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K E R N E L S OF

D OUBT
RACHEL J. WILKINSON
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Contents
ADVENTURE OUTLINE.................................... 2 ACT THREE:
How to Integrate this SPRINGING THE TRAP................................... 11

Adventure into Your Story................................. 2 Warmaster Cadra Zerides................................ 12


Out of the Fray................................................ 12
PRELUDE:
A HIDDEN WARNING...................................... 3 Side Adventures, Part Two.............................. 13
What’s Going On?............................................. 4 Race to the Exits.............................................. 14
Doctor Aster Jang............................................. 5 ACT FOUR:
BEFORE THE COUNCIL.................................. 14
ACT ONE:
PIECES ON THE BOARD.................................. 5 Wasting Time................................................... 14
Getting Started.................................................. 6 The Trial........................................................... 14
Architect-Level Play: Lord Cotasar Zerides....................................... 15
The Military Option....................................... 6 Trial By Blade................................................... 16
Acts of Espionage......................................... 6 CONCLUSION................................................ 17
Intriguing Ideas............................................. 6 What About the Sade Family?......................... 17
House Zerides................................................... 7 What About the Enhanced Rheat Seeds?....... 17
ACT TWO: What About Awarding
BEHIND ENEMY LINES.................................... 8 Advancement Points?...................................... 17
Boots on the Ground......................................... 8
Side Adventures, Part One................................ 8
In Search of Scientists........................................ 9
Sarita and Bracken Sade.................................. 10
Beakkal............................................................ 10
Down the Rabbit Hole..................................... 11

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M
Kernels of Doubt
‘The fate of the Known Universe hinges upon effective decisions, which can only be
made with complete information.’
-Docent Glax Othn of House Taligari, A Child’s Primer on Leadership, Suitable for Adults

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 1
Adventure Outline
An anonymous piece of intelligence alerts the player
characters to a secret biological weapon under develop-
How to Integrate
ment. Using a combination of Architect- and Agent-level this Adventure into
play, the player characters must sneak into territory held
by a rival House, only to discover the situation is a care-
Yo u r S t o r y
fully orchestrated trap. In the aftermath, the two Houses ‘Kernels of Doubt’ can take place any time after the
go before the Landsraad High Council to defend their Emperor’s Great Spice War, which began and ended
actions. in 10,175 A.G. The player characters can be members
of their own House or be working under contract for
The adventure includes a prelude and four acts. The Spy-
another. If House Zerides does not suit the needs of
master for the House approaches the player characters in
the gamemaster, replace the antagonist with a different
the prelude and presents them with a head of enhanced
House or edit the Zerides as needed.
rheat (the colloquial name for a hybrid grain created
from rice and wheat) intertwined with shigawire. The wire Success in this adventure gains player characters a pow-
carries an encoded message, revealing the existence of a erful ally and potential knowledge related to a genetically
biological weapon that threatens the Imperium. enhanced rheat variety. They can sell the knowledge
or use it to build a secondary domain within their own
In Act One, the player characters use Architect-level play
House, if it is not already focused on agriculture.
to track the message’s origin, leading them to the agri-
cultural world of Kittiak, held by rival House Zerides. In This story’s setting could include severe drought or other
Act Two, the player characters sneak onto the planet and environmental factors threatening the ‘breadbaskets’ of
contact the source of the message—a pair of scientists the player characters’ homeworld or an allied homeworld.
who discovered the weapon’s existence. The scientists A high-yield, hardy crop could feed a starving populace.
agree to help the player characters capture or destroy the Again, the gamemaster may redesign the adventure to
weapon in return for safe passage offworld. After accom- serve the needs of the players and the larger story.
plishing their mission, the player characters must exit the
Unlike other adventures from Dune: Adventures in the
lab, now surrounded by House Zerides soldiers.
Imperium, ‘Kernels of Doubt’ relies heavily on Architect-
Act Three focuses on the escape from Kittiak. Finally, Act level play. This requires the player characters have the
Four brings the player characters to Kaitain, where the right forms of assets to reach across the Imperium,
Landsraad High Council demands answers from both whether agents, contacts, blackmail, favors, and other
Houses, resulting in various political maneuvers and a intrigue or espionage assets, depending on their
potential duel. approach. If the player characters do not have access to
the right sort of assets at the adventure’s start, the gam-
emaster should provide an opportunity to acquire them,
either as a prelude or during the adventure. This might
be facilitated by a supporting character. The gamemaster
is not bound to the assets listed in any sourcebook and
should feel free to create assets, personal or intangible,
to best serve their group’s needs.

