkonnen. @  Survive an attack on the ship on the way to the Spacing Guild Heighliner. @  Discover the Countess’ secret message in two items and the true relationship between House Nagara and House Harkonnen. @  Take control of their House.

S C E N E   � : 

C O U N T E S S   N A G A R A Reveal the character cards for Countess Nagara and Baron Harkonnen.

Read Aloud:

Kobus Zaan escorts you back to the residential area of the Harkonnen Keep as you reel from the understanding that your House is now at war... war... and you were almost casualties. The glowglobes here are warmer, warmer, but still have a harsh incandescence to them. The ubiquitous aroma of manufacturing chemicals permeates everything, even at the planet’s seat of power. As you walk the long hallways, the architecture, the opulent décor, and even the servants now seem stark and intimidating. You no longer feel safe on Giedi Prime. Who is a spy? Or an assassin? Are you feeling ready to become one of the leaders of House Nagara someday? Footsteps echo down the corridor corridor,, hurrying toward you. One of the Harkonnen Keep stewards nods her head at you. “The Countess Nagara has just arrived on Giedi Prime. She would like to see you.” The steward ushers you to the large reception room. Small tables covered in fragrant dishes and refreshing beverages dot the room. Poison snoopers wave their spindly arms at different points along the walls. Gazing out of one of the armor-plaz windows, windows, Countess Nagara, the leader of House Nagara looks regal and ragged. She can’t quite hide the dark circles under her eyes or the exhausted set of her mouth. At the other end of the hall stands Baron Harkonnen, an imposing gure. Though he clearly noticed you enter, his attention is focused entirely upon an attendant. They speak in low tones, not inviting interruption. As she turns to you, Countess Nagara’s intense gaze scans you up and down. The light of the glowglobes reect off the delicate pendant at her throat, a representation of Nagara’s moon. “Welcome!” the Baron Harkonnen nally greets you. “Eat! Drink!”

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The characters will likely want to talk with the Countess:  How was Arrakis? @  How

“Absurdly arid and hot.”   Why do you look so tired?

@

“Arrakis is a challenging ef.”  When do we get to go to Arrakis?   When

@

“When the Baron Harkonnen determines your education is complete.” When the players are done with their questions, she will ask hers:

  How did the negotiation with CHOAM go?

@

  If  If the players sold their entire shipment for a good price:

@

sagely.. “This gives House Nagara a solid nancial foundation as well as resources to put She nods sagely toward improving the melange manufacturing equipment. Quite astute for your rst foray into LandLandsraad negotiations.”   If  If the players sold their shipment only for a bad price:

@

“That sounds like a complete degradation of communication. It’s unfortunate.” With an unconscious, absent movement, she taps on the armor-plaz in front of her. “I don’t blame you. I know how those CHOAM delegates are.” She sighs in exasperation. “However, “However, perhaps, consider a more openminded approach in future negotiations.”   If the players sold some of the merchandise for a good price and some for a bad one:

@

 

“Your deal will allow us to fund our management of Arrakis for quite some time. For that, I applaud “Your you. However, However, without surplus product, our scientists have fewer resources to utilize in their attempts to improve melange manufacturing. You You did well, but you must always remember there is more to being part of the Landsraad than money.”   How  How is the research on improving the mining equipment going?

@

  If  If the machine exploded and injured Dr. Ganio:

@

For a moment, the Countess turns toward Baron Harkonnen, glaring. “That sounds terrifying and dangerous. I will make sure to contract with a Suk doctor to attend to Dr. Ganio.” She puts a gentle hand on your arm. Baron Harkonnen clears his throat, and she drops her arm to her side. Looking at you, she asks, “Are you injured?”   If  If the machinery survived:

@

For a moment, the Countess turns toward Baron Harkonnen, glaring. “What a dangerous situasituation.” Her eyes nd yours. “I commend your quick thinking. I’m sure that someone would have been severely injured without you there.” @

How are you doing, my heir? There is no complex answer here, the Countess just wants to know how her children are doing under all this pressure. She will nod and listen then reply: “Managing a House and making these types of decisions? None of this is easy. You are doing well.”

If the players don’t bring up the following topics, Kobus Zaan will: @  We apprehended a traitor who had sabotaged the spice extraction equipment and interrogated her (Kira Jaro): The Countess narrows her eyes at Kobus Zaan in an accusatory way. But the expression is gone in an instant. You’re You’re not even sure you saw it. She turns tur ns to you and says, “Sometimes, interrogation is necessary.. But it is better to win people’s necessary people’s loyalty than to always rule through fear.” fear.” Baron Harkonnen snorts derisively at her words.   We  We allowed the traitor to duel with us for her life and after defeating her she has become our ally:

@

“You have won a new ally through your skills. That will earn The Countess nods her head in approval. “You you respect within the Landsraad.”   We  We allowed the traitor to duel with us for her life but she defeated me and the Harkonnen were forced to kill her:

@

expressionless. “Perhaps next time you will remember it is not a ruler’s The Countess remains expressionless. ruler’s place to put themselves in danger. I commend the Harkonnen for their swift action.”  T H E   C O U N T E S S   A N D   T H E   B A R O N Read aloud:

While the Countess and Baron Harkonnen remain the picture of cordiality and politeness, there seems to be an edge to their relationship. All this time you had thought them friends, or at least allies, but seeing them together like this, you are no longer sure. Eventually, talk turns to the rebellion in the factory. You ( pick one of the player characters at random) thought to mention it to show how well you dealt with a dangerous situation. But the Countesses’ reacreaction is the opposite of what you expected. She pulls herself up to her full height and points a nger at Baron Harkonnen. “How dare you. You promised that no harm would come to my heir. I demand an apol apol-ogy.. And, because you clearly don’t understand the value of keeping one’s word, I want something you ogy can comprehend. I demand compensation!”

64

 

Decide as a group if you would like to play out this conict as a simple challenge or as an intrigue conict:

  If you go for the simple option, each player character should decide who they wish to assist. The Baron and the Countess are quite evenly matched so it depends how well the player characters engage with the conict. Each player character must decide who to side with, although all of them will probably side with the Countess. The Baron will be impressed with any who side with him though and mark them for favor later. Such characters gain an asset ’Favor from Baron Harkonnen’ which they should write on their character sheet.

@

Each player character must then make a Communicate test at Difculty 2. Add up the number of successful tests made in favor of each party and the most is the winner winner.. However,, reduce that number by 1 for every failed test in support of either side. However Despite their intentions, any player character might be the reason the Countess loses the conict. Due to their political acumen the Baron starts with the equivalent of 3 successful tests and the Countess starts with 2. The player characters’ results then modify these numbers.   If you decide to play out the intrigue, bring out the dueling map again. Place the character cards for all the player characters in either the Baron’s or the Countesses’ defensive zones. The Baron and Countess are the combatants, but the player charac ters are the assets they are using. Player characters should be placed in the defensive zones of the combatant they support. Anyone in the Baron’s zones gains his favor as above. They lose this asset if they are ever used to make an attack against the Baron.

@

In the conict the Baron and the Countess have a target number for any roll of 16. However,, they are assumed to have a focus equal to the amount of characters in their However defensive zones, representing who is taking whose side at any time. When one of the characters is moved into the personal (circular) zone of either combatant and ’’used’ used’ successfully,, that combatant is defeated. successfully Characters can be moved and used by either side. While it doesn’t change their allegiance it shows their mistakes being capitalized on by their opponent. @

If the Baron wins, read the following:

The Baron chuckles. “You see, Countess? No harm done. You’re overreacting.” “I expect you to keep a better watch over your wards in the future, Harkonnen.” The Countess narrows her eyes but gives the Baron a gracious nod. “Let us move on.”  If the Countess wins, read the following:   If

@

The Baron crosses his arms and clenches his teeth. “I will compensate you as we agreed. However, However, I think you are all overreacting. Especially after all my kindness in teaching them how to govern and protecting them.” “I’m glad you see the wisdom of my heir’s arguments.” arguments.” The Countess narrows her eyes but gives the Baron a gracious nod. “Let us move on.” After this interaction, the player characters may try and divine more about the Baron and Countess’ relationship . They can make an Understand test at Difculty 2.

On a failure, they get no information. On a success they can use Momentum to ’Obtain Information’ and nd out (for 1 Momentum each) in this order: @  The  The Countess is oddly cold to Baron Harkonnen, but he seems to have no discernible problem with her. @  The  The Countess is frightened about something. @  Whatever  Whatever she is frightened about concerns the player characters. @  She  She believes their lives may be in danger. @  The  The danger comes from the Baron, or his House at least.

For an intrigue duel your should bring out the Dueling map used to ght Jaro and place the character’s cards on it as directed.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

After the players complete their discussion with the Countess, read the following:

With a pinched expression around her mouth, the Countess turns her back on the Baron Harkonnen and places her hands on yours. “I believe that your apprenticeship here has come to an end and that it’s time for you to join me on Arrakis.” Kobus Zaan begins to protest. “Don’t you agree, Baron Harkonnen?” the Countess throws over her shoulder at the man. The large man smirks. “Whatever you think best, Countess.” “We leave in the morning.” With that proclamation, she sweeps out of the reception hall.

SCENE :

O N   T H E   M O V E The Countess has declared it is time to leave Giedi Prime. Give the group time to HEIGHLINER

A vast spacecraft that can t whole eets of ships in its cargo hold. These Guild owned and operated ships are the primary way of moving across the Imperium. Their engines can fold space to travel almost instantaneously from one planet to another. Reveal the Astrolabe asset card and give it to the player character who is the Nagara heir (Shizu).

discuss how they feel about this. Are they happy to return to their home planet or do they want to participate in more training with the Harkonnen? Whatever their objection, they are all going home, the Countess has spoken. Once the group has discussed this sudden change, read the following aloud:

The engines roar and the oor trembles beneath your feet as the sleek, House Nagara transport lifts off from Giedi Prime. Though Harkonnen Keep and the buildings of Barony quickly vanish into the distance and the ship rises above the smoky haze, the taste and smell of the industrial city’s air lingers, the atmosphere lters not quite done with Giedi Prime’s stink. It will be a short time until you reach the Guild Heighliner,, parked high above the planet’s surface in orbit. Heighliner The Countess Nagara, her posture and expression tense, turns toward her heir. She holds a small, decorative disc that dangles from a golden chain in her hand. “This is an astrolabe, an ancient tool used before space travel. From what we understand, it was incredible technology for its time. This represents the progress that House Nagara continues to make and reminds us what once was. It is now yours.” With solemn ceremony, she places it in her heir’s palm. As you hold the astrolabe in your hand, the metal cool against your palm, an explosion rocks the ship. The pilot’s pilot’s console explodes, enveloping the operator in ames. Alarms begin to scream around you. Warning lights pulse. The transport shudders under your feet and begins to lurch violently, jerking from side to side and rolling slightly as more explosions echo deeper inside the ship. You You blink as the sights and sounds jolt you back into the memories of your training with Niran Rani and Turo Turo Imshel. Even the smell of the recycled air and the transport’s ambient temperature matches your experience. But this is no training exercise. Your Your heart drops into your stomach. This is very real. Putting out the re in the pilot’s pilot’s console the Countess is the rst one to grab the controls, ghting to pull the ship out of a fatal dive. “Nothing is responding,” she shouts to you. “Get to the systems and get something back online.”  Y  You ou help the Countess heave on theThe contr controls, ols, andisthe shuttle pulls shuttle out have of thebought dive a little, as sirens blare all around you. situation desperate, but you yourselves a few moments.

 

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“All of you,” shouts the Countess. “Get something working back there, I’ll hold the controls. You’re trained for this, I know you won’t let me down.”  You can tel  You telll the the Cou Counte ntess ss is not as con conde dent nt as she see seems ms,, but but you hav have e your your or order derss and and there is no time to argue. If the characters try to repair the transport, they can use the bridge systems to try

and trace the faults. To make a focused analysis of the situation in all this chaos requires a Discipline test at Difculty 1, with one player character leading and the rest assisting. If they fail the Countess will tell them to see what they can nd in the engine room. The faulty systems will turn out to be more obvious there. Each additional success will gain Momentum that can be used to ’Obtain Information’ about the state of the ship or saved to aid repairs:   A   small explosive is what blew out the pilot’s console and caused several ship-wide power surges that have affected several other systems. This was undoubtedly sabotage and those responsible will have damaged or interfered with other systems too.

@

brake system system has failed, which means the ship cannot slow.    T The he jet brake @   The je  jett thru thrust ster er cont contro roll syst system em has failed, and if red will push the ship badly off course. @  The  The cooling system has failed, meaning the engine is about to overheat and possibly explode. @  The  The altitude meter has failed, so the life support systems are mismanaging the air

@

mixture for the occupants of the ship.    T The he life support monitoring system has failed, so as well as problems with the air supply, the temperature is falling in the ship. @  For  For more detail on these systems see the section in Act I on p15. @

The player characters must leave the bridge and go to engine engineering ering to make repairs

to the ship’s systems. systems. It will take all of them to have a chance and there is nothing they can do to help the Countess y the shuttle. The player characters may notice these are exactly the same ve problems they were faced with in the training simulation. Ask each player if their character is calm enough to remember their training so they can x the problems. What they choose to do denes the Difculty, but do not tell them this, or what that number is.    IIff they ignore what they were trained to do and try and work from scratch they are taking a dangerous gamble with the time they have left. But the Difculty to repair any

@

system is 2.    IIff they choose to try and remember their training, all Difculties to repair any system are 4. The training has actually been to instill the wrong reexes in the player characcharacters, and following it will only make them make mistakes.

REPAIRS TRACK 

Use the following chart to record the repair and failures the player characters make in their attempt to x the shuttle:  JET BRAK BRAKE E  WORKSTA  WORKST ATION

 

Failed

 Broken  Fixed  JET THRU THRUSTER STER  WORKSTA  WORKST ATION

 

Failed

 Broken  Fixed COOLING SYSTEM STATION

 

Failed

 Broken  Fixed  ALTITUDE TITUDE METER METER  AL STATION

Failed  Broken  Fixed

@

  Only if they succeed in a repair attempt should they be told what the Difculty actuactually was (and gain the right momentum). After a few attempts the player characters should gure out their training is what is getting in the way. If they realize this the Dif Dif culty becomes 2 for further system repair attempts.

@

Each player character has time to try and repair two different systems, once each. T To o make a repair they need to make an Understand test at a Difculty depending on whether they use their training or not. Just as before, if there are two failed attempts on a single system, that system is beyond repair and no further tests can be made on it. Instead of making a repair themselves, any player character may opt to aid another character’s repair attempt.

LIFE SUPPORT MONITOR STATION

Failed  Broken  Fixed

 A G E N T S O F D U N E / C A M P A I G N S E T

 

  If the player characters repair all the systems, read aloud:

@

As the engine purrs and the transport’s ight path corrects itself, the Countess smiles at you. “Well done.” She settles herself into her seat on the bridge with a pleased expression. “They shall not destroy House Nagara today.” In an instant, the bulkhead next to her burns an angry red. Before you can even nish your thought, it erupts with a roar. Sharp, aming pieces of plasteel and plaz y past you, grazing your cheek, your arm, your leg… Reveal the Moon Necklace asset card and give it to the players.

As the dust from this second bomb explosion clears, you see the Countess sprawled across the oor, shrapnel protruding from her body. Her hand is pressed against her throat, trying and failing to stop the bleeding. With her other hand she pulls at her silver necklace and puts it into the hands of her heir. She mouths at them, “You are House Nagara now.” With a sigh, she collapses, blood pooling beneath her, red staining her dress. The ship buckles once more and falls into a dive again. Trying Trying to control the ship would be madness as you see the surface of Giedi Prime looming towards you. The only thing to do now is get to the escape pods. Each player character should make a Move test to get to the escape pods. There is enough time but they don’t need to know this so the test is to increase tension. But anyone who fails to make a success may need to be helped to their pod as the ship rocks and shakes.   If the player characters repair at least three of the systems , read aloud:

@

 You  You feel the ship level level off a little and and rush back to the bridge to nd the main hatch closed and locked. Through the thick window you see the Countess still struggling with the controls. You You bang on the hatch to get her attention but she doesn’t open the door. Instead you hear her speak over the intercom. “I’m sorry my children, I’m not coming with you. All we have done is buy the time needed to use the escape pods. If I leave the controls this ship will fall like a stone. Before you ask, I’m not changing places with a single one of you. Get to the escape pods and make whoever is responsible pay for what they have tried to do to our House. You are House Nagara now, make me proud.” There is time for the player characters to try and convince the Countess to come with them, but she will not, and the ship will have crashed before anyone can break the thick door open. Eventually the player characters will have to understand there is no way to save the Countess and they must make their way to the escape pods. Deciding to die with her in solidarity will only make sure no one pays for this assassination. Each player character should make a Move test to get to the escape pods. There is enough time but they don’t need to know this so the test is to increase tension. But anyone who fails to make a success may need to be helped to their pod as the ship rocks and shakes.   If the player characters repair none of the systems, read aloud:

@

 You turn to nd the Countess  You Countess behind you instead instead of at the controls controls.. She grabs your arm and shouts, “It’s too late, there is nothing we can do now. Get to the escape pods!” She shoves you toward the small craft and hurries into the small capsule next to yours. With a hiss a click, yourthe escape pod releases fromstill from theattached. transport.Something’s As you s turn to lookand back, you see Countess’ escape pod Something’ wrong. The release mechanism won’t open.

