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DUNE Story Hooks PDF

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748 views22 pages

DUNE Story Hooks PDF

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dkqj dqsdqsd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DUNE

Story Hooks and ideas


for adventures on
Arrakis

STORY HOOKS 1

The story hooks in this PDF are based on the five characters
of House Nagara from Agents of Dune, part of the wider
Dune RPG system from Modiphius.
INTRODUCTION
and credits

“Hooks” for a certain kind of gamesmaster


There are many types of GM, Agents of Dune and the other scenario books from
Modiphius are clearly aimed at ones who love structure and having narrative laid out
for them... I’m not that kind of GM. I’m more the make it up as I go along, filling the
gaps between beats I know I want to hit. This selection of hooks is more for people like
me.

Do you need Agents of Dune?


Nope, the story hooks, complications and gamemaster beats do name and use the pre
generated characters from Agents of Dune, but any group would likely fit for them. For
reference the characters in Agents of Dune are the following types:

• Zafir Callas, the Swordmaster


• Alice Dominica, a Bene Gesserit spymaster
• Shizu Nagara, a Martial Noble and eldest child of House Nagara
• Jiro Nagara, a charismatic Nobel and youngest child of house Nagara
• Natalia Khan, a Mentat Advisor

Credits
This PDF was put together by me Nigel Brunsdon, it’s a fan made thing. I’m in no way
connected to Modiphius or the copyright owners of the wider Dune IP. This isn’t being
sold it’s just ideas for role players.

That being said I did put a chunk of work into it, so if you found it
useful please consider buying me a coffee, I love coffee.

https://www.buymeacoffee.com/nigelbrunsdon
Hook one

The Alliance

A Neighbouring House Seeks an Alliance


A neighbouring House has sent an envoy to House Nagara with a proposal for an
alliance. However, there are rumours that the envoy is actually an assassin, and the
players must determine the truth and protect their House from danger.

Complications:
The envoy from the neighbouring House may actually be an assassin sent to target
Zafir Callas, but the players soon discover that the envoy is being blackmailed by
a third party who wants to cause a war between the two Houses. The players must
determine the identity of the blackmailer and stop them before it’s too late.

The envoy may be communicating with members of a rival House, suggesting that they
may be working together to undermine House Nagara.

Player Aspects:
The envoy from the neighbouring House may be targeting Zafir Callas, the
Swordmaster of House Nagara. The Swordmaster’s reputation as a skilled warrior has
made him a target for assassins seeking to prove themselves. Zafir Callas must be on
high alert and ready to defend himself at all times.

Alice Dominica, the Bene Gesserit Spymaster, may have uncovered information about
the envoy’s true identity through her extensive spy network.

Shizu Nagara, the eldest child of House Nagara, may be the one negotiating the terms
of the alliance with the envoy, and must use her diplomatic skills to ensure that the
negotiations go smoothly.
Jiro Nagara, the charismatic noble, may be tasked with rallying the troops and ensuring
that House Nagara’s forces are ready for any possible attack.

Story Beats for Gamesmasters:


Introduction: Have the envoy from the neighbouring House arrive in the capital city
of House Nagara, seeking an alliance with the powerful and influential House. Have
Alice Dominica uncover information that suggests that the envoy may actually be an
assassin sent to target Zafir Callas, the Swordmaster of House Nagara.

Investigation: The players must investigate the envoy to determine their true
intentions and any potential threats they may pose to House Nagara. This may involve
gathering intelligence from other sources, such as spies or informants.

Confrontation: Depending on the results of their investigation, the players may need
to confront the envoy or any potential assassins that may be accompanying them. This
could involve negotiations, combat, or both.

Possible Dilemmas: The players may face a dilemma if the envoy’s proposal for an
alliance appears to be genuine, but there are still suspicions of assassination attempts.
They must decide whether to risk forming an alliance and potentially exposing
House Nagara to danger or to decline the offer and potentially miss out on a valuable
opportunity for their House.

Resolution: The players must ultimately determine whether the envoy’s proposal for
an alliance is genuine and whether it is in House Nagara’s best interests to accept it. If
the envoy is indeed an assassin, the players must take steps to protect House Nagara
and neutralize any threats. They may also need to deal with any fallout from declining
the envoy’s offer or negotiate the terms of the alliance with the neighbouring House to
ensure House Nagara’s interests are protected.
Hook two

The rebellion

House Nagara must deal with a rebellion


House Nagara’s spice production has been mysteriously dwindling, and the players are
tasked with uncovering the cause of this problem. They soon discover a group of rogue
Fremen who have been stealing the spice and must decide how to handle this threat to
their House’s livelihood.

