ZONES IN THE HIDEOUT To play out a full conflict, the bandit’s base can be divided into different zones or can use the map provided. Each zone can have different environmental traits and options that can be used to either side’s advantage. Some examples are provided below, but the gamemaster should ideally make the place their own. The gamemaster might reveal the map to the player characters as they explore the base and move their assets into place. MAIN ENTRANCE A small opening in the rock leads to a small guard position. Traits: Cramped, Hidden COMMUNAL AREA A wide open cave where the bandits can gather for meals or recreation Traits: Busy, Central, Cluttered LIVING AREAS Each small cave is a different size but inhabited by one or two bandits. There is space for a bed and some personal effects. Traits: Personal, Small LANDING PAD A tunnel takes you to an open space hidden inside the rock just large enough for a small ornithoper Traits: Hidden, Landing Space, Open ARMORY A few pieces of weaponry and equipment are stored here; it is always guarded. Traits: Weaponry, Well-guarded STORAGE VAULT A vast room where the water is stored. The place is littered with empty crates marked with the name of the hijacked carryall the water has been decanted out of. Traits: Open, Vast, Water H i d e o u t Z o n e Ma pLANDING PAD LIVING AREALIVING AREA LIVING AREA COMMUNAL AREALIVING AREA LIVING AREA ARMORYMAIN ENTRANCE COMMUNAL AREA LIVING AREA S T O R AG E VAU LT
C o n cl u s i o nWith a portion of the stolen water recovered, the player characters can decide what to do with it. They can keep it for themselves, donate it to the masses, or sell it. Regardless, with the bandits caught dead or alive, the fragile water economy of Arrakis will quickly find its balance once again. WHAT HAPPENS WHEN THEY RETURN TO FARZAN? @ If they bring the hijackers in alive, he clears the House of their debt and lowers the fai rate for the House. @ If they return with corpses or actionable information, Farzan splits the difference, wiping the debt but declining to lower the fai rate. @ If the player characters return the stolen water to mitigate the dead bandits, Farzan takes the water and gives his word he can be called on in the future to help the House. @ If the player characters only return the stolen water, Farzan, though disappointed, ensures that the House doesn’t suffer any further consequences while they repay the original debt. WHAT ABOUT ROMESHA COTTO? Cotto financed the hijacking for a cut of the water. This solidified their position as a water merchant and earned them enormous riches from inflated prices. If the player characters did not uncover Cotto’s connection, they will go on to create a nascent House for use in future stories. If the player characters do manage to tie Cotto to the hijacking, Cotto does everything they can to wriggle out of the pinch. If there is incriminating evidence, they use it to leverage their way out of the situation. On the other hand, if their back is against the wall, Cotto offers to pay off the player characters with an exclusive water contract at a substantially reduced price. This could be a chance for the player character’s House to earn an ally beholden to them. ADVENTURE HOOKS These potential avenues may be implemented in conjunction with ‘The Water Must Flow’ or as separate jumping-off points. @ Vagrants are disappearing off the streets of Arrakeen. An investigation leads to a murder-for-profit scheme. A local doctor has found a way to extract water from the bodies (a jury-rigged deathstill, but not of Fremen make) and is selling that water at exorbitant prices. @ Spice deliveries from Arrakis to CHOAM are at a record low. Between conservative spice mining operations, Fremen disruption, and skilled spice thieves, it’s a perfect storm. House Harkonnen calls an emergency meeting of the Minor Houses of Arrakeen. Their offer is simple—the House that can solve the issue of spice production will earn Harkonnen patronage. Player characters must strategize and execute a plan on behalf of their House while fending off political sabotage from rivals. @ A Fremen leader executes a series of brutal attacks on Carthag. Tensions are high, with widespread Harkonnen retaliation and countless innocents killed in the crossfire. The player characters must build a broad coalition of Houses to fortify the city and bring an end to hostilities. @ Seeking to recoup their losses from spice thieves, the player characters capture a harvester factory from a rival House. This high-risk-heist involves sneaking inside, incapacitating the crew, and making off with the melange without detection. But when they realize the captured harvester functions on behalf of House Corrino, it’s already too late. @ A Bene Gesserit agent arrives in Arrakeen on behalf of the Sisterhood. Their eugenics project requires a marriage between two rival Houses who refuse to comply. As she negotiates a resolution over the course of days, the player characters serve as her bodyguard while foes attempt to assassinate her. @ A Ginaz Swordmaster operating out of Carthag has an immense bounty on their head. The player characters race to collect the bounty while fending off a half dozen other hunters. @ While resupplying in the Hagga Basin, a group of villagers approach the player characters asking for help after a ruthless spice smuggler forces the villagers to work the harvesters while holding their children captive. 148