 

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68

 

In the strange silence of near-s near-space, pace, the transport’s engine begins to glow white hot. And, in an instant, the entire ship shatters into tiny, sparkling pieces. You are just at the point where gravity was losing its grasp, and all the debris forms a cloud momentarily. As you peer out the small porthole, searching for the Countess’ escape pod, chunks of House Nagara’s Nagara’s transport slam into your tiny capsule. The surface of Giedi Prime looms beneath you as your pod’ pod’ss braking thrusters jerkily attempt to slow its descent. The Countess did not survive, and the debris of her escape pod falls around you, clattering upon the surface of your own.

SCENE :

H E I R   O F   N A G A R A The Countess is gone and now the player characters are the rulers of House Nagara. Take Take a moment to ask each player how their character feels about their new responsibility and the death of their ruler/mother. Read aloud:

Heighliner. Outside the armor-plaz window, ships ll the bay of the enormous Guild Heighliner. An Atreides cargo ship rests next to a Corrino ambassadorial vessel. Engines and shields all power down as everyone in the Heighliner prepares for the Guild Navigator to take them through foldspace. The interior of the Harkonnen ship you nd yourself in, like everything the House designs, has a stark, cold, industrial functionality to it. You You miss the technological superiority of Nagaran ships. The forward-thinking conveniences. The clever automations. The understated luxury. This wasn’t how you were supposed to arrive on Arrakis...  You catch Kobus Zaan  You Zaan watching you and your small party party.. He approaches approaches with a purposeful stride, his Sapho-juice-stained lips press together. together. He studies the Countess’ heir with a look of ambition and pity. “We will begin now.” The transfer of a House’s title is an ancient rite. This time, however, however, you’re not celebrating the succession of the next generation or mourning the loss of the previous one with a grand gala or funeral among your people, as is the custom. This time, the ceremony is taking place on another House’s ship in the middle of space. Baron Harkonnen’s voice rumbles across the gathered group, “You are now the leader of House Nagara. Arrakis is now in your hands. May Nagara and Harkonnen be forever allies.” The rest of the ceremony goes by in a blur. Kobus Zaan’s voice shakes you out of your reverie. “Go. Represent your House.” The characters can now chat with a variety of characters and see what they know. 

The non-player characters attending the ceremony are:   Baron  Baron Harkonnen @  Niran  Niran Rani @  Turo  Turo Imshel @  Kobus  Kobus Zaan @   D Dr.r. Erika Ganio Gani o @

Whatever the result of the players’ repair attempts, tear up the Countess’ character card. Record how she was lost here:  Exploding bulkhead  Sacrice  Escape pod failure As a result of the Countess’ death the player characters are now alone with little outside help. House Nagara’s fortunes become unstable until the player characters can restore condence with its allies and the Landsraad. If they have any Determination left it is reduced to 1. Remove all physical asset cards (not Traits) in play from the players. Assets written on their character sheets can be kept.

THE GUILD

Almost all space travel is controlled by the mysterious Spacing Guild. While most Houses have faster-thanlight spacecraft, only the vast Guild Heighliners can ’fold space’, travelling in moments across distances that even an FtL ship might take decades to cross. Travel on a Guild ship is governed by absolute rules, such as never engaging a shield and respecting the peace. All violence is forbidden between Houses and all passengers remain in their ships in the gigantic hold of the Heighliner during the journey. jour ney.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

THE ASTROLABE AND THE NECKLACE

The characters can ask:  What do you know of the attack on our ship? @  What

Inside each object is a small strand of shigawire carrying a coded message. The backs of the cards meet up to show this message, but without

Baron Harkonnen – “It was a horrible event. I’m deeply grieved for your loss. The Countess was a valued ally in the Landsraad.”

both the message will be impossible to properly read. However with only the astrolabe the players will possibly understand the Countess was trying to tell them something.

Arrakis is not a kind planet.”

The message reads:

Niran Rani – “It’s a good thing we prepared you as well as we did, isn’t it?” Turo Imshel – “If it was an accident, I would be surprised.” Kobus Zaan – “Do what you must to grieve and mourn but prepare yourself. Dr. Erika Ganio – “Our surviving technicians looked at what was left of the wreckDr. age of our transport. It was certainly sabotage. That was no accident. It is difcult to say, say, but they suspect that some systems had been rerouted to prevent any attempts at in-ight control. The Countess was a formidable woman and a good leader.. She did not deserve this.” leader  What happens now?   What

@

“You were hostages, not trainees. The Harkonnens are our allies, but not our friends.”

“Why,, you will go to Arrakis and manage your new ef, of Baron Harkonnen – “Why course. As the new leaders of House Nagara, you must carry on.” Niran Rani – “A funeral, probably.” Turo Imshel – “It depends. If it was an accident, the Guild may ne whoever’s House was responsible. Though it happened before boarding, it doesn’t reect well on them and it might have happened inside the Heighliner. Heighliner. They don’t want that kind of liability on one of their vessels. If it was part of a War of Assassins, well, then it was legal, and the aggressor will see no punishment. Such are the ways of the Landsraad.” Kobus Zaan – “You “You will now take all our teachings and control House Nagara. The Nagaran-made tech, the spice, any new technologies... it’s all yours.” Dr. Erika Ganio – “I suggest you make as much money as you can off your ef Dr. of Arrakis. I will look into who killed the Countess. And, in time, we will have revenge.”  What is Arrakis like?   What

@

desperaBaron Harkonnen – “It is a miserable planet full of sand and dust and desperation. The previous governors of the planet were soft, in my opinion. As a result, the people are deant, unruly.” Niran Rani – “Brutal. Merciless. Only the truly strong can survive there. I love it. Turo Imshel – “The people and their customs are quite unique and shaped by their environment. You You will need to adapt to the climate and the culture.” Kobus Zaan – “Expect the unexpected.” Dr. Erika Ganio – “From what I understand, water is more precious than solaris Dr. there. And no one knows where the spice comes from.” The Countess’ body will be recovered from the crashed shuttle, and her Moon Necklace (along with other personal effects) will be brought to the player characters. If the ship exploded (the player characters repaired no systems) there is nothing left of her remains and the Moon Necklace was destroyed. If the player characters nd the necklace, reveal the Moon Necklace asset card.

The Countess’ body will be given a proper funeral. While paying their respects the player characters will notice the shigawire woven into her necklace if they make a Discipline test at Difculty 3. On a success, give them the Moon Necklace asset card.

 

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The funeral will take place on the Heighliner, and the Countess’ remains returned to the Nagara homeworld. The business of Arrakis is too pressing to even allow children to mourn their mother. mother. The group should take a moment to reect on their character’s relations relationship hip with the Countess. They should discuss her life and their connection as you might do at a funeral. The players are free to invent stories they like of their life with the Countess, some examples are: @  Words  Words of wisdom she might have shared. @  A   time she was upset with a character. @  A   way she rewarded a character for something they did. @

  An  An event where she proved to have a particular skill, such as in diplomacy, piloting or ghting.

CONCLUSION Read aloud:

 Your characters must now represent  Your represent their House to the great council of the Landsraad Landsraad as its new leaders. They have their own ef and everything has changed. But as they have survived the assassination attempt they can still lay claim to the desert world of Arrakis. They’d better hope that they’re ready to take on the challenges of the spice planet. There is more danger and more treachery waiting for them in the burning sands. As the Fremen of Arrakis say say,, “Polish comes from the cities, wisdom from the desert.” It is time for your characters to test their wisdom.

This concludes Act II of Agents of Agents of of Dune. Dune. In the nal part the player characters will travel to Arrakis to lay claim to the governorship, and perhaps nally force the hand of their enemy House Vernius. Take a break, discuss the adventure and how it is progressing. Then continue to the third and nal act: ’Desert Planet’.

 

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 A C T   T H R E E :

ESERT

D

LANET

 P

It is said that the Duke Leto blinded himself to the perils of Arrakis, that he walked heedlessly into the pit. Would Would it not be more likely to suggest he had lived so long in the presence of extreme extreme danger he misjudged a change in its intensity? Or is it possible he deliberately sacrificed himself that his son might find a better life? All evidence indicates the Duke was a man not easily hoodwinked. —from “Muad’Dib: Family Commentarie Commentariess” by the Princess Irulan

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 A C T   I I I , P A R T   � 

 T H E   U N I V E R S A L   F U L C R U M Six weeks after House Harkonnen lost its ef over Arrakis, many Harkonnens remain on Dune ’assisting’ House Nagara. Following the Countess Nagara’s Nagara’s assassination, the charac -

ters arrive on Arrakis to nd their forces outnumbered by

Objectives: @  Introduce player characters to Arrakis. @  Embroil player characters in Arrakis’ political and cultural tensions. @ 

Harkonnens and under pressure from establishing all sides. They survive a Fremen ambush in Arrakeen before a base in the Residence. At every turn the shadow of House Vernius grows ever longer. But it begins to become clear that the real enemy might be closer to home.

Heighten player characters’ suspicions of House Harkonnen.

The endgame begins as you start on the nal part of the story. In this act the player characters arrive on Arrakis to take control of spice production. They will meet the elusive Fremen and uncover more treachery from both House Vernius and perhaps a little closer to home. While Act I and Act II introduced new rules as they went, we’ll not be adding anything especially new in this act. So you should be able to just play out the adventure with what you know already. already. But don’t worry, we’ll still remind you of the system as we go and point out when to bring in handouts and accessories. As a ready-to-play introductory experience, Agents of Dune contains a lot of information designated to be read aloud. But as you’ve played two acts already you are probably getting the hang of all this by now now.. So if you and the group fancy stretching your wings a little, feel free to embellish and role play outside the constraints of the adventure. Have fun with it, after all, that is meant to be the point. Just don’t go too far in case you break the plot of the story story.. However, However, if the gamemaster (and only the gamemaster) wants to read ahead they’ll know what they can play around with. As with Act II you should ideally keep the same gamemaster and the same characters for each player just as they are. But you can swap the gamemaster or characters as long as no one has read ahead and everyone agrees.

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D E T E R M I N A T I O N , T H R E A T ,  A N D   M O M E N T U M At the beginning of this act the Momentum pool begins at 0, the gamemaster begins with 2 Threat for each player character. Each player character also starts with 1 Determination point. Without the backing of the Countess they are more alone than ever and these points reect this. Any card traits that might no longer apply should be returned to the gamemaster. SCENE �:

 A R R I V I N G   O N   A R R A K I S Read aloud:

 You sens nse e th the e sh shutt uttle le’’s de depa part rtur ure e fr from om the Gu Guild ild He Heig ighl hline inerr as a sl slig ight ht vib vibra ratio tion n in th the e hul hull.l.  You se There is a moment of queasiness between passing beyond the vessel’s gravity eld and the shuttle’s systems compensating. The pilot adjusts your approach vector, bringing his craft out of the Heighliner’s shadow in a sweeping curve. Canopus ares in the viewports before the windowglaz polarizes. And then you see it: Arrakis. A drab sphere capped by dirty, residual ice. Striated with the grey irregularities of mountains, it is patched with elds of salt, and everywhere there are the expanses of amber desert that give the planet its nickname: Dune. Wealth has never looked so desolate. Across the shuttle’s aisle is Captain Taras Nikula, the squat commander of your Harkonnen bodyguard, provided by Baron Harkonnen. Kobus Zaan, the Harkonnen Mentat, sits beside Nikula, an inscrutable expression on his face. As their shuttle descends, the players should take time to reect on recent events,

notably the Countess’ assassination. Below are a series of questions you can ask them to discuss, but remind them they are sitting next to their Harkonnen allies…

SAPHO JUICE

Sapho juice is an addictive substance that many mentats take regularly as it helps their mental process-

 

ing. It stains the lips red.

Discussion questions: @  What  What motivations might underpin her assassination (jealousy, greed, ambition)? @ Who  Who do they think might be responsible (a rival House, a traitor)? @  How  How have they have mourned the Countess (what rites were performed, or what private actions taken)? @  What  What information do they remember about Arrakis (its barrenness and climate; its culture; the lack of water; the mystery of the spice)? @  What  What concerns do they have about controlling Arrakis? @  What  What do they fear most about Dune? Once players begin discussing Arrakis, read the following:

At the mention of Arrakis, Kobus Zaan approaches. A wave of turbulence as the shuttle enters Arrakis’s upper atmosphere sends him momentarily lurching down the aisle. He drops into a chair chair,, wiping sapho-stained lips. “Even the air is unkind here, it seems,” he remarks wryly. wryly. “Still, recognizing a fact is the rst step in enlisting it to your cause. Arrakis is a savage world. You must be prepared if you are to bend it to your will. Here,” he hands you a topographical map of Arrakis. “The enemy,” enemy,” he says with a smile as he points to the map. “And a formidable one. Still, together we will tame the land for the glory of your House Nagara. And we begin that task now.” He opens the le he has been holding since coming aboard and hands you a sheet of spice paper. paper. “This is the current state of spice production on Arrakis.” Kobus gives the player characters a mining report. It gives an account of the last year of spice production under the Harkonnen and lists the harvesting machinery available to the characters. Give the players time to scan the report.

Give the Spice Mining Report handout to the players

 A G E N T S O F D U N E / C A M P A I G N S E T

 

Read aloud:

“As you can see,” Zaan continues, “CHOAM’s annual audit of melange, or ’spice’, production under House Harkonnen highlights an impressive 12% return. Even in a rising market this was an accomplishment, particularly with Fremen attacks on our mining operations. The increase required by CHOAM barely kept pace with demand in the Imperium. You will be hard-pressed to maintain prots, given the condition of the equipment at your disposal. We can assist, of course, but with 40% of your ornithopters, harvester factories, and carryalls temporarily non-operational, you should anticipate a fall in production and loss of protability.. CHOAM will have to be appeased.” protability Zaan continues, “The situation on Arrakis is always uid and complete accuracy often elusive. Neverthe less, the difculties facing you in terms of spice production and Fremen insurgencies are not insurmount able, especially with House Harkonnen expertise at your disposal.” He looks out the windowplaz at the landscape that suddenly glares through the polarization. “Ah, we’re on nal approach.” As the shuttle makes a nal approach, the player characters may ask Zaan: @  Who  Who are the Fremen?

“The Fremen are the desert-dwelling indigenous nomads. They live in caves — sietches — and are known for their savagery and superstitiousness. No one knows their numbers since the Imperium has been unable to conduct a census. We suspect, based on our analysis, there are not that many, many, however.. You had best pay more attention to the city-dwellers, descendants of off-worlders who make up ever the core of your skilled labor force. Though many were born on Arrakis, they have little in common with the Fremen.” @

 Why are the Fremen attacking spice harvesters? Why

“Because they are violent and opposed to ’off-worlders ’off-worlders’. ’. They see harvesting spice as an affront to their ancestral claim of ownership over Arrakis, and would have it left, unclaimed, in the sands.” @

 Why is the mining equipment in poor repair? Why

“It has been maintained as well as possible, but the environment takes a heavy toll on machinery and equipment, causing near-constant degradation. Arrakis is a difcult world and maintenance costs are high.” @ 

 H How ow can we improve spice production to meet CHOAM’s targets?

“Rule with a strong hand. Plan ambitiously, ambitiously, communicate your goals clearly, clearly, and hold to it. Purge dissenters and reactionaries. Inspire those who work for you, and make the Fremen fear you.” Ask each player to make a Communicate test, Difculty 2. They can ’Obtain Information’ and learn the following facts at a cost of 1 Momentum each: @  Zaan’s  Zaan’s perspective on the Fremen seems informed by prejudice. @ 

 Zaan’s reason for the Fremen attacks seems too simplistic for a Mentat. He may be hiding something. Zaan’s



 Z Zaan’s aan’s explanation for the condition of mining equipment is credible, but with a 12% prot margin House Harkonnen could have maintained their equipment more effectively.



 T The he advice to rule Arrakis with an iron st seems to reect Harkonnen attitudes to governance rather than genuine counsel. It may also be an invitation for House Nagara to act precipitously. But why?

Equipped with Zaan’s information, ask the players: @  How far they trust Kobus Zaan? @  @ 

 How they would prefer to deal with the Fremen? How How  H ow they might approach spice mining operations?

 

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76

    

SCENE :

 A R R A K E E N   L A N D I N G   F I E L D Read aloud:

As you turn to your viewports, the shuttle descends through a gap in the Shield Wall, the raw mountain range that protects this region from the worst of Arrakis’s coriolis storms. Ahead, in the shadow of Rimwall West, is Arrakeen, the planet’s planet’s oldest settlement, former seat of planetary government, and your new home.

Give the players the Arrakis Infor mation handout and let them read it.

The shuttle decelerates, its engines whine as it descends, landing without a jolt. The door lock rotates, seals retract, and the airlock swings wide. A blast of furnace heat oods your compartment. Nikula leads his men out, leaving Zaan to signal all is clear. As you step out onto the landing eld, sunlight, bright and sharp as a blade, dazzles you. For a moment the world is washed in light, then the glare resolves itself to reveal a rangy man in a somber gray uniform. The analemma innity badge on the bracelet at his wrist identies him as a Spacing Guild representative. He is accompanied by someone you recognize: Roj Varis, a Major in the Nagara household guard and the Countess’ most trusted ofcer.. A detachment of eight Nagara household guards ank him and the Guildsman. ofcer As the entourage approaches, Nikula’s men take up defensive positions. Zaan slides between them and explains sotto voce:

Reveal Major Roj  Vari  Varis’ s’ cha charac racter ter card to the players.