Complications:
The rebels are well-organized and well-funded, making them a formidable opponent.
The Fremen may have a legitimate reason for stealing the spice, such as a dire need
for resources. Additionally, they may have powerful allies or be well-armed, making
them a difficult opponent to deal with.

The rebellion may be a cover for a larger conspiracy against House Nagara, and the
rebels may be working with external enemies. .

The players must also consider the potential consequences of their actions, as any
conflict with the Fremen could damage House Nagara’s reputation or even incite a
wider rebellion.

Player Aspects:
Alice Dominica, the Bene Gesserit Spymaster, may have some prior knowledge
about the rogue Fremen who have been stealing the spice, and can use her skills in
manipulation to negotiate with them.

Natalia Khan, the Mentat Advisor, may be able to analyze the situation and determine
the best course of action to take using her mentat abilities to analyze the rebels’
actions and uncover any hidden motives or conspiracies.
Zafir Callas, the Swordmaster, may be tasked with
leading a small group to intercept the rogue Fremen
and ensure that no harm comes to House Nagara’s
spice production.

Shizu Nagara and Jiro Nagara may be tasked with


ensuring that the people of House Nagara do not
suffer from the dwindling spice production. They may
be able to rally support from other nobles to help quell
the rebellion.

Story Beats for Gamesmasters


Introduction: House Nagara’s spice production
has been mysteriously dwindling, and the players are
tasked with uncovering the cause of this problem.
Have the rebellion among House Nagara’s own ranks
begin to escalate, with the rebels becoming more
brazen and dangerous.

Investigation: The players must investigate the


source of the spice theft and determine the motives
of the Fremen behind it. This may involve gathering
intelligence from various sources, such as spies or
informants, and analyzing any available data on spice
production and usage.

Confrontation: Depending on the results of their


investigation, the players may need to confront
the Fremen and deal with any potential allies they may have. This could involve
negotiations, combat, or both.

Possible Dilemmas: The players may face a dilemma if the Fremen’s motives for
stealing the spice are deemed legitimate or sympathetic. They must decide whether to
risk damaging House Nagara’s reputation by using force against them or find a way to
negotiate a compromise that would benefit both parties.

Additionally, the players must consider the potential consequences of their actions, as
any conflict with the Fremen could incite a wider rebellion or attract the attention of
the other Great Houses.

Resolution: The players must ultimately determine how to handle the Fremen threat
to House Nagara’s livelihood. If the Fremen are deemed a significant threat, the
players may need to take measures to protect House Nagara’s spice production, such
as increasing security measures or reducing the Fremen’s ability to steal the spice.

Alternatively, the players may choose to negotiate a compromise with the Fremen
or even form an alliance if their motives are deemed legitimate. The outcome of this
conflict will have significant implications for House Nagara’s future prospects and
relations with the other factions in the Dune universe.

Of course, these story beats are just one possible structure for this hook, and the
specific details and challenges will depend on the GM’s preferences and the actions of
the players.
Hook three
two

The fremen
rebellion

An Alliance with the Fremen


House Nagara has been approached by a powerful and influential member of the
Landsraad with a request to perform a task for them. The task is to venture into
the dangerous unknown depths of the desert and make an alliance with a Fremen
Sietch. The Sietch leader, known for their wisdom and strong convictions, could be a
valuable ally to the House. But the journey to the Sietch is fraught with danger and it’s
uncertain how the Fremen will react to outsiders seeking their alliance.

Complications:
The Fremen are hesitant to trust outsiders and may require House Nagara to prove
their worth. The Fremen have their own agenda and goals that may not align perfectly
with those of House Nagara.

Other Houses may see an alliance with the Fremen as a threat and take action to
prevent it.

The task given to House Nagara by the powerful and influential member of the
Landsraad could be a trap, and the players must find a way to escape before it’s too
late. Along the way, they discover a secret that could turn the tables in their favour.

Player Aspects:
Alice Dominica, the Bene Gesserit spymaster, may suspect that the powerful and
influential member of the Landsraad has ulterior motives and may be using House
Nagara as pawns in a larger scheme. Her skills as a Bene Gesserit could be useful in
reading the Fremen and negotiating with them.

