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Dune - Adventures in The Imperium - Masters of Du

This document describes the Masters of Dune roleplaying campaign, which continues the story from Agents of Dune and has players controlling a House that has claimed control over the spice mining on Arrakis but now faces threats from other factions seeking to take it for themselves. Over the course of 9 chapters, players will travel across the Imperium seeking new allies and resources to help defend their House's control over Arrakis from enemies like the Harkonnens while dealing with groups like the Bene Gesserit and Spacing Guild. The choices players make will determine whether their House survives to truly become the Masters of Dune or falls from power

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Justin Ulrey
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0% found this document useful (4 votes)
2K views1 page

Dune - Adventures in The Imperium - Masters of Du

This document describes the Masters of Dune roleplaying campaign, which continues the story from Agents of Dune and has players controlling a House that has claimed control over the spice mining on Arrakis but now faces threats from other factions seeking to take it for themselves. Over the course of 9 chapters, players will travel across the Imperium seeking new allies and resources to help defend their House's control over Arrakis from enemies like the Harkonnens while dealing with groups like the Bene Gesserit and Spacing Guild. The choices players make will determine whether their House survives to truly become the Masters of Dune or falls from power

Uploaded by

Justin Ulrey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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THE BATTLE FOR ARRAKIS BEGINS

Your House has claimed the wealth of Arrakis


but can they hold onto that power when so many
want to take it from them? You have already
uncovered a deadly enemy, but plenty more
covet what you have worked so hard to control.
You are going to need allies, but who can you
trust? The mysterious Bene Gesserit, the elusive
Spacing Guild, or perhaps even the Emperor
himself. But each faction has their own agenda,
and a knife in the shadows lies behind every
smile.

Continuing the alternate “What if?” scenario


begun in Agents of Dune, the stakes become
higher as deadly enemies seek the downfall of
your House to claim Arrakis and the power of
spice for themselves. The player characters
must leave the desert world of Arrakis and travel
across the Imperium to get the support they
need to fight their enemies. As each section of
the campaign can be played through in any
order, it is very much up to the players to decide
on the best plan of action and lead their House
into glory or destruction.

Masters of Dune is an epic 166 page campaign


that can be run on its own or as a continuation
of the Agents of Dune boxed set. Play as the
renowned House Nagara or create a new House
of your own to tame Arrakis. Over the
campaign’s nine explosive chapters your
characters will:

Seek out the elusive Fremen to gain their


trust and allegiance, if you can navigate their
mysterious customs and rituals.

Engage in exciting space battles on behalf of


the mysterious Guild, taking on lethal pirates
in the void between worlds.

Visit the deadly House Harkonnen on the


industrial hellscape of Giedi Prime where
poison and treachery lie behind every corner.

Mine spice on Arrakis to quench the


insatiable need of the Imperium, even though
it can never be enough to satisfy the hunger
of the Known Universe.

Discover the wisdom of the secretive Bene


Gesserit if you can pass their deadly tests and
prove yourself worthy of the Sisterhood’s
trust.

Politic on Kaitain against the Emperor and


the Landsraad council, where you might play
one side against another if you have the
cunning and skill for such deceit in the
ultimate game.

Travel from Arrakis across the Imperium to


seek new allies, resources and favors that
might tip the balance of power in the
universe.

The wealth of Arrakis may be yours, but you are


going to have to fight to keep it. Every choice you
make will determine the future of your House,
for good or ill. Will you fall to ruin on the sands
of Arrakis, or are you strong enough to survive
and become true Masters of Dune?

While Masters of Dune is a complete adventure,


you need access to the game rules to play. The
Dune - Adventures in the Imperium Core Rulebook
has these rules in their most complete form.
However, the Agents of Dune campaign box set
also contains all you need to play.

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