“The Guildsman is Ashem Perro, former Spacing Guild envoy to Arrakis, appointed by the Emperor as Judge of the Change and Arbiter of Operations overseeing the

Reveal Ashem Per ro’s character card

withdrawal of House Harkonnen. Harkonnen. His appointment was required required by the Landsraad under pressure from the Spacing Guild. His role is to ensure a smooth transition from House Harkonnen to House Nagara.”

to the players.

ASHAM PERRO  Judge of the Change (Notable Supporting Character)

Perro is actually dedicated to his position and takes it seriously. He has worked hard to ensure a smooth and fair transition. Perro has suspicions that House Harkonnen is working against House Nagara, despite appearances to the contrary. These arise from investi gating acts of sabotage to spice mining equipment. Traits: Spacing Guild, Judge of the Change (Arbiter

of Operations on Arrakis), Astute and Honorable TALENTS @  Cautious (Understand): When Perro makes an

@

S TAT E M E N T

DUTY:

8

FAITH:

4

 J U ST I CE :

5

POWER:

6

Commerce is power exercised for prot.

 T RU T H :

7

Truth is never ambiguous.

The spice must ow.

Understand test and buys additional d20s using Threat, he may re-roll a single d20 from that pool.

SKILL

Cool Under Pressure (Discipline): Before rolling

BATTLE:

4

Unarmed Combat

COMMUNICATE:

8

Deceit

DISCIPLINE:

6

Self-control

MOVE:

5

UNDERSTAND:

7

a Discipline test, Perro may spend 2 Threat to automatically succeed at the test. He generates no Momentum/Threat for this test, however. @

DRIVE

Subtle Words (Communicate): When (Communicate): When

attempting a Communicate test with an individual, Perro can buy one more d20 by spending Threat and may create a free new Trait to apply to that individual. Assets:  A Spacing Guild network of Spies, Inform-

FOCUSES

Data Analysis

ants, and Surveillance Technicians; Technicians; Poison Snooper  A G E N T S O F D U N E / C A M P A I G N S E T

 

Ask each player to make a Communicate test, Difculty 3. If any succeed, Zaan whispers to them: “Perro is not without guile. He heads a Guild-backed intelligence network on Arrakis and cannot be trusted.” @  If they all fail, they cannot make out what Zaan says to them. @ 

Continue to read aloud:

Varis provides the introductions. It is clear he respects Perro, whose aquiline After a formal bow, Major Varis features and fastidious dress denote a cultured man. In person, Perro appears affable. He begins with apparently sincere condolences, and says: “Welcome to Arrakis. As Judge of the Change, I will be quartered in Arrakeen’ Arrakeen’ss Residence, now the seat of House Nagara. I will be administering the Residence’s detention facility during the judicial interregnum, until House Nagara’s forces and processes are fully in place. In this capacity, I will liaise with Varis. I am aware, as you might assume, of several Great Houses envious of Nagara’s new ef. It is logical to assume that there may be inltrators and saboteurs working to undermine House Nagara. As such, we should anticipate Fremen attacks on spice mining operations to increase in the early stages of this transition. They will see an opportunity to weaken their new Imperial overseers and will take advantage of it.” The characters may also ask:  From where did the Harkonnen govern Arrakis? @  From

“The Harkonnens were in their newly-built city of Carthag, a densely populated city 200 kilometers from Arrakeen.” @ 

Are there many prisoners in the detention facility?

“None of note: a water-thief and an adulterer beaten by his wife and detained for his own protection.” Which Great Houses envy House Nagara?

@

“That is difcult to estimate, given the number of likely suspects. The Arrakis ef is the most valuable in the universe. Many Great Houses envy that ef. Discrediting House Nagara could be the rst step to securing it for any willing to risk a formal feud.” @ 

 Why might Fremen attacks increase now? Why

“To “To remind House Nagara that, while it holds the Arrakis ef, it does not control the planet. The Fremen require attention if House Nagara is to consolidate power and ensure protability.” protability.” Read aloud:

After this exchange, Perro leads you to a convoy of ground vehicles. Here, he ushers you into a surpris ingly well-kept limocar bracketed by heavy transports. Under Perro’s instruction, Nikula’s force occupies the rst transport, Varis’ troops the second, and Perro’s personal guard, stationed around the convoy, the third, located at the rear. None of the vehicles are shielded, a feature you have all taken for granted your entire lives. When you mention this to Zaan he says: “Arrakis’s ever-present dust prevents personal and vehicular shields from functioning even for short periods, making them too expensive to maintain. House shields, like those protecting the Residence, are more resilient, but the servicing costs are enormous.” He then makes his way to the third car, leaving you alone with Varis and your personal guard, who wait for you to get seated in the limocar before climbing into their own transport. After you board the limocar with Varis Varis,, the convoy leaves the aireld. Zaan remains to coordinate the Nagara landings on your behalf. Varis polarizes the windows and produces a slab of black plastic. He slides his thumb across its surface and there is a sudden deadness in the air around you. He has activated a cone of silence, a device that uses out-of-phase image-vibration to allow you to speak condentially, condentially, without any eavesdroppers, living or mechanical in nature.

 

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“Now we can talk,” he says. The gamemaster should ’remind’ the players that Major Varis is a House Nagara loyalist, with a long history of devoted service to their House. He was sent along to Arrakis early by the Countess as there was no other she would trust with this invaluable advance work. The player characters may ask Varis: @ 

 Can Perro be trusted? Can

“Perro is one of the few people we can trust — as long as we maintain or improve spice production. The Spacing Guild’ Guild’s s objectives his priority, human behavior. He would be aare valuable ally.” but he is a shrewd diplomat and a sharp observer of “In support of that assumption, we intercepted a coded communique from the Guild after we arrived — perhaps Perro intended us to do so. We now know he heads the Guild’ Guild’ss intelligence network on Arrakis. We assume his operatives act as counter-espionage agents and anti-saboteurs, working to keep House Nagara productive and ensure spice production. His orders appear to be prevention through deniable intervention.” @ 

 Is Kobus Zaan’s intelligence report reliable? Is

 Varis reviews the report report with a practiced practiced eye. “Nothing is incorrect here,” here,” he says, “but “but it omits several key facts — unusual oversights for a Mentat, but not surprising given what we have learned since our arrival.”: @ 

”Most of the non-operational equipment was sabotaged in the last 30 days. The saboteurs knew how to render spice mining equipment inoperative. They have not been caught.” ”Many sand workers have left Arrakis in the last ve weeks. Several left in style, suggesting they had been paid, and paid well, to leave.”





”Fremen attacks on House Nagara operations have been more effective than those against the Harkonnen due to an inux of new weapons.”



 Are the Harkonnen proving useful? Are

“Yes, but they are hated. Their governorship was brutal. Perro was diplomatic when he said the “Yes, Fremen are reminding House Nagara that we do not have complete authority. authority. They are pushing back against off-worlder cruelty. cruelty. Their attacks may be a prelude to offering negotiations. Perro is right: we need a way of dealing with the Fremen, a better way than Harkonnen ruthlessness. The Harkonnens continue to underestimate them, to their regret.” @ 

 What is life on Arrakis like? What

“Unforgiving. Imagine a world where everything is at best indifferent to you, or more likely, openly hostile. Perro can tell you more. He’s He’s been the Guild envoy here for several years. Knows the Fremen better than he admits, I think.” Following Varis’ report, ask the players: @  Why  Why Zaan may have omitted information from his report? @  How  How they would prefer to deal with the Fremen? When you have completed your discussion, read aloud:

 Your our limocar stops unexpectedly unexpectedly.. A rap on the window provokes provokes Varis Varis to deactivate the cone of silence,  Y depolarize the windows and unlock and unseal the door door.. Perro climbs inside gracefully gracefully,, brushing at a bit of dust on his grey tunic before bringing it into the limocar cabin. “We’re about to enter Arrakeen,” he explains. “I’ll ride with you from here. My position as Judge of the Change provides certain… security.”

 A G E N T S O F D U N E / C A M P A I G N S E T

 

The characters may question Perro about Arrakis. Ask them to make a  Communicate

test, Difculty 1. @ If they fail, Perro sits silently, watching the view of Arrakeen roll past the limocar’s window. @  If they succeed, for each success Perro shares some of his knowledge, providing it doesn’t compromise him. Players can ask: @ 

 Does it ever rain on Arrakis? Does

“No. Arrakis has no precipitation.” @ 

 How do the inhabitants obtain water? How

“Through windtraps, dew collectors, and reclamation.” @ 

 Why is water not imported to Arrakis? Why

“It is, but the transportation costs outweigh the benets if done on a large scale. As prices are high, individual merchants can make a prot if they supply local water dealers. But ecologically relevant volumes of water are too expensive to move. Anyway Anyway,, large scale importation would reduce scarcity and cut the merchant’s prots, so they work to make sure it doesn’t happen.” @ 

 What is Arrakeen like? What

“It is one of the largest cities on Arrakis, and one of the oldest. It is, historically,of cally , the seat offor planetary government, though Harkonnen built the city Carthag themselves quite recently recently, , andHouse preferred it greatly. greatly . They found Arrakeen too rustic for their. tastes.”

SCENE :

 T H E   M A R K E T P L A C E CHEOPS

 

A multi-level pyramid board game similar to chess.

MATEAM

A local eatery that might be a restaurant, tavern, or café depending on its appointment, size and clientele.

 

Read aloud:

Arrakeen is a thriving, ancient city. Its grey-walled architecture ranges from splendid villas to shabby hovels, from wide plazas to intimate courts, from broad avenues to twisting alleys. Slab-like structures, slanted walls, and windtraps break the monotony of its largely at skyline. In the sook, people are everywhere: merchants peddle precious water with cries of “Soo-soo-Sook! “Soo-soo-Soo k! Ikhut-eigh!”; cloak-shrouded folk stand beside stands of baklawa; holy men proselytize; groups play cheops outside disreputable-looking mateams; and children dart between legs. Pervading over it all is the bitter cinnamon-smell of spice, even perceptible through the limocar’ limocar’ss air lters. The characters can decide whether to explore the marketplace or not. not. @  If  If they want to investigate the sook, Perro tries to discourage them. If they concede, the convoy continues to the Residence (go to Scene 4). @  If  If the characters insist on venturing into the arid Arrakeen morning, Perro agrees and

orders his guards to accompany them. He has no intention of allowing anything to befall his charges. @   T They hey nd the population cautious but courteous, rather than sullen. Nevertheless, their experience conrms their unfamiliarity with the people and customs of Arrakis. Describe the following sights and ask each player which they nd strangest, asking them

to make a related test if interested: @  The  The native population’s blue-within-blue eyes. @  The  The lack of visible personal shields, yet blades are carried openly. A successful Battle Battle   test at Difculty 2, indicates that none of those wearing a blade moves as if they have any experience wearing personal shields.

 

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Under-  man spitting at the feet of another then embracing. A successful Difculty 2 Under A stand test suggests that this gift of water must be a token of respect. @ Citizens  Citizens cloaked and masked, with only their eyes showing. A successful Difculty 2 Communicate test reveals that these may be Fremen, and that the Fremen culture values privacy highly. @  The trance-like state of those listening to barakas proclaiming the immanence of the Lisan al-Gaib. A Difculty 2 Understand test suggests that this ’Lisan al-Gaib’ is some thing or someone with a messianic role, based on the way they respond to the name. @ A   water seller charging for even the smallest amount of water, which is dispensed without spilling a drop. If player characters question Perro about any of these, ask them to make Communicate Communicate  

tests, Difculty 1. For every success, Perro provides an appropriate explanation: @ 

“The blue eyes, the Eyes of Ibad, indicate spice addiction.”



“Arrakis is inimical to personal and vehicular shields, and the Fremen shun them for their own reasons.” (The characters should know the rst of these reasons, but the second part is news.)



“Spitting is a gift of the body’s moisture, moisture, a token of respect.”



“These are a deeply religious people; the Lisan al-Gaib is ’The Voice from the Outer World’, an off-world prophet in Fremen messianic myths.”



’Water is the second most precious commodity on Arrakis — after spice.”

Once the characters decide to re-enter their vehicle, the convoy continues. SCENE :

D E A TH   I N  A R R A K E E N Read aloud:

Leaving the sook, your convoy continues towards the Residence, following a thor oughfare through a deserted district. To your left is a row of dwellings, soot-stained and boarded up. On the right, are blackened stumps of houses bordering a plaza cordoned off by a makeshift barricade of transport crates and rubble. @ 

If the characters ask about this, Perro explains: @ 

“The area was subject to a Harkonnen purge of alleged radicals and their families a year ago.”



“The accused were cast into the desert without stillsuits and left to die.”



“Stillsuits are body-suits designed to minimize water loss, reclaim water from urine and feces, and siphon this into catchpockets as drinking water water.. It’s not the best-tasting water you’ll drink, but welcome if the alternative is none.”

Continue to read aloud:

 Your our convoy is passing passing the wrecked wrecked plaza when searing lines of weapons re re tear into  Y Nikula’ss vehicle. The car slews sideways, blocking the street. Nikula’ Gunre hammers the remaining transports. Major Varis ducks out of your limocar, marshalling your household guard into laying down covering re. Behind your vehicle, Perro’ss personal guard follows suit. Perro yells, “Out! Out! You’re sitting ducks in here!” Perro’ In seconds, you nd yourselves crouched behind the limocar in the midst of a reght. Whoever is attacking you, they are lethal. Before you have even recovered your wits, all the Harkonnen guards are already dead.

Give the players the Stories of Harkonnen

 Violence asset card. card.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

Battle is being joined by your remaining soldiers, reduced in number though they are. But your biggest concern is that at least one of the attackers is using a lasgun, a deadly weapon more suited to the battleeld. With that in play you cannot use any shields, as if they connect in any way the explosion would reduce Arrakeen to rubble. Each player should make a Battle test, Difculty 2. Momentum gained can be spent to ’Obtain Information’ about what is going on. For each point of Momentum spent the players can learn the following: @ 

 The attackers appear to be Fremen. The There  T here aren’t many of them, but they have a lasgun which is doing devastating damage. @  Out  Out of the three sets of guards — yours, Perro’s, and those of House Harkonnen — the Fremen are focusing their re on the Harkonnens. @  T The he Fremen are lethal ghters, but somehow seem to be holding back a little, except when it comes to killing Harkonnens.



What happens next depends on the players. They can join the battle and try to ght off the Fremen. But their rst priority should be to get Perro to safety. Doing so is an extended task with a Difculty of 3 and a Requirement of 12. Each player character can choose to add to the requirement in a number of different ways: @  Use Battle to offer covering re with a maula pistol or keep attackers at bay with a blade. @  Use Communicate  to issue orders to the other troops to help cover Perro’s escape. @  Use Move to use the terrain and damaged vehicles as cover as they run. @  Any player character may make a Discipline test at Difculty 2 to center themselves and remain calm in the conict. Successfully doing so grants them the temporary Trait ’Calm Under Fire’ which makes all Difculties for the rest of this scene one step easier. @ 

Discipline   The player characters will each have time for three tests (which includes the Discipline test) to achieve the requirement before the extended test is over.

If the players fail to meet the requirement, read aloud:

Give each player an Injured   Trait, and the Perro’s attitude asset as Disappointed in House ’





Nagara . ’

Pinned down by enemy re and at a loss to see a way out of the battleground you nd yourselves trapped. You You hear the sickening sound of the lasgun tear open a broken vehicle near you that erupts in a reball of sand and rock. Pelted with debris you lose consciousness as you choke on dust and dirt. When you awaken Nikula is standing over you, issuing orders to medics. Thankfully Perro is also alive but as badly hurt as you. As medics cluster around you, Nikula seems dismissive of your condition. “The Fremen ran like cowards eventually, but not until after all my guards were killed. A shame your troops were not as dedicated in your protection. Anyway, Anyway, we found this” He drops a lasgun on the ground in front of you. “Its energy cell is used up of course, but I’m sure even you notice it is an off world design. It seems these desert animals have friends.”



Give the players the Perro’s attitude asset card as Impressed with House

Nagara . ’

Give the players the Lasgun  asset card. ’



If the players meet the requirement they get to safety. Perro is pleased with their help and

impressed with their skill. If characters pursue the Fremen, they will be unable to catch them, but will nd the lasgun. It has been discarded, its cell cartridge fused, making it useless, but there is no trace of the Fremen who wielded it. If they do not pursue the Fremen, Varis will recover the lasgun as above. Passing an Understand  test, Difculty 1, tells players it is of off-world manufacture. After the attack, the characters may ask their escorts about the incident: @ 

 Who attacked the convoy? Who

Nikula – “Fremen scum. We should have exter exterminated minated them long ago.”  Varis – “Fremen guerillas guerillas from the desert sietches.”