Natalia Khan, the Mentat advisor, may use her analytical skills to uncover the true
purpose of the task and her mentat abilities
may help House Nagara predict the Fremen’s
movements and anticipate
their needs.

Zafir Callas, the Swordmaster, may


be tasked with leading the group into
the unknown depths of the desert,
where his skills in combat will be
essential in training Fremen warriors
and gaining their respect.

Shizu Nagara and Jiro Nagara may be t


asked with ensuring that House Nagara’s
interests are protected in the Landsraad,
regardless of the outcome of the task. Shizu
Nagara may have knowledge and connections
with the Fremen that could help win their trust
and Jiro Nagara’s charisma could be used to
sway the Fremen to House Nagara’s side.

Story Beats for Game Masters:


Introduction: The players receive the request
from the Landsraad member and must decide
whether to accept the mission. If they do, they
prepare for the journey into the desert.

Investigation: The players must navigate the


dangers of the desert and make their way to the
Sietch. They may encounter hostile creatures,
sandstorms, and other dangers. Upon reaching the Sietch, they must win the respect
of the Fremen leader and gain their trust. This may require a variety of skills such as
diplomacy, combat, or strategic thinking.

It could also require House Nagara to perform a task to prove their worth, such as
aiding the Fremen in a battle against their enemies or securing a valuable resource for
them.

Confrontation: The players may face opposition from other factions seeking the
alliance of the Fremen. They may also encounter resistance from some of the Fremen
who are mistrustful of outsiders. The players will need to find a way to overcome these
obstacles and win the alliance of the Sietch.

Possible Dilemmas: The players may face difficult moral choices along the way,
such as deciding whether to take a risky shortcut through dangerous territory or to
take a safer but longer route. They may also have to choose between offering the
Fremen something valuable in exchange for their alliance or trying to win them over
with their own skills and abilities.

You could have other Houses catch wind of House Nagara’s alliance with the Fremen
and take action to sabotage it, such as launching a preemptive attack on the Fremen
or spreading rumors that House Nagara has betrayed the Imperium.

Resolution: If the players are successful in gaining the alliance of the Sietch, they
will have made a valuable ally and secured a potential source of support in future
conflicts. However, if they fail, they may have made enemies of the Fremen and
possibly even endangered their own House.

Of course, these story beats are just one possible structure for this hook, and the
specific details and challenges will depend on the GM’s preferences and the actions of
the players.
Hook four

The Bene gesserit

The Bene Gesserit’s Secret


House Nagara has been approached by an agent of the Bene Gesserit, who claims to
have valuable information that could be crucial to the House’s success. However, the
agent has her own hidden agenda, and the players must determine her true motives
before making a deal with her.

Complications:
The information that the Bene Gesserit agent has is only a small part of a larger
puzzle, and the players must navigate a complex web of intrigue and deceit to uncover
the full truth.

Other factions and organizations are also interested in the information, and the
players must deal with potential theft or sabotage of the information.

The Bene Gesserit agent may have their own agenda, and the players must determine
whether they can trust the agent and their information.

The agent of the Bene Gesserit may not be fully truthful about the information she
possesses or her intentions. The information she possesses could be dangerous or
have unforeseen consequences for House Nagara.

Player Aspects:
Alice Dominica’s skills as a Bene Gesserit spymaster may be useful in navigating
the complex web of intrigue and deceit and in determining the reliability of the
information.

Natalia Khan’s mentat abilities may help the players make sense of the information
and develop effective strategies to use it to their
House’s advantage.

Zafir Callas’s skills as a Swordmaster may be useful


in dealing with any potential threats or obstacles to
obtaining or using the information.

Shizu Nagara’s martial skills may be useful in


defending the players and the information from
potential attacks or theft.

Jiro Nagara’s charisma may be useful in


negotiating with other factions and
organizations and in rallying House
Nagara’s forces to use the
information effectively.

Guide for Game Masters:


Introduction: House Nagara has been
approached by an agent of the Bene
Gesserit, who claims to have valuable
information that could be crucial to the
House’s success. Make it clear that this is
only a small piece of a larger puzzle.

Investigation: The players must investigate


the agent to determine her true motives and the
value of the information she possesses.
This may involve gathering information from
other sources, such as the Bene Gesserit
themselves or other factions who may also be interested in the information. Add
potential obstacles and threats to obtaining and using the information, such as rival
factions or potential theft.

