DUNE Story Hooks PDF
DUNE Story Hooks PDF
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
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
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.
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
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.
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
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.
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
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.
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
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.
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
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.
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.
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
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