 

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82

 

Perro – “Fedaykin. Fremen death commandos. Warriors Warriors dedicated to righting wrongs committed against their people.” @ 

 Why might they have attacked the convoy? Why

Nikula – “Because they are irrational fanatics.”  Varis  Va ris – “I am not certain. certain. Hous House e Nagara Nagara has has done nothin nothing g to provok provoke e the Fremen Fremen.” .” Perro – “Perhaps after living under Harkonnen rule they cannot conceive of offworlders being anything other than enemies.” @ 

 What should we do with the prisoner? What

Nikula – “Surrender him to us. We will make him talk. Then we’ll execute him. Slowly.. Publicly. Slowly Publicly. Let him serve better use in death than he did in life.”  Varis – “Hold him him for questioning. We can decide his fate when cooler cooler heads prevail.” Perro – “Leave him in my custody. It’s unusual for Fremen to strike in Arrakeen. There may be something here that requires more subtlety than a Harkonnen blade. Fedaykin do not retreat, nor surrender.” @ 

 Can we interrogate the prisoner now? Can

Any/all – “No. There are pressing matters requiring your immediate attention.” Players are now faced with three options: Nikula’ss request that Perro surrenders Harun for interrogation. They lose 1. Accede to Nikula’ Perro’s respect, but the next test the player characters make with the Harkonnen has the Difculty reduced by 1 as they have shown they are allies.

2. Take responsibility for Harun and hand him over to Varis. Perro will not be happy about this, but will not think less of the player characters. Having shown their allegiance to the Harkonnens the player characters may reduce the Difculty of their next test with the Harkonnens by 1.

Give the players the Perro’s attitude asset card as ’Disappointed in House Nagara’ if they do not already have it.

3. Oppose Nikula’s demand and leave Harun in Perro’s custody.

If they already have the card as ’Impressed with

Read aloud:

House Nagara’ they

should return to the gamreinforcements arrive to clear the As you decide Harun’s fate, Harkonnen and Nagara reinforcements thoroughfare. Perro reorganizes reorganizes the convoy and you nd yourselves sitting opposite the Judge of the Change, again, in the battle-scarred limocar. If players have the Perro Attitude ’Impressed with House Nagara’ trait, or they pass a Communicate test, Difculty 1 Perro explains: @ 

“House Harkonnen has been brutal in its administration of Arrakis.”



“The Fremen, in return, have been a thorn in House Harkonnen’s side, regularly attacking Harkonnen spice harvesting.”



“Their attacks have increased since the Emperor announced the Harkonnens’ withdrawal. Perhaps the Fremen sense victory, or a new opportunity for negotiation?”



“If an understanding could be reached between House Nagara and the Fremen, the spice may ow more easily… and protably.”

If they do not pass the test, then the journey is spent in silence or small talk that does not

provide any useful information.

emaster.

Give the players the Perro’s attitude asset card as ’Impressed with House Nagara’ if they do not already have it.

 A G E N T S O F D U N E / C A M P A I G N S E T

     

ROJ VARIS DRIVE

Major in House Nagara’s Nagara’s Household Guard (Notable Supporting Character)

 Varis is one of Nag Nagara’ ara’ss oldest and most experienced ofcers. He is not as young as he was but remains a lethal ghter and a cunning strategist. Traits: Diplomat, Arrogant TALENTS @  Decisive Action (Battle): In a conict,

when Varis spends Threat and successfully eliminates an opponent’s asset, he may spend 2 Threat and remove a second asset.

S T AT E M E N T

DUTY:

7

FAITH:

5

 J U S T I CE :

6

POWER:

4

 T RU T H :

5

SKILL

Assets:  Military Training, Maula Pistol, Sword,

Kindjal

In service lies honor.

My House is just.

FOCUSES

BATTLE:

7

COMMUNICATE:

4

DISCIPLINE:

6

MOVE:

5

UNDERSTAND:

5

Long Blades, Tactics

Command

TARAS NIKULA Captain in House Harkonnen’s Arrakeen Garrison (Notable Supporting Character)

Nikula is a reasonably young ofcer, ofcer, eager to prove himself to his House. He has risen quickly though the Harkonnen ranks through deceit and brutal efciency. Traits: Diplomat, Arrogant TALENTS @ Decisive Action (Battle): In a conict,

when Nikula spends Threat and successfully eliminates an opponent’s asset, he may spend 2 Threat and remove a second asset. @ 

Driven: After spending 2 Threat (as

Determination), Nikula may roll 1d20. If the result is equal to or lower than his Discipline rating, the Threat is immediately returned to the pool. @

DRIVE

S T AT E M E N T

DUTY:

7

FAITH:

4

 J U S T I CE :

4

POWER:

6

 T RU T H :

5

SKILL

may choose an enemy asset within their zone to ignore.

Assets:  Military Training, Maula Pistol, Kindjal

The weak are born to serve.

FOCUSES

BATTLE:

4

Rie

COMMUNICATE:

7

Interrogation

DISCIPLINE:

5

MOVE:

5

UNDERSTAND:

6

The Slow Blade: When making an attack with

a melee weapon and spending Threat, Nikula

By will alone I rise.

 

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HOU S E S OLDI E R S The household guard for House Nagara, House Harkonnen, and Perro’s bodyguards are all essentially the same in terms of training and skill, so use

DRIVE

S T AT E M E N T

DUTY:

5

FAITH:

5

 J U ST I CE :

5

Traits: Soldiers, Loyal Talents: None Talents: None

POWER:

5

Assets:  Military Training, Maula Pistol, Sword,

 T RU T H :

5

the following for all of them.

When picking a Drive they instead just use a generic level of 5 for any action.

Kindjal SKILL

FOCUSES

BATTLE:

6

COMMUNICATE:

4

DISCIPLINE:

5

MOVE:

5

UNDERSTAND:

4

Long Blades

FEDAYKIN FEDA YKIN FIG HTERS The Fedaykin are usually absolutely lethal, but here they are choosing to ght below their ability as they have a different plan. For any Drive they instead use a generic level of 7

DRIVE DUTY:

7

FAITH:

7

 J U ST I CE :

7

POWER:

7

 T RU T H :

7

Talents: None Assets: Crysknives, Maula Pistols

S TAT E M E N T

SKILL

FOCUSES

BATTLE:

6

COMMUNICATE:

4

DISCIPLINE:

5

MOVE:

5

UNDERSTAND:

4

Knife-ghter 

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 A C T   I I I , P A R T    

 T H E   S P I C E   W I L L   F L O W Arriving at the Residency the player characters must deal with several notable guests and decide what to do with a Fremen prisoner. prisoner. They must also begin running the spice operation and decide how to deal with Fremen insurgents,

Objectives: @  Put the player characters under pressure as various parties make their demands. @  Allow the player characters to gain or lose new allies. @ 

who are possibly being supplied by House Vernius. But a meeting with the Fremen may prove there is more going on than they suspect.

Force the player characters to rely on their Harkonnen allies, perhaps against their better judgment, as doubts about House Harkonnen’ Harkonnen’ss loyalty grow. grow.

S C E N E    : 

 T H E   P O L I T I C S   O F   P R O F I T Read aloud:

Perro’s convoy draws up outside the Residence of Arrakeen. It is impressive. Composed of cyclopean blocks smoothed by time and sand abrasion, it rises buttressed and arched to scowl over the city city.. Narrow, mullioned windows give it the appearance of an ancient king grown mean with avarice. Perro leads you up a broad processional stair anked by Varis and Nikula. The cap tured Fremen is taken away. At the Residence’s towering doors, men in Harkonnen livery bow and open the imposing portal. Beyond is the Grand Vestibule, empty and silent but for the murmur of distant voices. Perro bids you follow him across an expanse of mosaic depicting the Battle of Corrin and into the vast Great Hall beyond. Two Two stories high, it is crowned with a vaulting ceiling supported by wooden crossbeams incalculably expensive to transport to Arrakis. Shadows gather there like storm clouds. It’s clear the Residence is a place of immense, echoing spaces intended to remind individuals of their insignicance in the face of imperial power. As the voices draw nearer, nearer, Varis stations his men around the room. Nikula and his troops guard the entrance. A far door opens to admit a squat, ery-haired Harkonnen male. He leads a robed Bene Gesserit Reverend Mother, a thin and pale Guild envoy, and a handsome man bearing the CHOAM insignia on his tunic. Though you arrived rst, you have the impression that you have been brought into their presence rather than they into yours.

Perro draws aside. Reveal the character cards for: @  Va  Vadim dim

Saarlea Saarlea,

Harkonnen Spymaster  Ustad Turan, CHOAM Representative @  Cenric, Guild Envoy @ 



RM Qadira Lariel Narilan

The stocky Harkonnen beams and his teeth shine white in his ruddy complexion. “Nobles of House Nagara,” he says, “please accept my sincere condolences for the loss of the Countess and permit me to introduce myself. I am Vadi Vadim m Saarela, Harkonnen Secretary-Liaison to Arrakis and your humble servant. These honored guests, united in grief at your loss, are Ustad Turan, CHOAM Spice Auditor, Auditor, Cenric, the Guild’ss new envoy to Arrakis, and Reverend Mother Qadira Lariel Narilan of the Bene Guild’ Gesserit Sisterhood. They have some concerns.” While you were all hoping to go straight to your rooms and freshen up after the trip, if not rest a moment, it seems that is not to be the case. Servants appear with refreshments and each of your guests clearly wants to engage you with some issue or another.. The trick will be nding out what they want and making an ally of them. another

 

85

86

   

VADIM SAARELA, HARKONNEN SPYMASTER ON ARRAKIS Saarela is a stocky character with vivid red hair who always seems a little too pleased with himself. While he is polite and well mannered, it is hard to believe it is more than a mask. He knows House Harkonnen is plotting against House Nagara, but will work hard to keep that a secret. Saarela wants to know if the player characters still trust House Harkonnen. Assuring him they value the support of the Baron is all he needs to hear. Traits: Spy, Mastermind TALENTS: @  Direct: Saarela may automatically command an ally

or subordinate to act upon his turn, even if that ally has already acted in the round prior. They may act later in the round on their own turn. He may assist them in this action, if desired. @

Passive Scrutiny: Once per scene, Saarela knows

one signicant detail about anything he encounters, assuming it can be gleaned through observation. @

DRIVE DUTY:

7

FAITH:

4

 J U S TI CE :

5

POWER:

6

Security is achieved through the exercise of power.

 T RU T H :

5

 Y  Your our truth is malleable; malleable; mine absolute.

SKILL

one more d20 by spending Threat and may create a free new Trait to apply to that individual.

My House before all.

FOCUSES

BATTLE:

5

COMMUNICATE:

7

Interrogation

DISCIPLINE:

6

Resolve

MOVE:

5

UNDERSTAND:

6

Subtle Words (Communicate): When attempting a

Communicate test with an individual, Saarela can buy

S T AT E M E N T

Deductive Reasoning

Assets:  Maula Pistol, Kindjal

USTAD TURAN, CHOAM SPICE AUDITOR  Turan is far too attractive to be taken seriously as an auditor. He dresses stylishly and will do his best to charm auditor. anyone he takes a fancy to. While he has money and power already, already, a marriage into a noble House would be the icing on the cake for him. Turan wants to make more prot for CHOAM so he can rise higher in its ranks. As such he wants to negotiate a better cut of the spice prots for CHOAM. To impress Turan the player characters can promise a better cut for CHOAM, but they will be handing away their own prots. At the cost of 1 extra Momentum (after a successful Understand test) they can realize that convincing him they will harvest more spice than the Harkonnen will keep both CHOAM and House Nagara in prot. Traits: CHOAM Auditor, Inquisitive TALENTS @  Intense Study: Once per scene, Turan Turan may use

Understand to make a skill test in place of any other skill and counts as having Focus for that test. Assets: CHOAM Targets, Favors with House Harkonnen

DRIVE

S T AT E M E N T

DUTY:

7

FAITH:

5

 J U S TI CE :

6

The pendulum always swings back.

POWER:

5

Power without balance is chaos.

 T RU T H :

4

SKILL

CHOAM is balance.

FOCUSES

BATTLE:

4

COMMUNICATE:

6

Charm

DISCIPLINE:

6

Self-control

MOVE:

4

6

UNDERSTAND:

Analysis

 A G E N T S O F D U N E / C A M P A I G N S E T

    

INFORMAL FORMALITIES Read aloud or paraphrase the following as the player characters are forced to confront their guests.

While your characters may be tired of these games, there is both opportunity and danger here. Each of your new acquaintances can be a potential ally, but upsetting them may be more trouble than you can handle. Things are going to be hard enough, you need a few more friends. Thankfully, each of your guests is quite busy themselves so this gathering will only go on for so long. In that time Thankfully, you need to nd out what they really want, and see if you can convince them you can deliver it. This conict doesn’t need a map as you are all milling about in the same area (zone) so there is no need to move between zones. Each character will be able to make two tests during the gathering as they engage the guests in conversation. Any character might assist instead of making the test themselves, but this still counts as one of their tests. Each character should take turns to decide who they are going to speak to and make a test, or assist someone else’s attempt.

QADIRA LARIEL NARILAN, REVEREND MOTHER  Qadira is not very old at all, but under her veil likes to make out she is a little older than she is, as it makes others underes timate her. She is dedicated to the Bene Gesserit but has little concern for the politics of spice. However, she will feign inter est in spice to obfuscate her true intensions. Reverend Mother Narilan wants to observe the new ruler of House Nagara and determine how their new regime will impact Imperial politics. The Countess was a known factor as the Sisterhood had studied her, the player characters are not. Traits: Bene Gesserit Reverend Mother, Reticent, Shrewd and Incisive TALENTS: @  Hyperawareness: Reverend Mother Narilan can spend

1 Threat and receive two pieces of information about a person, environment, or situation that might not be immediately apparent but could be gleaned through observation. @

Other Memory: As inheritor of the past memories of all

Reverend Mothers in her line, Narilan can call upon those memories in situations where such memories would be of use, gaining three automatic successes. @

Prana-bindu: Her Bene Gesserit training allows Narilan

complete control over her physical body and its processes. She may re-roll a single d20 on any Move or Discipline test relying on this control. @  V  Voice oice::

 This secret Bene Gesserit mind control technique allows Narilan to spend 1–3 Threat to gain that number of automatic successes for a Communicate test made to inuence a chosen target. The more successes, the more overt the use of the Voice becomes. She may also buy automatic successes to resist uses of Voice against her.

Assets: Knife, Bene Gesserit Acolyte

DRIVE

S TAT E M E N T

FAITH:

7 6

 J U ST I CE :

5

POWER:

4

 T RU T H :

8

DUTY:

SKILL

We protect our own.  Y  Your our Sisters are always

behind you.

Truth is found in small things.

FOCUSES

BATTLE:

6

COMMUNICATE:

5

Empathy

DISCIPLINE:

7

Observe

MOVE:

5

Grace

UNDERSTAND:

6

 

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88

   

CENRIC, SP SPACING ACING GUI LD ENVOY TO ARRAKIS Cenric is a bookish man who is a skilled accountant and banker.. He dresses quite plainly but still in very expensive banker clothes and bears the Guild emblem proudly.

DRIVE

S T AT E M E N T

DUTY:

7

The spice must ow.

FAITH:

6

The Guild is what matters.

 J U S TI C E:

5

Traits: Envoy, Spacing Guild, Authoritarian and Intellectual

POWER:

7

TALENTS: @  Driven: After spending 2 Threat (as Determination),

 T RU T H :

4

He is only concerned about spice and is worried about the Fremen attacks. He wants to know the player char acters can handle the Fremen, either with diplomacy or force (he cares little which).

Cenric may roll 1d20. If the result is equal to or lower than his Discipline rating, the Threat is immediately returned to the pool. @

SKILL

FOCUSES

BATTLE:

4

COMMUNICATE:

6

Diplomacy

DISCIPLINE:

7

Command

MOVE:

4

UNDERSTAND:

6

Subtle Words (Communicate): When attempting a

Communicate test with an individual, Cenric can buy one more d20 by spending Threat and may create a free new Trait to apply to that individual.

The Guild is the arterial system of the universe. Spice its lifeblood.

Assets: Spacing Guild Concerns, Spacing Guild

Demands

Imperial Politics

All the tests will be contested rolls against the guest each character is talking to. The test can either be Understand to gure out what they want, or Communicate to convince them House Nagara can help them. Each guest sets the Difculty with their roll (as per a standard contest) and will use the same skill as the player characters, albeit with a different Drive. If an Understand test against a non-player character is successful, the Difculty of any Communicate Communicate test  test with

that NPC is reduced by 1. The non-player character tests are summarized as follows: @ 

 Vadim  Va dim Saarlela Saarlela will use Duty (7) as he is loyal to the Harkonnens. @ @ 





This makes his target numbers: Communicate 14, Understand 13. He can apply his Resolve focus to the Understand test.

Ustad Turan will use Justice (6) as he believes getting the best deal for CHOAM is right. @  This makes his target numbers: Communicate 12, Understand 12. @  He can apply his Data Analysis focus to the Understand test. Cenric will use his Faith (6) as he believes in the Guild and wants the spice to ow. @ 

This makes his target numbers: Communicate 12, Understand 12. @  He can apply his Diplomacy focus to the Communicate test.



Reverend Mother Qadira will use her Truth (8) as she wants to see between the politics going on. @  This makes her target numbers: Communicate 13, Understand 14. @  She can apply her Empathy focus to the Communicate test.

Note that anyone with the Trait ’Bene Gesserit’ can apply that to make tests with Qadira one Difculty level easier.. But only if they are not assisted by anyone else as the Sisterhood keeps its secrets between themselves. easier @ 

If a player character fails either test they simply fail to learn anything or make an ally.



If they succeed in the Understand test they learn what that character wants and get a bonus to their  Communi Communi-

cate tests. See that character s description for what that is.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

Give the players the character cards of any guests they made allies of.