Confrontation: Depending on the results of their investigation, the players may need
to confront the agent or other factions who are interested in the information. This
could involve negotiations or even combat.

Possible Dilemmas: The players may face a dilemma if they uncover information
that could be dangerous or have unforeseen consequences for House Nagara. They
must decide whether to take the risk and use the information to their advantage, or to
decline the agent’s offer.

Resolution: The players must ultimately decide whether to make a deal with the
Bene Gesserit agent and use the information to their advantage, or to decline the offer
and potentially miss out on a valuable opportunity. They may also need to deal with
other factions who are interested in the information and ensure that House Nagara’s
interests are protected.

Of course, these story beats are just one possible structure for this hook, and the
specific details and challenges will depend on the GM’s preferences and the actions of
the players.
Hook Five

The duel

The Duel of Honor


A rival House has challenged House Nagara to a duel of honor. However, the rival
House has hired a notorious assassin to eliminate House Nagara’s champion before
the duel can take place. The players are tasked with ensuring that House Nagara’s
champion survives and is able to compete in the duel.

Complications:
The players must select a champion from among themselves and ensure their safety
against potential assassination attempts.

The duel will be closely watched by other factions and organizations, and the outcome
could have significant consequences for House Nagara’s standing and reputation.

The rival House may have some tricks up their sleeve during the duel, such as using
poison or other underhanded tactics.

Player Aspects:
Zafir Callas’s skills as a Swordmaster may make him a strong candidate to be House
Nagara’s champion and to protect the champion against potential threats.

Alice Dominica’s skills as a Bene Gesserit Spymaster may help the players uncover
any plots or tactics that the rival House may use during the duel.

Shizu Nagara’s martial skills may be useful in defending the players and the champion
against any potential assassination attempts.

Jiro Nagara’s charisma may be useful in rallying House Nagara’s forces to support the
champion during the duel.

Guide for Game Masters:


Introduction: Introduce the challenge from the rival House and the upcoming duel
of honour to the players. The rival House has hired an assassin to eliminate House
Nagara’s champion before the duel can take place.

Investigation: The players must gather intelligence on the assassin hired by the rival
House, including their identity and methods. They may also need to investigate the
rival House’s other tactics to ensure a fair duel.

Confrontation: The players must protect House Nagara’s champion from the
assassin’s attempts to eliminate them. This may require engaging in combat with the
assassin or using other tactics to prevent them from getting close to House Nagara’s
champion.

Possible Dilemmas: The players may face a dilemma if they uncover evidence that
House Nagara’s champion has been using illegal tactics to gain an advantage in the
duel. They must decide whether to disqualify House Nagara’s champion or continue
with the duel.

Resolution: The players must ensure that House Nagara’s champion survives and
is able to compete in the duel. They may need to use force or negotiation to prevent
the rival House from using other underhanded tactics to ensure their victory. The duel
must take place according to the rules agreed upon, and the outcome will determine
the standing of House Nagara among the other factions.

Of course, these story beats are just one possible structure for this hook, and the
specific details and challenges will depend on the GM’s preferences and the actions of
the players.
Hook six

Illegal research

Rogue Mentats Conducting Illegal Research


The players are informed of a rogue faction of Mentats that is conducting illegal
research into forbidden technologies. The players are tasked with stopping them
before their experiments spiral out of control and cause irreparable harm.

Complications:
The rogue Mentat faction is highly secretive and has gone to great lengths to cover
their tracks. The faction’s experiments could have catastrophic consequences for the
players’ world. The players may need to confront the rogue Mentats directly, and they
will likely be heavily armed and dangerous.

The rogue Mentats have a network of supporters and sympathizers throughout the
Imperium, making it difficult for the players to uncover their true identities and
location.

The forbidden technologies the Mentats are experimenting with are highly dangerous
and unpredictable, and the players must navigate through the complex and hazardous
research facilities to shut them down.

The players must also contend with other factions who may be interested in the
forbidden technologies the rogue Mentats are working on, including House Harkonnen
and independent smugglers who will go to any lengths to protect their work, including
sending assassins after the players.

Player Aspects:
Zafir Callas’s combat skills will be vital in dealing with the dangerous security systems
and guards protecting the rogue Mentats.
Alice Dominica, a Bene Gesserit spymaster:
Alice’s knowledge of the Bene Gesserit’s
vast network of spies and agents can be
instrumental in uncovering the rogue
Mentats’ location and activities.