@ A rare albino sandworm has been attacking harvesters with unusual lethality. The Harkonnen gather a fleet of ornithopters to hunt down and slay the beast using rockets and explosives. With an exclusive spice contract on the line, even the player characters consider the hunt. @ A Fremen child is found murdered in Arrakeen, resulting in a breakdown of civility between the native and off-world populations. The player characters must find those responsible and bring them to justice. With racial tensions on the verge of bloodshed, time is a factor. @ In an unsavory district of Carthag, one of the player characters wakes up next to a dead prostitute, without any idea how that occurred. With the authorities just outside, it is a clear set up. The player characters must avoid the law and unearth who is framing them. @ When an unknown party poisons a Fremen ambassador, the player characters rush that ambassador to the nearest doctor. Unfortunately, the doctor refuses to help, declaring that their wife and brother died in a Fremen attack. The player characters have no time to find a new physician and must convince the doctor to set aside their vengeance. @ The player characters must protect a peace summit between several noble Houses. During the proceedings, a Harkonnen scientist approaches the player characters, declaring their intention to defect. If she does, the player characters will gain access to vital intelligence, but it will likely end peace negotiations. @ When a sudden sandstorm crashes an ornithopter carrying an agent of House Corrino, the player characters’ House plans an emergency rescue. The matter is complicated, however, when spice smugglers reach the agent first. Now they must infiltrate the smuggler ring and rescue the captured agent. @ House Harkonnen imprisons the player characters under false accusation and forces them to participate in a series of gladiatorial matches. The player characters must survive the ordeal long enough to alert their House to their predicament, or escape the penitentiary on their own. @ When a scientist hires the player characters as guides for a long, harsh journey into desert to various ‘pocket gardens’ to better understand the ecology of Arrakis, potential encounters include Harkonnen patrols, Fremen scouts, and the unwelcome arrival of a sandworm. @ After a rival gets their hands on some classified intelligence, it becomes obvious that someone inside the player characters’ House is not what they appear. Everyone is a suspect, regardless of rank or position. @ House Harkonnen tasks the player characters’ with hosting a meet and greet for a Spacing Guild agent. With representatives of other Houses in attendance, the stakes and standards are high. The player characters must execute a flawless event while defending themselves from social rivals.DUNE | SAND AND DUST 149
Stock Code: MUH052176PDF®In the far reaches of the vast Imperium lies the hostile desert world of Arrakis. It is a deadly place, where no drop of rain falls and the people live a sparse existence in the sweltering cities of the northern pole. But Arrakis is the most important planet in the Known Universe, for it is only here that you can find the spice melange.The spice is everything. To some, it is a way to extend life, to others a way to see into the future. It is the key to wealth and power in the Imperium, and many of the noble Houses will stop at nothing to control it in any way they can. The cities of Arrakeen and Carthag are full of agents and spies, all looking to gain advantage for their faction and ready to kill to maintain the power of their masters. Will Arrakis be the place your characters prove the power of their House? Or will their blood be spilled on the unforgiving sands?This 156-page sourcebook for the Dune: Adventures in the Imperium roleplaying game takes you to the desert world of Arrakis and explores the secrets of the spice. Visit the hidden sietches of the Fremen to learn the mysteries of their culture. Walk without rhythm in the deep deserts and perhaps see one of the incredible sandworms. Trade secrets with spies and agents in the bustling marketplace of Arrakeen or the alleys of Carthag. Arrakis is a planet of mystery, opportunity, and danger, and those who underestimate it never leave.Sand and Dust: The Arrakis Sourcebook contains:@ An overview of the planet Arrakis, known as Dune, its history and features.@ Detail on the mysterious desert Fremen and their many secrets.@ A host of new options for Fremen player characters, including new archetypes, talents, and rules for riding the great sandworms.@ An in-depth look at spice harvesting and those who try to smuggle and stockpile it secretly.@ The secrets of spice revealed, including new spice related talents and abilities.@ A gazetteer of the cities of Carthag and Arrakeen, including their layout, noteworthy landmarks, and what life is like for the people of each city.@ Expanded notes on creating your own campaigns on Arrakis, including a host of new NPCs, scenario hooks, and story seeds.@ New campaign options as smugglers, Fremen, or merchants instead of agents of a noble House. @ A complete adventure ‘The water must flow’ that involves the player characters in a deadly plot during a water shortage on Arrakis.Dune © 2021 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd.A R R A K I S . SOURCE OF THE SPICE.Dedicated to Frank Herbert, author and creator of the Dune Universe, whose singular vision and imagination have inspired us all.