If they succeed in the Communicate test  they convince the character they can provide

what they want and make them an ally. They may then take that character’s character’s card to represent their good favor. They may use them once as an asset where appropriate. How each player uses their character’s tests is up to them. They may feel it more important to learn everything than gain allies. They may also not want to know more about some of the guests.

If no one talks to (makes any test against) any particular guest, that guest is insulted to be ignored and gains the trait ’Disgruntled’ ’Disgruntled’.. This will make tests one step more Difcult if the player characters meet them later on. Once each player character has had the opportunity to make two tests the gathering is over and the guests will leave for their own quarters in Arrakeen. Sareela and Perro will

remain a little longer, and can be asked questions about the guests when they are gone. They might wish to ask their questions separately separately,, as the information provided by Saarela and Perro differs dramatically (and even conicts): @ 

 What do we know about Turan, the spice auditor? What

Saarela – “Turan has been ambitious to rise through CHOAM’s administrative ranks. He will squeeze House Nagara to maximize spice production, wringing you out dryer than a merchant’s wash cloth out on the sook.” Perro – “He’s “He’s a fair-mi fair-minded nded man driven to keep galactic trade ourishing. He is neither sentimental nor corrupt, simply administering to the dictates of CHOAM and its business practices. It’ It’ss never personal. The Harkonnens dislike him.” @ 

 What is known of Cenric, the Guild envoy? What

Saarela – “The man is arrogant and concerned about Fremen attacks on spice production. He cares only for the ow of spice from Arrakis to the Guild.” Perro – “He is a Guildsman. Without the Guild, the Imperium would collapse. This is something we should always remember. remember. It is better to stand with him than against him. Without the Guild, a House is stranded and unable to move its goods.” @ 

 What do we know of Narilan, the Reverend Mother? What

Saarela – “A Bene Gesserit witch. Never trust her. Never be alone with her. Watch your movements and thoughts around her.” her.” Perro – “The Reverend Mother follows her own path. She is secretive, subtle, and preoccupied with plotting possible interrelations between the Great Houses. Her motives are unknown.” @ 

 W What hat do we know of Saarela (the player characters can ask Varis)?

 Varis – “The Harkonnen Harkonnen spymaster on on Arrakis. He shares shares information reluctantly with House Nagara. His affability and charm are an act. He has planned most of the Harkonnen operations on Arrakis.” Perro – “A man to watch. He is loyal only to House Harkonnen.” @

 How can House Nagara meet CHOAM’s increased spice targets? How

“Initially, you should broker some sort of peace with the Fremen that Perro – “Initially, does not destroy your reputation or your House.” Saarela – “Allow House Harkonnen to advise you. We have experience harvesting spice and controlling the Fremen insurgents. Follow me.”

 

89

90

 

SCENE :

 T A K I N G   C O M M A N D  Read aloud:

After Perro excuses himself, Saarela guides you to an operations center staffed by Harkonnen personnel overseeing spice mining. House Nagara workers assist them. Nikula watches from the shadows as Kobus Zaan and Dr. Erika Ganio greet you. Ganio’s face is etched with worry lines. “I know you must be exhausted,” she says, Ganio’s “but we must set our strategy for spice mining. Very little of our equipment is in the eld. You You need to decide where to deploy our harvesters. Kobus Zaan has a strategy that might benet us.” Zaan steps forward. “Considering House Nagara’s Nagara’s tentative grip on Arrakis, I have developed a plan to guarantee we meet our new CHOAM quota and satisfy our friends in the Guild.” The players may wish to know more about spice mining equipment: @ 

 What are scout ornithopters? What

Ganio – “The ornithopters that you are familiar with are common throughout the Imperium, mimicking the ight mechanics of birds. They are just as common on Arrakis. Those used for scouting spice are organized into small groups led by a light ornithopter called ’Spotter Control’, which watches and protects its group.” @ 

 What are carryalls? What

Ganio – “Carryalls are massive airborne transports that move spice mining equipment like harvester factories between spice deposits, especially when sandworms are drawn to the rhythmic churning of the harvester’ harvester’ss operations.” @ 

 What are harvesters? What

Ganio – “Harvesters or harvester factories are large, tracked machines deployed on spice blows. Essentially, they sift through immense amounts of sand and extract valuable spice. Carryalls deploy them in the eld.” @ 

 What is the source of the spice? What

Ganio – “No one knows for certain. Spice appears on the surface of the desert where it is harvested and processed. The conditions on Arrakis are too difcult to undertake deep desert research and the sandworms make any exploration dangerous.” @ 

 What are ’sandworms’? What

Zaan – “Sandworms are enormous beasts, sometimes as much as 400 meters long. They swim through the sand. They are aggressive and capable of swallowing a harvester factory whole.” Continue to read aloud or paraphrase:

In this next section you will have to manage your spice harvesting operation together.  You  Y ou will have to take risks to manage manage your equipment and and resources in the hope of meeting or even exceeding the Imperial quotas you have been given. We will be playing out several harvesting operations throughout the next few scenes, so your fortunes may rise or fall depending on your actions.

Bring out the spice operations map, the havest-

ing operation tokens, and the spice blow modier tokens.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

SPICE HARVESTING OVERVIEW Spice harvesting requires several tests and there is also an element of random fortune.

can reveal some or even all of the spice blow tokens to see what their modiers are.

On the map you will notice it is split into ten zones. These represent the various areas of Arrakis you might focus your operations on.

Then the players get to place their harvester tokens on any of the zones as they choose. They can spread them out or even put them all in the same zone. Once they are placed, all unrevealed spice blow tokens are revealed (turned over).

The gamemaster will place a few random spice blow tokens (dened by a table later) on the map which will modify the difculty of tests made in that area. They may be positive or negative. The players rst make an Understand test to see if they can properly analyse their spice managers’ predictions about where the best places to harvest are. If they roll well they

Next a series of tests is made to determine how well the spice operation goes for that day. At the end of these tests the players will have a net result for how well their spice operation has gone. They can also opt to invest in their operation to acquire more harvesting equipment to expand their operation for the next session.

S P I C E   H A RV E S T I N G   I N   D E T A I L 1. DETERMINE SPICE BLOWS

The gamemaster rolls secretly on the following table, the result shows how many spice blow tokens they should place face down on the map so the modier number is hidden. Only one may be placed in any zone. 2. ACCEPT OR ASSIST REJECT HARKONNEN A SSISTANCE ANCE

The Harkonnens are keen to help House Nagara, in return for a share of the prot. As a group the players should decide if they are accepting Harkonnen assistance for this spice session. If they do, all Battle and Move tests have their Difculty reduced by 1. However, all Discipline tests have their Difculty increased by 1. If they refuse Harkonnen assistance there are no modiers. Mark whether they have accepted Harkonnen assistance or not using the Harkonnen sigil token and placing it on the spice tracker. 3. SPICE ANAL ANA LYSIS TEST

One of the player characters must make a Difculty 2 Understand test, and can have the assistance of up to two other player characters. If they succeed the players may spend 1 Momentum to reveal any spice blow token on the map. They may reveal as many as they choose to spend Momentum for. Give the players four Harvester Operations tokens.

4. PLACE HARVESTER H ARVESTER OPERATIONS

The players begin with four Harvesting Operations tokens. They may place them in any zone on the map. They may place multiple tokens in the same zone. Through investment they may increase this number for later sessions. 5. ROLL FOR WORM ATTACK  ATTACK 

Any harvesting operation in a rich spice area has a high chance of attracting a worm. For each Harvesting Operation token, roll on the following table to see if a worm makes an attack before the harvester can nish its work. Find the row that relates to the spice blow token in that zone. Roll 1d20 for each Harvesting Operation token in that zone. On a result as shown on the table a worm arrives and swallows the harvester. harvester. That token is returned to the gamemaster. In all other cases a

 

91

worm may have arrived but the crew manage to call a carryall in time. 92

 



If more than one harvester is in the same zone, add +2 to the dice result for each harvester in the zone beyond the rst. So if two harvesters are in the same zone, +2 is added to the die result for both tests.



If a worm does attack the player characters have a chance to save their harvester. One of the player characters can attempt a Difculty 3 Move test, with up to two other player characters assisting. If successful the harvester does not produce any spice this session (is removed from play) but is not returned to the gamemaster.



If multiple harvesters are attacked other player characters can attempt the same Move test. Each player character can only make one test or assist in one test once each spice session. They have a lot of area to cover and can’t be everywhere at once to help their operation.

6. ROLL FOR FREMEN ATTACK 

The forces of House Vernius and the Fremen are a constant danger danger.. They can attack the operation at any time. For each harvester token in play the gamemaster should roll 1d20 and if the result is 15 or more that operation is attacked. A maximum of three attacks can occur in any spice session, so once three attacks have been rolled, no further rolls are made. @ 

If the trait Fremen Enemy is in play, add +4 to the roll to see if an attack occurs. A maximum of ve attacks can occur.

For each attack, player characters can mount a defensive operation. For each attack a player character may make a Difculty 3 Battle test, with up to two other player characters assisting. If any of these player characters have already made Move tests to save a harvester from a worm attack the Difculty is increased by 1. Each player character may only make or assist in one Battle test each spice session. @  If the test is successful the attack is repulsed and the harvester can continue its work. @  If the test is failed the attack is repulsed only because the harvester is rescued by a carryall. That harvester will produce no spice this session but is returned to the players. @  If the test is not made or 0 successes are gained the harvester is destroyed and the token returned to the gamemaster. 7. ROLL FOR SPICE PRODUCTION

For each spice harvester token still in play a player character may make a Difculty 3 Discipline test. The Dif culty is modied by the number on the spice blow token in that zone. If that player character has made a Discipline test this spice session the Difculty is increased by 1. For each harvester: @  If the test is a success the harvester production this session is Excellent, the players gain 1 investment point and 1 spice point. @ 

If the test is failed but at least 1 success is gained the harvester production is Acceptable, the players gain 0 spice points. @  If no successes are gained in the test the harvester production is Poor, the players suffer –1 spice points. For each investment point gained, the players may add another harvester token to their pool for the next

spice session. Investment points can be saved and a maximum of two new harvester tokens can be gained in any spice session (they take a certain amount of time to be built and shipped). Saved investment points can also be spent instead of Momentum on any spice session test. 8. TOTAL UP SPICE POINTS

Total up the spice points gained (or lost) this session: @  If you began the spice session with fewer than three harvesters, reduce your spice points by 1 for each harvester under 3. @ If you began the spice session with more than ve harvesters, add 1 spice point for each harvester over 5. Results: @  If the number is positive the spice session is Exceeding Targets. @  If the total spice points is 0 the spice production is Meeting Targets. @  If the spice point total is negative the spice production is Going Badly.  Badly. 

The gamemaster should record the result of the session and then continue with the adventure.  A G E N T S O F D U N E / C A M P A I G N S E T

 

After this spice session is complete, read aloud: Dr. Dr. Ganio suggests that House Nagara technology could counter some of the challenges you face. She bids you attend her in the laboratory the following morning. With night falling, Perro returns to escort you to your quarters. As you accompany him, he activates a cone of silence. “I have troubling news. The weapons retrieved during the Fremen attack have molecular manufacturing signatures pointing to Ix. I have sent the weapons to Dr. Ganio for further analysis.” Perro pauses. “I tell you this in the hope you solve the mystery internally and secure your ef without requiring my direct involvement. The Guild values its neutrality.” If the characters ask who the Ixians are , read the following aloud:

The planet Ix is famous for high-quality manufacturing of a wide variety of products, including weaponry. It is home to House Vernius. It is highly secretive, their technologi cal secrets guarded heavily. Some say this is because they aunt the Imperial rule stat ing that no machine may be made in the semblance of a human mind. Whether they are or not, any House whose income depends upon manufacturing has a rival in Ix. S C E N E    : 

“ W E  T E S T   O U T S I D E R S   W I T H   O U R   L I V E S . DO NOT DOUBT OUR CONVICTION.”

Read aloud:

Perro takes you deeper into the Residence. “We have the Fedaykin that was captured this morning in my custody. His name is Harun. We should interrogate him now.” Perro leads you down a succession of stairways, passing through the ancient archaeology of the Residence, from basement to sub-basement to an oubliette of cells. A single guard from Perro’s Perro’s detachment snaps to attention, then leaves at a nod from Perro. “In here,” he says, taking you into a cell lit by a white glowglobe. The Fremen is strapped to a surgical chair but appears unharmed. “He will have useful information — if you can make him talk. How do you wish to proceed?” The characters now face a moral choice. Ask them what they plan: LOSING PERRO’S  ALLEGIANCE

 

If they have the card ’Perro’s Attitude: Impressed

with House Nagara’ they Nagara’ they must return it to the gamemaster.

If they do not have the card Perro’s Attitude they gain the Complication ’Perro’s Attitude: Disappointed in House Nagara’.. Nagara’

If they already have this card his opinion of them can’t be any worse.



Do they wish to torture Harun? @ 

@

Do they want to bring in Nikula; renowned as he is for extracting information from prisoners? @ 

@

If they do, they t hey lose Perro’s allegiance.

Do they want to try to win Harun’s trust by talking and not interrogating? @ 



If they answer yes, y es, Perro objects. To overrule him costs them the Perro’s Perro’s allegiance.

If they do, they retain the Perro’s allegiance.

Ask if they also want to summon Narilan , the Bene Gesserit Truthsayer. @ 

Narilan refuses if Nikula is to be present, or if they plan on torture. She takes no active role but helps interpret Harun’s responses, decreasing the Difculty of the interrogation by 1. She will also hear everything and report it to the Bene Gesserit.

The characters may ask Harun a series of questions. Whatever strategy they adopt with the

stoic Harun has implications for House Nagara’s fortunes. If Narilan is present she can conrm Harun’s answers are true.

 

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94

 

Whatever method they pick there is no test to get Harun to talk. Harun actually wants to talk. It’s why he got captured. However, his answers will lead the player characters along different paths depending on their choices. If the players have opted to avoid torture they may make a Communicate test at Difculty 3 (–1 if they have Narilan’s help). If they succeed they realize Harun is sharing information much more easily than expected. Harun’s answer differs depending on the approach. If an approach is not listed it is not a way to gain that information. If Narilan is present she will volunteer her additional insight. Begin the interrogation, with these likely questions: @ 

“Why did you attack our convoy?” @ 

Torture: “You despoil our world.” (Go to next question)



Nikula’s interrogation: “You are all Harkonnen dogs. Our world will be cleansed with your blood.” (Go to next question)



Win Harun’s trust: “We test outsiders with our lives. Do not doubt our conviction.”

@

@

Narilan adds if present: “Interesting. The Fremen is testing you. That is his purpose.”

“Who sent you to attack us?” @ 

Torture: “Shai-Hulud, may his coming sweep you from our world.”



@

Nikula’s interrogation: “You are like wind in the desert. You pass on, leaving nothing to mark your passing.”

@

Win Harun’s trust: “Who sent you? Do you follow, or do you lead, Nagara?”

@

Narilan adds if present: “He’s a clever one.“

“Why do you test us?” @ 

Win Harun’s Harun’s trust: “What is a Knife without the Will of the Hand? Are you the Knife, or the Will?”

@

@

Narilan adds if present: “Listen to his question, for it contains his answer. He has decided what to do. Speak, Fremen. The future waits on you.”

“Who supplied Ixian weapons to the Fremen??” @ 

Torture: “Go to the deserted, blue-walled merchant’s house in the Plaza of Sihaya. There you will nd what you seek.”

Give the players the card Fremen



Nikula’s interrogation: “The answer is in the asking, Harkonnen dog.” Read Nikula’s the following aloud: Nikula suddenly slips his kindjal between Harun’s Harun’s ribs. “He was playing games with us,” he snaps, stalking from the cell. Harun spits blood at Nikula’s Nikula’s back. “The deserted, blue-walled house in the Plaza of Sihaya,” he gasps. “There you will nd what you seek.”



Win Harun’s trust: “Men whose only value is their water.” He spits at your feet.

@

@

Narilan adds if present: “You “You have won his trust.”

“Which men?” @ 

Win Harun’s trust: “Go to the red doored house on the Street of Hawks at midnight any night until the larger moon is full. There you will nd the answer answer..

@

Attitude: Enemy. Enemy. .

@

Narilan adds if present: He s holding something back, yet he means you no ill-will. There is a trap… somewhere, but not for you. Not anymore.”  A G E N T S O F D U N E / C A M P A I G N S E T

 

After the interrogation, allow the players to discuss: @  Why did Harun surrender? @  Do they trust his information? @  Who might be supplying the Fremen with Ixian weapons?

They should have either learned that they should visit the Plaz a of Sihaya or the Street of Hawks next. If the players have Perro’s allegiance and know of the Street of Hawks , Perro

@

speculates: “Harun’s surrender may have been a way of testing your integrity. How you deal with a prisoner reveals much. The Fremen adopted this strategy so House Nagara knew their overture was serious.” @ 

If the players have Perro’ Perro’ss allegiance and know of the Plaza of Sihaya , Perro speculates:

Perro explains: “The plaza is in a deserted Arrakeen district thought to be haunted by ghosts of vengeful Fremen massacred by Harkonnen forces years ago.” Whatever the answers, Nikula and Saarela re-emphasize the need for an aggressive

response: Nikula: “Y  “You ou must purge all Fremen from Arrakeen.” @  Saarela: “There must be public executions of suspected leaders and agitators.