Shizu Nagara’s tactical prowess and


leadership skills will be needed to
coordinate the players’ efforts and
take down the rogue Mentats’
operation.

Jiro Nagara’s persuasive abilities and


charm may be useful in gaining access
to restricted areas and convincing potential
allies to assist the players.

Natalia Khan’s expertise as a Mentat


will be essential in analyzing the rogue
Mentats’ research and devising a plan
to shut down their operation.

Guide for Game Masters:


Introduction: The players are informed of
the rogue Mentat faction and tasked with
stopping their illegal research before it causes
harm. Establish the rogue Mentats’ network
of supporters and sympathizers, and make it
difficult for the players to uncover their true
identities and location.
Investigation: The players must gather intelligence on the rogue Mentat faction,
including their location and activities. They may need to gather information from other
factions or use Alice Dominica’s spycraft skills to infiltrate the faction’s inner circle.
Introduce the powerful backer of the rogue Mentats, and make it clear that they will
stop at nothing to protect their work, including sending assassins after the players.

Confrontation: The players may need to confront the rogue Mentats directly, using
force to stop their illegal activities. Create a variety of hazards and obstacles in the
rogue Mentats’ research facilities, such as dangerous security systems, mutated
creatures, and unstable experimental equipment.

Possible Dilemmas: Convey the dangerous and unpredictable nature of the


forbidden technologies the rogue Mentats are experimenting with, and emphasize the
catastrophic consequences if the players fail to stop them. The players may face a
dilemma if they uncover evidence that the rogue Mentats have developed a technology
that could be useful for their House. They must decide whether to use the technology
or destroy it to prevent it from falling into the wrong hands.

Resolution: The players must stop the rogue Mentat faction and prevent their
experiments from causing harm to their world. They may need to negotiate with other
factions or use force to achieve their goals. The rogue Mentats must be brought to
justice, and their illegal research must be destroyed or confiscated.

Of course, these story beats are just one possible structure for this hook, and the
specific details and challenges will depend on the GM’s preferences and the actions of
the players.
EXTRAS

A few more hooks

Here are a selection of starting points to develop into


wider storylines for your players:

A rogue faction of Bene Gesserit sisters has


gone renegade and is pursuing their own agenda,
threatening the balance of power in the galaxy.

The players must lead an expedition to a


distant planet to obtain a rare spice that
could give House Nagara a significant
advantage over their rivals.

House Nagara must navigate a treacherous political


landscape as multiple factions compete for control
over a valuable resource.

The players must protect a high-profile target from


assassination attempts, but they soon realize that
the target may not be who they appear to be.

The players must find and retrieve a lost


ship that contains important information
about House Nagara’s history and lineage.

House Nagara’s rivals have formed a


powerful alliance, and the players must
find a way to break it up before it’s too late.

The players are stranded on a hostile planet


and must find a way to survive while fending
off dangerous creatures and other threats.
House Nagara has received an unexpected inheritance that could turn the tide in their favor,
but they must first navigate a series of challenges to claim it.

The players must navigate the dangerous political waters of the Imperial Court to secure a
favorable ruling for House Nagara in a dispute with a rival House.

A group of radical Fremen fighters threatens to disrupt the balance of power on Arrakis, and
the players must find a way to contain the threat.

A mysterious figure known as “The Faceless” is assassinating key players in the galaxy’s
power structure, and the players must uncover their identity and stop them before they
strike again.

House Nagara has been accused of a crime they did not commit, and the players must clear
their name before they are stripped of their power and influence.

The players must infiltrate a rival House’s stronghold to steal important information or
resources.

A religious sect has risen to prominence and threatens to upset the balance of power in the
galaxy, and the players must navigate their influence and political power to prevent them
from taking control.

House Nagara has been invited to attend a highly exclusive, multi-House summit on a neutral
planet. But upon arrival, the players discover that one of the attendees has been murdered,
and the killer is still at large. The players must find the murderer before they strike again and
spark a full-scale war.

The players are tasked with investigating a mysterious cult that has been gaining influence
on a remote planet. But as they delve deeper, they uncover a dark secret about the cult’s
origins and its connection to a powerful ancient artifact that could threaten the entire galaxy.
Your own

notes and ideas


THE SPICE
MUST FLOW

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