@

“Known sietches must be bombed.”

 

Give the players the Fremen Attitude: Enemy card.

They both admonish the player characters to grant them further powers to detain and ’control’ the Fremen. If the player characters agree give them the Fremen Attitude: Enemy’ card. This trait will make all dealings with the Fremen one Difculty level higher. The characters should now wish to visit either the Plaza of Sihaya or the Street of Hawks (Scene 5) but Zaan will remind them they are due to inspect the spice mining

operation early tomorrow (Scene 4). If they insist on going this night skip to Scene 5. But the players will miss Scene 4 and discover that they have lost a harvester and its crew (for effects of this see the end of Scene 4). If Harun survived the interrogation, the characters now face a choice: to free him or keep

him prisoner. @ 

 They can order him released, which Saarela, Zaan, and Nikula will all disagree with. They

They will secretly increase their persecution of the Fremen in the name of House Nagara. They will also send assassins after Harun, but he will dispatch them easily. Harun will assume the assassins were sent by the player characters if they did anything but try to gain his trust, gaining them the ’Fremen Attitude: Enemy’ Trait card. @ 

 They can try and sneak Harun out of prison which requires a Move test at Difculty They

4. Everyone can assist and should detail how they help the jail break from their own facility. @ 

 They can walk him out of the prison themselves. It will deeply annoy the Harkonnens, They

but they will be unable to do anything about it or send assassins. @ 

 If they do nothing Harun remains captive and dies within 24 hours, victim to a slow If

poison he took before the mission. The antidote would have been administered had he returned to his sietch.

 

95

96

  

FEDAYKIN YKIN WARRIOR  WARRIOR  HARUN, FEDA Harun is a rather nondescript young man, but absolutely dedicated to his tribe and people. He is willing to die for his cause, and to see if House Nagara can be trusted.

DRIVE

S TAT E M E N T

DUTY:

6

My water belongs to my tribe.

FAITH:

7

Doubt not the power of God.

 J U ST I CE :

6

In blood there is justice.

TALENTS @  The Slow Blade: When making an attack with

POWER:

5

a melee weapon and spending Threat, Harun may choose an enemy asset within his zone to

 T RU T H :

5

Traits: Fedaykin Warrior, Sietch Jurf ’ahmar, Taci-

turn and Stoic

ignore. Assets (if free): Crysknife, Stillsuit (none as a captive)

SKILL

FOCUSES

BATTLE:

7

Short Blades

COMMUNICATE:

6

Deceit

DISCIPLINE:

6

Self-control

MOVE:

6

Stealth

UNDERSTAND:

5

S C E N E    : 

WORMSIGN Read aloud:

When you wake the following morning, you return to the Operations Center to organize the day’ day’ss spice mining. Zaan and Saarela watch you intently. Return to p92 and run another spice session. Note the nal result of the spice session (#2). When you have completed running the harvesting operation for the day read aloud:

As you’re nishing up, Dr Dr.. Ganio approaches you, frowning. “Perro was correct in concluding that the lasgun retrieved from yesterday’s yesterday’s attack is of Ixian manufacture. I am running additional tests. The results will be ready tomorrow. tomorrow. Our priority now is improving spice production.”

Return to Scene 2 (p92) and run another day of spice production as before to see can if theimprove player char  acters theirproduction. Once it is concluded, continue the read aloud box.

She rubs her eyes, her fatigue obvious. “There are several possibilities, but I feel it is important for you to observe spice harvesting rsthand and see for your own eyes how it works. I am too busy to go myself. I have asked Saarela to organize an ornithopter.. We need to know how to reduce the loss of men and equipment to sand thopter worms and Fremen.” She passes you dark shapes sheathed in plastic lm. “Perro left these for you,” she explains. “Stillsuits.” Minutes later, you are suited and standing on the Residence’s landing platform. Beside you, the ornithopter is a dragony-shaped ier made of burnished metal and glittering metaglass. Inside, is a spacious cabin where you can take your seats. Saarela, and the pilot are already aboard, she is a tough-looking woman, who intro-

Give each player a Stillsuit Stillsuit asset  asset

card if they do not already have one.

duces herself as Thana Banat, one of House Harkonnen’s experienced sand-masters.  A G E N T S O F D U N E / C A M P A I G N S E T

 

With a clash of wings, the ’thopter lurches upward, swinging over the Shield Wall and out across the desert. Beyond Rimwall West, the horizon is the soft edge of an innity of sand. A column of dust smudges the sky. “Spice harvester,” says Banat. “We’re about half an hour away. Is there anything you want to know about spice harvesting?” Note that some of these answers are not necessarily true but reect what Banat believes. @

 What can you tell us about the spice? What

“Fortunes are made and lives lost because of it.” @ 

 Where does the spice come from? Where

“No one knows. Perhaps it’s it’s all over Arrakis, buried under the sand, working its way up to the sur face.” @ 

 And the sandworms? And

“Little is known about them, but they are colossal and to be avoided. It takes an… astonishing… amount of force to kill one.” @

 Is there a connection between the worms and the spice? Is

“Maybe. They seem to protect the spice sands. That’s That’s what makes them dangerous. No one knows if there’s a direct relationship.” @ 

 H How ow do the worms know when spice harvesting is underway?

“They are attracted to vibration and, since harvesting is a tough business, it attracts worms.”

 

97

 



 Is there any warning before a worm attacks? Is

“Most of the time crews have about 30 minutes or so after the carryall drops its harvester before spotters see wormsign. Less if a worm is nearby, more if one must come from far away.” @ 

 Wormsign? Wormsign?

“A ripple in the sand when a worm rises to the shallower sands beneath, and hard to see. When a worm starts to rise, it’ll push a wave of sand ahead of it. That’s That’s if it doesn’t come up right under the harvester.” @

 What do you know about the What t he Fremen?

“Fremen are the second biggest threat to spice mining. They are primitive desert vagrants, without much culture. Thankfully they are very few in number, I suspect the desert takes most of them.” If the players have the Fremen Enemy asset: “Some crews tell me rumors are circulating in the

Fremen sietches that House Nagara plans to exterminate the worms and mine out the planet’s rocky areas. This might be why they’re so aggressive now.” now.” @ 

 Is there a link between Is b etween the Fremen and the worms?

“Not that I know.” @ 

 D Do o you know how House Nagara could improve spice harvesting? @ 

“Anything that warns us earlier of a worm would save lives and equipment.” @ “Engine upgrades to increase carryall speed and cut down harvester noise would mean faster delivery and rescue — and greater mining time.” @ 

“Anything that somehow draws the worms away from harvesting would give crews more time.”

 

After the characters have nished questioning Banat, read the following aloud:

When you return your attention to the desert, the dust cloud has grown from a smudge to a huge cloud. At its base is the harvester harvester-factory -factory.. 120 meters long and 40 meters wide. It resembles a giant angular insect, mounted on tracks. Its cavernous scoops funnel sand into its reneries, blowing out waste in a roiling swirl behind and to its sides. The pilot brings your ornithopter round in a wide circle, touching down on a pad at the rear of the harvester harvester.. When the ornithopter lands, you feel the harvester thrum with power. power. It vibrates in your skull and sets your teeth on edge. The rhythmic noise is deafening and Banat points to ear defenders hanging above you next to the ’thopter’s door. But just as you disembark, a klaxon blares. Banat pulls you back into the ’thopter. ’thopter. “Wormsign!” she yells. Saarela beside you is pale, sweating and silent.  You climb aboard  You aboard the ’thopter as you see a massive ’carryall’ ying towards the harvester harvester,, ready to lift lift it to safety.. But suddenly a great gash of ame opens in its side as a surface-to-air missile strikes its immense safety drive section. You You see a thin trail of smoke leading from a nearby, scalloped ridge of dunes. The carryall spirals down to the sand with a sickening thud followed by an explosion. All the player characters should make a Discipline test, Difculty 2 to keep their cool and notice what the

worm is doing. @ 

If they succeed read aloud: “You “You notice the worm has turned towards the carryall crash site, but there is nothing you can do for the crew from this distance, even if there were survivors. You You have time to escape, but the harvester will undoubtedly be the worm’s next target and there is nothing you can do to stop that. But maybe there is something you can do for the crew.”



If they fail they notice nothing, read aloud: With the threat of the oncoming worm, the crew of the harvester panic. A ght breaks out over who among them can take a second ornithopter on the other harvester landing pad, as it will not take them all. Sareela admonishes you to get in the ornithopter and leave right now. He tells you that your lives are more important than anyone else’s and a worm may be almost upon them. He says another carryall will be along soon but that somehow seems very unlikely.

Ask the players what they want to do next. @

If theyAbout y away can leave But there are 20 crewmen on the harvester who will be marooned there. ve they will escape in safely. the second ornithopter  @ 

If they choose to try and rescue some of the crew  they can make a Difculty 2 Discipline  test (with one

character leading and the others assisting). If they know the worm has been distracted by the carryall this becomes a Difculty 1 test. @ 

 If they pass the test, they may spend Momentum to save the crew by organizing the evacuation If

between the two ornitopters (one of the players might even pilot the other one). Each Momentum spent saves four crewmen. @

 If they fail they cannot coordinate a rescue and only a few make it to the other ornithopter and escape. If

Read aloud:

Eventually you have no time left, if anyone else is on the harvester there is nothing else you can do for them. Losing your lives as well will serve no purpose. As your ornithopter takes ight you see the vast maw of a sandworm rise beneath the harvester harvester.. Its vast jaws close around the harvester harvester,, which explodes as hundreds of sandworm teeth drive into its hull. The titanic creature barely registers the harvester’s harvester’s explosion and sinks back into the sands leaving nothing in its wake.

100

 

Ask the players how their characters feel after seeing the worm and the destruction of their

harvester. How might they prevent attacks like this happening again? @ 

If they saved at least half of the crew word will get around about their heroism.  In

the next spice session all Move and Discipline tests have their Difculty reduced by 1. @ 

If they failed (or missed this scene investigating the Street of Hawks or Plaza of Sihaya) a few spice workers walk out, convinced House Nagara doesn’t know what it is doing. The players lose one Harvester token before the next spice session.

SCENE :

N E W  T E C H N I Q U E S Read aloud:

 Y  You ou return to the Residence’ Residence’ s Operations Center Center,, humbled by what what you have seen. Saarela, who has recovered sufciently to start issuing orders, turns to you. “I promise we will nd the Fremen responsible for that attack. Their sietches will be reduced to rubble. On this, I swear.” The characters can decide whether or not to sanction further action against the Fremen. If they do, they make enemies of the Fremen. Continue to read aloud:

Soon after after,, Dr. Ganio summons you and debriefs you about what you have learned lear ned in the eld. She has researched three different ways the new House Nagara technology might be adapted to help the spice harvesting operation. She needs you to decide which line of research to put into practice. The rst option may help protect the operation from sandworms. @  The second option may help to improve the volume of spice harvested. @  The third option may help to improve the purity of the spice being harvested. @ 

 You  Y ou need to decide which option she should pursue. The players will probably want more detail on what Dr. Ganio has in mind. Depending on the unique technology the players picked for House Nagara, these are: @ 

To help protect the operation from sandworms: @

  A Nagara  charges modied, ornithopter-mounted might be used to re small at the sand to distract a worm awaymaula from rie harvesters. @ 

Seeding  S eeding the desert with alithiascopes, keyed to sandworm pheromones, may detect their proximity along chemical concentration gradients. @  Blight  Blight scanners modied to detect decay rates in sandworm pheromone deposits may plot their migrations over time and help avoid areas of frequent worm activity. @  Ornithopter-mounted  Ornithopter-mounted nightshade lenses may increase wormsign detection ranges. @  Using  Using omnigenerators as high-energy enhancements to carryalls, decreasing ight time. @ 

To help improve the volume of spice harvested: @  Issuing  Issuing crews and harvesters with Nagara maula ries may help repel Fremen. @ Equipping  Equipping harvesters with alithiascopes to enable more efcient detection and @

extraction of spice, improving spice yield.  Distributing blight scanners throughout harvester factories to detect organic Distributing

impurities, thereby enhancing the quality of the spicelenses yield.  to improve accuracy Equipping  E quipping all weapons on harvesters with nightshade accu racy.. @  Powering  Powering harvesters with more efcient omnigenerators to cut costs.



If they do, give the players the Fremen Attitude: Enemy card.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

To help improve the purity of the spice: @  Nagara  Nagara maula ries on low power might be used to break up sand clogs in the

machinery and help the lters sieve the sand a little better. Equipping  E quipping harvester screening processes with alithiascopes to separate spice from its substrate more efciently. @  Using  Using blight scanners to examine sand ltered during harvesting for potentially valuable organics. @  Equipping  Equipping the crews with Nightshade oil lenses may help them see more of the spice on the sand to target better elds. @  Connecting  Connecting Omnigenerators to the ltering systems will let them run at faster speeds for longer and increase the yield purity. purity.



After the players have made a decision, read the following aloud:

Note which option the players picked:   Protect the operation

from sandworms.

Improve the volume of spice harvested. Improve the purity of the spice being harvested.

Ganio nods to herself. “I can ready a prototype by morning. Come to the laboratory after organizing your harvesting operations.” Saarela enters without knocking, informing you that a Harkonnen patrol has found evidence in the carryall’s wreckage pointing to a Fremen attack. “They’re using Ixian weapons,” he adds. “House Vernius Vernius must be bringing these weapons in under the Guild’ss nose and using local smugglers to distribute to their Fremen allies. We should Guild’ retaliate against the Fremen, else they and House Vernius will think us weak and become even bolder.”

The player characters can make a Communicate test at Difculty 4. If they fail, they notice nothing. If they succeed, they notice Sareela does not seem as sure as he was about who is responsible for the attack. He also fails to produce this evidence, claiming his agents have disposed of it so word doesn’t get out that Nagara can’t protect its carryalls. He claims to trust his agent’s judgment. Ask the characters if they want to make reprisals against the Fremen. If they do they gain

the trait Fremen Enemy if they haven’t already. already. S C E N E    : 

 T H E   L O N G   N I G H T If the characters decide to follow Harun’s information information read the following aloud:

As night falls, the future of House Nagara has never been more uncertain. Arrakeen at night a cold, monochrome hard-edged shadows and geoThe metric patches of is silver light. Beneath theworld rising of moon, the streets are deserted. bitter scent of cinnamon still clings to the air.

If the player characters want to visit the Plaza of Sihaya, move to option A. If they want to visit the Street of Hawks, move to option B.

OPTION A THE PLAZA OF SIHAYA If the players want to visit the Street of Hawks

instead, skip to the next section.

Read aloud:

In the derelict plaza the blue-walled merchant’s house stands alone, half-wreathed in darkness. The characters may: @ 

 Send any troops Send

have into thesent house. them at and kills they the soldiers they in. If they do, there is an explosion that knocks

 

101

102

 



Enter  E nter the building themselves. If they do: @   A Battle test, Difculty 3, reveals a tripwire across the doorway doorway.. @ This  This can be deactivated with a Move test, Difculty 2. If this test fails,

the explosion goes off. The characters are injured and must return to the Residence for treatment. @



 Any character making a successful Understand test, Difculty 1, recognizes Any the explosives set in the doorway as Ixian in manufacture.

 If the characters explore the house, they must make three Battle tests, Difculty 2, to If

locate more booby traps. @ Each  Each can be removed with a Move test, Difculty 1. @

 If players fail any of their Battle tests, the explosives detonate. Characters are If injured and must return to the Residence for treatment.



Ass above, the explosives are revealed with a successful Understand roll, Difculty  A 1, as Ixian in manufacture.

On their return, Nikula and Saarela demand punitive action against the Fremen again if it is not already going on. If the player characters agree give them the Fremen Attitude: Enemy Trait card if you haven’t already. If they do not agree, and they are working with Harkonnen assistance in spice mining

sessions the Harkonnen threaten to cease aiding House Nagara. This is a bluff, but the characters must make a Communicate test, Difculty 2, to persuade the Harkonnen to maintain their support. @ If  If the test is a success, the Harkonnens continue supporting House Nagara.  IIff the test is a failure, the Harkonnens continue their support but all further tests with the Harkonnen have the Difculty increased by 1.

@

OPTION B THE STREET OF HAWKS Read aloud:

The Street of Hawks is narrow and shadowy. Fixed glowglobes illuminate several doorways, including one with a door the color of old blood. If the characters have troops with them, a voice rings out. An echo makes its source impossible to determine. “The wise know when to walk alone. Are you wise?” The characters may: @ 

 Move forward with their forces.  If they do, they nd the house with the red door Move empty. An Understand test, Difculty 1, reveals it was vacated mere moments before.



 Order their troops to remain on guard and move to the red doored house alone. If Order

they do, dark shapes rise from the rooftops: Fremen in jubba cloaks. The Fremen take no action but watch silently. Read the following: “Come in, Nagara,” says a voice from behind the door. “We have much to discuss.” When you enter the house, you are met by a group of six Fremen. If Harun was freed, he is one of them. In the player characters enter the house, read aloud:

The Fremen leader steps forward. “I am Musa,” he says proudly, “Naib of Sietch Jurf’ahmar Jurf’ ahmar.. My people have suffered long under the Harkonnen. We will neither

Reveal Musa, Naib of Sietch

Jurf’ahmar’s char -

suffer you, nor suffer under you, Nagara. Here we can start a war, or stop one.”

acter card to the players.  A G E N T S O F D U N E / C A M P A I G N S E T

   

If the player characters have the Fremen Enemy Trait they will have to convince the Fremen they are worth negotiating with. This requires a Communicate test at Difculty 4. If the test is failed the Fremen leave and vanish into the night. Any guards sent after them do not come back. If the test is passed the Fremen are convinced to stay and talk. The gamemaster is encouraged to roleplay the encounter between characters and the tough, uncompromising Musa. Skills tests can be used, however however,, to raise tension or uncertainty uncertainty.. The player characters might ask the following questions: @ 

 Do you know anything about the Ixian weapons? Do

“Shortly after House Harkonnen lost the Imperial ef, smugglers began supplying Fremen sietches with these weapons.” @ 

 D Do o you believe the rumor that House Nagara intends to exterminate the sandworms and mine the rocky areas of Arrakis?

“That was what the smugglers told the Fremen.” @ 

 T There here is no truth in the rumor. Why do you think the smugglers told you this?

“To foment trouble between the Fremen and Nagara. I believe my people are being used as pawns “To in a game played between Imperial Houses, between Nagara and Harkonnen. You You have what they have lost. That sits ill with them.”

MUSA, NAIB OF SIETC H JURF ’AHMAR  Musa is a pragmatic and experienced leader who has seen his tribe through many hardships. While he is a little old by Fremen standards, he does not fear a younger blade will challenge him just yet. He is willing to give those he does not know the benet of the doubt. But he will also judge them by their actions not their words.

DRIVE

S T AT E M E N T

DUTY

8

I lead until dead.

FAITH:

7

Arrakis is the Forge of God.

 J U S TI C E:

6

The desert teaches us to be just.

Intense, Intelligent, and Proud

POWER:

5

TALENTS: @  Advisor (Communicate): Whenever Musa

 TR U T H :

5

Traits: Naib of Sietch Jurf’ahmar; Fedaykin Warrior;

assists an ally and uses Communicate, he can re-roll 1d20 from their dice pool. @

Bold (Battle): When buying additional d20s

with Threat, Musa can re-roll any single d20 from that pool. @

SKILL BATTLE:

7

Short Blades, Pistols

COMMUNICATE:

6

Charm

DISCIPLINE:

6

Self-control

MOVE:

6

Stealth

UNDERSTAND:

5

Cool Under Pressure (Discipline): Before rolling

a Discipline test, Musa may spend 2 Threat to automatically succeed at the test. He generates no Momentum/Threat for this test, however. Assets:  Maula Pistol, Crysknife, Stillsuit, Jubba Cloak

FOCUSES

 

103

 



 Will you continue to oppose us? Will

“That is what we are here to decide. Make no mistake, we are not unwilling to take your water… to spill your blood, if you do not understand our meaning. These weapons from the tribe of Ix make this easier, but war wastes water. A lasting peace between Sietch Jurf’ahmar and Nagara benets us all. But there is always a cost to peace.” Now negotiations begin between Musa and the player characters.

To resolve the negotiation through dice rolls: The players will need to win three contested Communicate tests against Musa as a group. Each player may only make one test, or assist once. So, at least three different characters will need to make a test. The others can try to assist or make tests themselves depending on what the group think. If they lose three tests, or win three tests the negotiations end with the following results: @ 

The players won no tests  – The Fremen vanish into the night unconvinced House

Nagara can be an ally ally.. @ 

The players won one test – The Fremen decide to give House Nagara the benet of the

doubt. The next spice operation test can be made without rolling for a Fremen attack. @

 The players won two tests  – The Fremen vanish into the night unconvinced House The

Nagara can be an ally. From now on, only a maximum of two Fremen attacks can occur during a spice session and the dice result to see if they occur is reduced by –2. @  The  The players won three tests – The Fremen are convinced House Nagara have been wronged and are actually honorable. Remove the Fremen Enemy trait card if they have it. From now on, only a maximum of one Fremen attack can occur during a spice ses sion and the dice result to see if they occur is reduced by –2. If you did not need to remove the Fremen Enemy Trait the Fremen will actually help support and defend House Nagara’s spice operation so no further tests for Fremen attacks needs to be made. Once negotiations are complete and if the player characters won at least one test, read

aloud: “All is built on sand,” Musa says. “But we must build as if sand were stone. So I will show my respect by speaking truth. The missile attack on your carryall was not the Fremen’ss doing. Smugglers traded with us offering lasguns, maula pistols, and exploFremen’ sives only. only. We did not trade for rocket launchers. The smugglers who sold us weapons were new to Arrakis and arrived after House Harkonnen lost its ef.” “You should know, Fremen are not responsible for all the attacks on sand mining operations; there is another, hostile force on Arrakis.” He gives you a compact, long-range communicator. “The wavelength is coded into the device. Someone will always be listening, should you wish to contact us. Wait here for 30 minutes after we leave. My brothers will be watching. We will know.” Then, with the soft susurration of their jubba cloaks, he and his men depart.

 

Remember to apply these results in further

spice sessions. If the players won three tests and do not have the ’Fremen Attitude: Enemy’ card, they gain the ’Fremen Attitude: Ally’ card.

 A G E N T S O F D U N E / C A M P A I G N S E T

 

 A C T   I I I , P A R T    

 A W A K E N I N G House Nagara continues their spice harvesting operations of Arrakis in partnership with the Harkonnens. But it is becoming clearer and clearer that the Harkonnen are not to be trusted. House Nagara’ Nagara’ss prototype to assist spice operations also goes missing, casting a shadow on their plans to exceed their spice quotas. Eventually the true enemies behind the supposed Vernius attacks and the assassination of the Countess are revealed and the player characters can nally take their revenge.

Objectives: @  Introduce conclusive evidence that House Harkonnen is the characters’ true enemy. @  Provide characters with an opportunity to take revenge @ 

on House Harkonnen.

Begin to prepare the characters for challenging House Harkonnen in the Landsraad.

SCENE :

S T O L E N   T E C H N O L O G Y Begin this scene with another spice production session (#3) as detailed on p92, but possibly modied as follows: @ 

Remember to apply any adjustments gained from negotiations with the Fremen (Scene 6) or rescue of the harvester crew (Scene 4).



It also turns out that Dr. Ganio has completed a prototype and outtted some of the harvesters. What the players picked will grant them a bonus in this spice session and any further ones: @ 

Protect the operation from sandworms:  When rolling for worm attack, reduce the



Improve the volume of spice harvested: The players may reveal one spice blow

dice result by 2. token before making a spice analysis test. @ 

Improve the purity of the spice being harvested: The players may roll an additional d20 for free on one of their Discipline tests when rolling for spice production.

Once the spice session is complete, read aloud:

Dr.. Ganio requests you visit her in her laboratory and informs you the prototype testDr ing is nished. She wrings her hands. GAMEMASTER NOTE

What Dr. Ganio doesn’t know is that Zaan contacted Harkonnen operatives with the ight details and sent orders to seize the prototype to further undermine the Nagara harvesting operations.

“I informed Kobus Zaan, who instructed me to send a technical team to upgrade more of our harvesting operations. After their ornithopter or nithopter crossed the Shield Wall, we lost all contact. The ightplan was secret and comms channel secured. We can only assume a technical fault, or an attack.” Ask players how they wish their characters to respond: @ 

Option 1: Do nothing.

The ornithopter vanishes, as does the prototype. House Harkonnen has actually seized it but they will not know this. With an Understand test, Difculty 1, the characters realize they need another prototype (or the players may simply guess this). Skip ahead to Scene 3. 3.

 

105

106

 



Option 2: Follow the ornithopter’s course with a few House Nagara troops.

Ask the players if they will take Harkonnen troops for back up as well as their own. @

If they decide not to, ask if they will try to sneak out without alerting the Harkonnen.

If they try to leave without telling their Harkonnen allies… @

@

The Harkonnens will know they are leaving if the player characters take any Harkonnen troops. The Harkonnens will notice the player characters leaving if they cannot do Move or  or Discipline test (player’s so quietly and secretly, by passing either a Move choice) at Difculty 2.

If the Harkonnens discover the player characters are leaving , Varis and Nikula will insist

on accompanying them. To stop one or both coming with them the player characters must make a Difculty 3 Communicate test. If successful they can spend 1 Momentum each to refuse to take Varis and/or Nikula. Perceptive characters (Communicate test, Difculty 2) note that any accompanying Harkonnens delay departure. SCENE :

“ I  T A K E   W H A T   I S   M I N E ” If the characters investigate the lost ornithopter, read aloud:

 You at speed aboard aboard an armored ’thopter ’thopter.. Beyond the Shield Wall, Wall,  You leave Arrakeen at you see the technical team’ team’ss aircraft crashed in the sand, but intact. Three small unmarked ’thopters have landed close by clearly responsible for bringing down your technician’ss ornithopter. Like sandies, men group around the vehicles. technician’  You are going to have to ght for your prototype,  You prototype, and you won’t won’t have long. Even this close to the shield wall, the conict is bound to draw a worm.  Your pilo  Your pilott drops drops his craf craftt in cove coverr behind behind the techn technicia icians’ ns’ tran transpo sport. rt. As he he kills kills the engi engine ne you hear the cough of maula pistols as you exit your ’thopter and enter the ght. In this conict the Nagara soldiers, Harkonnen Soldiers, and Spice Smuggler cards each represent a group of ghters. The conict should be played out as usual, with the player characters controlling their characters the ifNagara soldiers. The gamemaster controls all other characters, including Harkonnenand guards they were brought. @ 

The player characters will win the conict if they defeat all the spice smugglers.



The player characters will lose the conict  if all of them are defeated (Nagara soldiers and Harkonnen guards are irrelevant in terms of victory).

Note, any ally of the player characters in the same zone as the Harkonnen troops must increase the Difculty of their rolls by +1. Simply explain it is ’an extra circumstantial modier’ rather than tell the players what it represents. While the Harkonnens will take actions on their turn, they will fail any test. Roll the dice secretly and just tell the players the test was a failure!

At the end of the conict, the player characters may make an Understand test at Difculty 2. If they succeed, they recognize the ’smugglers’’ ’smugglers’’ battle language as Harkonnen, and (if they have not worked it out) that the Harkonnen troops were actively working against the player characters.

Take out the spice harvesting map

of Arrakis and place it on the table. Place the four Spice Smugglers cards in any of the zones. The players may pick one zone to land in, they place their character cards, the Nagara Soldiers card and (if they brought them) the Harkonnen Soldier card in that zone.

 A G E N T S O F D U N E / C A M P A I G N S E T

   

SMUGGLERS (DISGUISED HARKONNEN TROOPS) Traits: Soldier 

DRIVE

Talents: None Talents: None

DUTY:

4

FAITH:

4

 J U S T I CE :

4

POWER:

4

 T RU T H :

4

Assets:  Military Training, Ixian Lasgun, Kindjal

S T AT E M E N T

SKILL

FOCUSES

BATTLE:

6

COMMUNICATE:

5

DISCIPLINE:

5

MOVE:

5

UNDERSTAND:

4

Brawler 

If the player characters win the conict, read the following aloud:

Outgunned and outmaneuvered, the smugglers ee, abandoning their damaged ’thopter,, leaving their dead behind. Searching the bodies reveals their maula pistols ’thopter are an Ixian design. When you investigate the ’thopter, Captain Nikula waylays you. “Do not approach,” he warns. “Smugglers regularly boobytrap their transports.” A contested Communicate, Difculty 2 skill test suggests Nikula is hiding something but he will not stop them investigating. If the player characters investigate the smugglers’ ornithopter and succeed in a Dif culty 2 Understand test they do not nd any booby traps, but do nd their technical team’ss ight-plan and itinerary team’ itinerary,, possibly evidence of a traitor in the Residence. 

If Major Roj  is with the  Varis is  Varis

player characters, remove his card from the game as he will be killed in the ghting if the player characters lose.

If the player characters lose the conict, read aloud:

“The smugglers drive you back to your ornithopter. ornithopter. Varis lies dead and you ee, knowing valuable Nagara technology is now on the open market. As you contem plate your defeat, Nikula opens his st. In his palm is a micro-communicator. micro-communicator. The prototype is now lost and the player characters will not be able to use it in their next spice session and gain the bonus. @ 

After the conict is resolved read aloud:

Any further investigation is impossible as in moments there are shouts of ’wormsign’.

 

107

 You scr  You scramb amble le bac backk to to you yourr ’tho ’thopte pterr and and tak take e off off onl onlyy mome moments nts bef befor ore e a wo worm rm rise risess fro from m beneath the sand and swallows any evidence you were there in little more than a moment. 108

 

 Y  You ou notice Captain Nikula Nikula is looking closely closely at one of the weapons he has taken from a smuggler. smuggler. “Ixian,” he observes. “Those smugglers are being equipped by House Vernius.” At the Residence, Saarela greets you. “Your principal radio operator was a traitor traitor,” ,” he snaps. “He killed himself with a poison tooth after Zaan confronted him. The Residence is secure once more. I suggest you allow me to handle security from now on.” This is a lie. In truth, Zaan had the man killed as a scapegoat. The player characters can make a Difculty 4 Communicate test to determine that Zaan is not telling them the truth. Although even if he is accused he will insist it is the truth and it is up to House Nagara to determine what it chooses to believe. SCENE :

“ E N E M I E S   S T R E N G T H E N   Y O U . A L L I E S   W E A K E N . ” Read aloud:

Dr.. Ganio intercepts you as you move through the Residence, and requests your attention. She leads you to Dr the laboratory. laboratory. Gaunt with worry worry,, she activates a cone of silence. “I have made a terrible discovery while investigating the Ixian lasgun you retrieved from the Fremen attack. Inside the priming chambers I found signicant amounts of genetic traces of Giedi Prime biologic markers, particularly environmental contaminants. This is not incidental. These weapons are Ixian in origin, but they were primed and handled by someone on Giedi Prime, almost without doubt someone from House Harkonnen, given their control of off-planet transport. It is they who been equipping the Fremen and deecting suspicion onto House Vernius!” The characters may question Ganio, if they wish: @ 

 W What hat about the weapons and the communicator found amongst the smugglers?

“It seems the Harkonnens are supplying arms and materiel to them.” @ 

 Why would the Harkonnens supply smugglers and the Fremen? Why

“T “To o discredit our House by compromising spice production. This would turn tur n CHOAM, the Guild, and the Emperor against us, as we would have demonstrated House Nagara is incapable of meeting its responsibilities.. Perhaps the Harkonnens plan to win back Arrakis. It’s responsibilities It’s likely that Arrakis was more lucrative than they admit.” @ 

 W We e heard smugglers using Harkonnen battle language.

“That proves my suspicions. Harkonnen soldiers are masquerading as smugglers.” Reecting on the missile strike on the carryall, you realize that some of the Fremen attacks must have been mercenaries in disguise. It appears the Harkonnens may have been staging attacks on harvesting operations to make House Nagara look weak and point the blame at the Fremen. The characters may also ask Ganio the following: @ 

 What should we do? What

“Be cautious. I have requested Perro’s presence. As Judge of the Change and an agent of the Emperor, he must be informed.” @ 

 Can Perro be trusted? Can

“Perro is a Guild agent, dedicated to ensuring a continual ow of spice to the Guild and to the rest of the Imperium. Two Houses competing on Arrakis jeopardizes this security. We can trust his self-interest, if nothing else.”

 A G E N T S O F D U N E / C A M P A I G N S E T

 

Read aloud:

“It makes perfect sense,” Ganio says to herself. “The Countess would have been a formidable opponent on Arrakis, with considerable strength and inuence within the Landsraad. You… You… you’re all so inexperienced, no insult intended. She was in their way.. Don’t you see? If the Harkonnen sabotage our mining operations here, run guns to the Fremen, hire way mercenaries… how difcult would it have been to destroy the Countess’ shuttle?” “I fear also that our entire House is at risk. A edgling House with an heir incapable of serving as administrator of Arrakis is useless to the Imperium. Demonstrating this, the Harkonnen may act as if they are duty-bound to have Nagara absorbed entirely into their own House and holdings.”  You are beginning  You beginning to comprehend the implications of of Ganio’s insight when Perro Perro is admitted admitted by one of your household guard. Ask the players if they think they can trust Perro: @  If they do, read the next section aloud. @ 

If not, they exchange pleasantries with Perro and he eventually leaves. The player characters may make a  Communicate test at Difculty 2 if they wish to use this small talk to gauge Perro’s Perro’s trustworthiness. If they

succeed they conclude he can be trusted, or at least is not working for the Harkonnens and has remained neutral. This may convince them to take Perro into their condence, if not skip the next section. If the players decide to trust Perro, read aloud:

Perro steps into the cone of silence and Ganio explains what you have uncovered — and what she has concluded. Perro’s face grows dark. “We cannot risk a War of Assassins between you and the Harkonnens. There is too much at stake. We cannot risk the spice.” The characters may have questions for Perro: @  Can he, or the Spacing Guild, help against the Harkonnens?

“Not directly. directly. As Judge of the Change, I must be seen to be impartial. The Guild could threaten to remove Harkonnen transport rights, but that would expose tensions between Harkonnen and Nagara. The Landsraad would insist that your Houses acknowledge a state of kanly — formalized vendetta — and this would throw the Arrakis ef into chaos, jeopardizing spice production. Your Your House would not fare well against the entrenched, resourceful, and ruthless Harkonnens.” @ 

 Would CHOAM assist House Nagara? Would

Ganio – “Unlikely. “Unlikely. Any petition to CHOAM would be a sign of weakness. Our House would lose cred ibility and, likely, our ef.” Perro – “Absolutely not. CHOAM exists to distribute wealth and to serve those who provide it. Any threat to that, and to the balance between the directorships, would make the petitioning House a pariah.” @ 

 W Would ould the Emperor aid House Nagara against the Harkonnens?

“Unfortunately, there is no chance of that. The Emperor took the ef from House HarkonGanio – “Unfortunately, nen and gave it to Nagara. He would look a fool before the Landsraad. Any house that makes the Emperor look foolish would not survive long.” Perro – “The Emperor gave you the ef. Why, I do not know, but I sense plans within plans we cannot yet perceive. Is it possible he is allied with the Harkonnens? Impossible Impossible to say. Best to keep silent before the Emperor, Emperor, else he silences you himself.”

 

109

110

 



 Should we move against the Harkonnens? Should

Ganio – “Perhaps, but not openly. That would risk a War of Assassins and Harkonnen forces outnum ber ours on Arrakis by a considerable measure. Their headquarters in Carthag is still fully garrisoned, and we have few of our House armaments in place here yet. Sadly, Sadly, we are relying on House Harkonnen to transport those to us with the Guild’s cooperation.” cooperation.” Perro – “No, but you cannot afford to do nothing. Every day, the Harkonnens undermine your tenuous grip on Arrakis. If that continues, the Emperor will rescind your ef. If you indicate you are going to strike against the Harkonnens, the Guild will cut off your ability to transport additional troops and weapons from your home-world to use against them.” @ 

What can be done?

Ganio – “Seek justice for our Countess. What form that will take, I cannot say. But there must be at least one Harkonnen who is the architect of this plan. We might not be able to take down the whole House, but we can perhaps nd the one who planned the murder of the Countess.” Perro – “Take “Take revenge if you can, but it must be surgical, deniable. Select a target that damages Harkonnen operations, distance yourself from it, and maintain your innocence.” @ 

 Revenge on whom? Revenge

Ganio – “Who is the thread that ties Arrakis to Giedi Prime, the Countess’ death to attacks on our harvesters?”

If the players have taken Perro into their condence or not, read aloud:

If the Harkonnens are behind the attacks, the question is, which of them is to blame for the Countess’ death and is the main architect of the plan? The other problem is how to get revenge. A war between Houses goes against the Great Convention, a code of conduct that has kept the peace for thousands of years. Without clear evidence the plot goes to the very top of House Harkonnen, it will be exceptionally hard to get the Landsraad to back any attack. Even if they did, House Harkonnen is powerful and would easily crush House Nagara is in an all-out war. But there may be another way. way. If you can root out the true puppetmaster you will need less evidence to take revenge on them. Doing so will also send a message to the Harkonnens you are not to be tried with. If played carefully and well, the puppetmaster’s crimes will give you ample excuse to insist House Harkonnen must leave Arrakis to you. As always, what matters is the spice. The better your production of it the more leverage you will have with the Landsraad. The question remains, who is behind the Harkonnen plot? If the players do not have their own idea about the answer to this last question, ask for an Understand test,

Difculty 1. If they succeed you can offer them the following clues. If they fail they will still realize the main suspects are Nikula, Zaan, and Saarela: @ 

Nikula – An unlikely suspect as he is mainly a thug and probably not capable of such a plot, unless his brutality is an act.



 Sareela – A very good subject, but he has been stationed on Arrakis and the plot may well have begun as Sareela

early as when you were on Giedi Prime. @

 Zaan – A likely suspect with the time and resources to craft such a plot. He has been helpful to House Zaan

Nagara, but has that just been to get into your good graces? If the players believe they know who is behind the plot, move on to Scene 4. If the players decide they want more evidence before they make their decision, read aloud:

While you are eager to deal with the serpent in your midst, you know that evidence and cunning are the way to make sure House Nagara can survive a conict with House Harkonnen. You will need to get evidence before you make an accusation, and you have three suspects to pick from, Nikula, Zaan, and Sareela. You

will have to break into their private records to nd what you need and it will not be easy. Should you fail when investigating one, the others will be on their guard. So, who will you try to investigate rst?  A G E N T S O F D U N E / C A M P A I G N S E T

 

The players should now pick which of the three suspects they wish to investigate rst. Doing so requires a Difculty 4 Understand  Understand or  or Discipline test, and up to two player

characters can assist in the test.  If they pass the test the player characters gain information on the suspect as noted below. @  If @ 

If they fail the test but get at least two successes they gain no information and must

try another suspect. @ 

 If they fail the test with only zero or one success or roll  they have not only failed If

to gain any information on that suspect but have alerted the others someone is on to them. All tests against any other suspects have the Difculty increased to 5. @ 

 IIff they roll a Complication on any test the gamemaster gains 2 Threat   On a successful test they learn the following about the suspect they investigate: @  Nikula has nothing of interest beyond some security reports. He is clearly not the

puppetmaster. @ 

Sareela has plenty of secret documents but none detail any plans against House

Nagara. The player characters can spend 1 Momentum to gain an asset of Harkon nen secrets which may be useful later or against Sareela. @ 

If the players spend the Momentum, give them the Harkonnen Secrets asset card.

Zaan is clearly the puppetmaster! The player characters nd several incidental com-

munications that connect him to circumstantially to several of the plots against them. They may also spend Momentum to ’Obtain Information’ gaining one of the following for each Momentum they spend. Each of these offers enough evidence to claim rightful revenge against Zaan: @ 

Details of nancial incentives for spice workers to leave Arrakis. These bribes

would force House Nagara to seek more assistance from the Harkonnens when they couldn’t get new workers. @ 

Spacing Guild bills of lading for shipments of machine parts from Giedi Prime.

Against each are lists of Ixian-patent lasguns and microcommunicators. They prove the Harkonnens are responsible for arming the people attacking the harvesters and even Perro. @ 

Plans for a disinformation campaign highlighting campaign highlighting House Nagara’s intention

to eradicate the sandworms and mine Arrakis’ rocky areas, approved by Baron Harkonnen himself. In this way they have carried out a disinformation campaign to destroy condence in House Nagara’s governorship of Arrakis. @ 

Orders for raids on Fremen sietches. These raids will have been to claim

Fremen items to use to plant evidence of Fremen involvement. The Fremen will be very interested in this evidence. @ 

Lists of Harkonnen mercenaries active on Arrakis with designated targets.

Some are sietches; most are battle plans for assaulting spice harvesters. This proves the attacks are not House Vernius or the Fremen but Harkonnen agents. @

Blueprints of a House Nagara shuttle. Expanded plans of the ship’s bridge

and engine room append the blueprints. Final proof that Zaan is behind the assassination of the Countess. The evidence also notes that the player characters’ training on Giedi Prime should not be taught the correct protocols, but instill in them the wrong instincts so their attempts to help will only cause further malfunctions and obfuscate the Harkonnen plot. Read aloud:

Now there can be no denying what is obvious. House Harkonnen is working against against you to make Arrakis theirs once again.  You  Y ou might not be ready ready to challenge the Harkonnens openly openly,, but you can make make sure

 

111

your Countess is avenged and Harkonnen plans derailed. But how?

112

 

SCENE :

VENGEANCE! Begin this scene with a nal spice session (#4) and record the results. Impress upon the players that the better

their spice production the more leverage thy have among the Houses of the Imperium. If they saved the prototype they can get the same extra bonuses they had in the previous section, if it is lost they cannot. Once the spice session is completed, read aloud

Now you have a suspect, it is time to act and claim vengeance for your House and the loss of the Countess. This will take careful planning and commitment to see it through. There are three potential suspects, Nikula, Sareela, and Zaan. One of them must be struck down to claim vengeance, but you must be sure. You You will have only one attempt, and then all three will be on their guard or may escape back to Giedi Prime. You You have done all the research you can, so now is the time to strike. The players should take some time to discuss their options and what they want to do to take revenge. Ask them

who they will visit their revenge on. If they have all the evidence they should focus on Zaan, but if not they may pick a different target. Remind them that they should be sure as they may only get one chance. This scene differs slightly in allowing the gamemaster to improvise the actions of the player characters, in a looser structure of tests and possible outcomes. If the players come up with a good plan, go with it and decide on the skill tests as a group. It is ne (essential even) for the players to suggest how they are using their abilities to plot their revenge. If they are unsure what to do, offer them the following options: @  Luring  Luring the target into the desert and attempt an arranged ambush. @  Inltrate the target’s chambers and silence them so their death appears accidental or just leaves no clear suspects. @  Poison  Poison them openly but deect suspicion onto another Harkonnen. @  Face  Face them in a duel of honor. If the characters decide to lure their target into the desert:

They must succeed at a Communicate test, Difculty 1, to arrange to meet Musa and his Fremen in the desert who will be more than happy to help kill a Harkonnen. If the player characters found the evidence incriminating the Fremen the test passes automatically. The target must them be lured into the desert under some pretext, either persuading them (Communicate, Difculty 3) or commanding them as the ef-holders of Arrakis (Discipline, Difculty 2) to accompany them immediately in an inspection, possibly after a sand-master has learned something of universal signicance about the spice. The target will only agree if they are allowed to take one of the other two suspects with them and some Harkonnen guards. It is possible this plan may end up killing all three of the suspects if the player characters decide to lure all of them out into the desert, which will sort out the question of who the culprit is! When they arrive in the desert you can play out the encounter in one of several ways: @ 

  full conict using the spice harvesting map with the player characters and their Fremen allies against A

their target, their allies, and some Harkonnen troops. @ 

  smaller conict where the Fremen slaughter all the Harkonnen guards in a lightning ambush while A

the remaining non-player characters must ght for their lives against just the player characters. @ 

  roleplaying scene where the Fremen kill all the Harkonnens and ask the player characters to decide A what to do with the main non-player characters. Communicate tests and intimidation might provoke

them to tell the truth before they meet their end or as an appeal for mercy. If the characters attempt an assassination to silence the target in a manner that appears accidental:

Ganio suggests using a remote controlled poison dartgun that induces a natural-seeming heart attack. Varis, if he has survived, or one of his senior subordinates, suggests a more direct approach, with player characters inltrating the target’s target’s quarters and dispatching him personally.

To get to the target they must determine the codes of the security system protecting the Harkonnen wing of the Residence. This requires the player characters to pass an Understand test, Difculty 1, to ascertain their  A G E N T S O F D U N E / C A M P A I G N S E T

 

USING PERRO

Perro is potentially a very useful ally for the player characters. As the Judge of the Change his support can legitimize almost any of their actions against the Harkonnens. But con-

target’s daily movements. This might take several days of observation during which they will be organizing spice harvesting activities. They might try any one of the following: @

 If they use a remote poison dart , they must pass two successful Move tests, If Difculty 2, to inltrate the Harkonnen wing of the Residence and locate a position close enough to re the dart. If they fail the alarm will be raised and they must abort, but may have an option to try again.



They must then make an extended Move test with a requirement of 10 at Difculty

versely, can also do the same forhe the Harkonnens. Luckily, Perro is an honor able man and will respond well to evidence. But the players don’t know that so they might try to keep him out of the loop to be on the safe side. If the player characters do take him into their condence and have evidence, his support becomes a trait/asset and can make almost any Difculty levels for tests against the Harkonnens 1 level lower lower.. Consequently,, if they act Consequently rashly or prove untrustworthy enough for him to

work against them, he can make tests many Difculty levels higher.

2, to pilot thethe device into their in target’s quarters and administer theraise poison. If they cannot make requirement four tests or less their target will the alarm and the attempt fails. @

 If characters prefer to kill the target directly, they must succeed at a Move If Move  

test at Difculty 3 to inltrate the Harkonnen wing of the Residence. One of them must then succeed at a Difculty 3 Discipline  test to gain access to their target’s quarters. Finally they must overpower their target in a conict. This can be done without a map as every character can be considered in the same zone. If the characters poison the target openly they might: @ 

Fabricate, with Dr. Ganio’s Ganio’s help, a fake poison snooper (Understand, Difculty 2) to substitute for their target’s own device. This make take several days, during which characters can, and must, still administer to the House’s spice harvesting activities. @

Pass a Move test, Difculty 2, to exchange the deactivated poison snooper for

@

the target’s own device. Succeeding in a Move test, Difculty 2, lets them successfully administer the poison to the target’s food or drink without notice.

They can then either claim rightful vengeance if they have evidence, or try and frame another Harkonnen by making a Move test, Difculty 2, to plant the target’s poison snooper on a Harkonnen. If the player characters offer their target a duel:

Any one of the targets will believe they can take down any of the player characters and will relish the opportunity. Fight the duel using the same rules on p58. But remember only one player character can take part and defeat for either side will mean death. If the player characters fail to kill their target:

There are many ways they may get another chance if they do not roll too badly or think of another way to take their vengeance. Encourage them to be creative or try one of the other options. If they still fail to manage it read the following:

“The forms of kanly are clear” shouts Baron Harkonnen as you face the assembled council of the Landsraad. “House Nagara has made an unprovoked attack on the agents of my House and I have the right to claim recompense.” The Baron grins at you, clearly seeing an opportunity to claim Arrakis for himself once again. But Perro, the Judge of the t he Change steps forward. “Lords and Ladies of the Landsraad. I agree House Nagara has acted rashly, but I can conrm there was evidence enough for them to make an honest mistake.” Baron Harkonnen turns red with rage, but he clearly cannot challenge Perro’s ruling with out showing his hand. “I urge this learned assembly towards leniency,” Perro continues. “Another change of governorship so soon might endanger spice production. Let us grant them more time

 

113

to prove themselves in that role, and focus instead on recompense for House Harkonnen so the debts may be settled. 114

 

SPI CE  RECKONING At this point add up points gained from the four spice session results in the following way: @  2   points for each Exceeding Targets @  1   point for each Meeting Targets @  –1 point for each Going Badly If the total is –1 or lower, read aloud:

This is a dark day for House Nagara. While you keep the governorship of Arrakis, few have condence you will last another year in the role. In recompense for your actions the Harkonnens are granted custodianship of your home planet to ’take away another burden of responsibility’. You You have little doubt your people will suffer under their guardianship. But there is still hope. Perhaps you will be able to turn your fortunes around. Maybe you can master Arrakis and reclaim what you have lost. If the total is between 0 to 5, read aloud:

 You have made mistakes,  You mistakes, but the spice spice is what matters. matters. You You have proved proved yourselves on Arrakis Arrakis and so the Landsraad is merciful. Recompense to the Harkonnens costs you dearly, but the injustice is what hurts the most. You have time, and once you have mastered the spice you will have your revenge on House Harkonnen. If the total is 6 or above, read aloud:

You have proved yourselves better governors the Evidence doesn’t matter spice in involved. Harkonnens ever did, andwhen that is all the LandsraadYou truly cares about. The Baron’s complai complaints nts arethan ignored and no recompense is ordered by the Landsraad. Arrakis remains yours. You You know the Harkonnens will

continue to plot against you to take back control of the spice, but you will be ready for them, and ready to serve a revenge that will make the Imperium tremble.  A G E N T S O F D U N E / C A M P A I G N S E T

 

If the characters complete their assassination successfully, the following occurs: @ 

Nikula – Nobody cares. It clearly wasn’t him. Try again with a different suspect.



Sareela – Zaan tries to escape to Giedi Prime. The player characters can make a Move test at Difculty 5

to catch him before he leaves and deliver some form of justice. Nikula reports the murder of Sareela to the Baron, who orders his immediate execution for failing to protect the Harkonnen spymaster. @ 

Zaan – Realizing the player characters are not to be tried with (and that he may be next) Sareela secretly

offers them evidence of Zaan’s misdoings in return for his life. If they already have that evidence it is up to the player characters what to do with him. Either way, as above Nikula is executed for failing to protect the mentat.

At this point add up points gained from the four spice session results in the following way: @  2   points for each Exceeding Targets @  1   point for each Meeting Targets @  –1  –1 point for each Going Badly If the total is –1 or lower, read aloud:

While you have claimed vengeance from House Harkonnen the battle is far from over. Your Your spice production has been woefully inadequate and it in only because a change in governorship might damage it further you are left in charge. The hungry eyes of the Imperium are on you now and you will have to work hard to hold on to Arrakis. If the total is between 0 to 5, read aloud:

 Y  You ou have made mistakes, mistakes, but the spice spice is what matters matters and in that you you have prevailed. The Imperium will will always want more, but you have proved yourselves competent masters of Arrakis. Now the work really begins. If the total is 6 or above, read aloud:

 You ou have proved proved yourselves better governors governors than the Harkonnens Harkonnens ever were and that is all the Land Y sraad truly cares about. The Emperor himself commends your skill and dedication. While you have proved yourself and your House, you now have a potent reputation to maintain. But for now you can feel satised you have mastered the spice. Then for all results, continue (read aloud):

While you may have had vengeance, the battle for Dune is far from over. The Harkonnens are still a force to reckon with and clearly have not given up their designs on the planet.  You  Y ou have made a deadly enemy, enemy, but one you are are ready to pay back in kind.  You have  You have control control of of Arrakis Arrakis — for now now and prove proved d yourselves yourselves true Agents Agents of of Dune. Dune. But can you you hold onto this new found power, become true masters of Arrakis, and nally throw off the yoke of House Harkonnen?

 

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