2
PRELUDE:
A H i d d e n Wa r n i n g
A shuttle, newly returned from Kaitain, approaches The Talos swear fealty to the Great House Alexin, a
the landing pad of the player characters’ House. As major producer of rheat and other staple
the servants and staff bustle in preparation for an foods. House Talos’ specialty is in research
unexpected guest, the shuttle opens, and the House and development.
Spymaster disembarks, accompanied by Doctor Aster
@ Make a dire (D4) Understand test to denote
Jang of House Talos. After a small but formal dinner, the
that the rheat is exceptionally hardy and likely
House’s ruler, the Spymaster, and Dr. Jang retire to the
genetically modified.
study and summon the player characters to join them.
The House’s ruler gestures to the Spymaster to report. If player characters cannot find the shigawire, the Spy-
master can point it out and pull it from the rheat head.
“While I was on Kaitain, something very curious
occurred. I was conducting business at the Contem- “On this shigawire is a coded message which warns
plation Tea House when one of my assistants deliv- of the secret development of a biological weapon
ered a package. This package was given to them by which, if delivered, could destroy a planet’s rheat
a stranger and included only one item.” The Spy- crops. Such a weapon could dramatically shift the
master opens a long box and produces the head of balance of power within the Landsraad. We do not
a rheat stalk. They gently present it to the characters know who delivered this message or where they are
with both hands. “See anything interesting?” from. Is this a warning? Is this an invitation? Regard-
less, the rheat itself presents a curiosity. Dr. Jang is a
The player characters may do any of the following:
colleague of mine and has agreed to assist us in its
@ Make a daunting (D3) Discipline test to locate a thin examination. Dr. Jang, the floor is yours.”
length of shigawire hidden in the rheat head tucked
The doctor nods. “The rheat, as you may suspect,
into the awns (the bristle-like hairs) and kernels.
is remarkably resilient and likely genetically altered.
@ Make a challenging (D2) Understand test to You see, there are two ways to develop desirable
recognize Doctor Aster Jang of Minor House Talos. characteristics in plants and animals. The first is

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 3
crossbreeding—mating two different species, vari-
ants, or breeds. Anyone can do this if they under- WHAT IS GOING ON?
stand the basics of cross-pollination. Through a series of cutouts across several
different worlds, an anonymous informant has
“Genetically modified organisms, on the other hand,
passed along an encoded message revealing
result from genetic engineering and a well-funded
the existence of a devastating weapon.
laboratory. The engineers change the genetic mate-
rial of crop plants to enhance qualities like nutrient On the planet Kittiak, held by House Zerides,
composition or pest resistance. It can also mean two scientists are unwitting pawns in a trap
improved crop yield, faster maturation, or in this meant for the player characters. Reasons for
case, what I believe is the greater ability to withstand the rivalry could be from a slight at a party
crop disease. decades ago to action the player characters
recently took that, overtly or tangentially,
“If someone was developing a new crop disease as a
adversely affected the Zerides. Such is life in
biological weapon to target grain crops, think of how
the Imperium, with slights growing over time
valuable this variety would be. I suspect someone
into vendettas.
has created the rheat and the weapon in tandem. We
would ask, as a political favor, that if you happen to While the scientists were engineering the
locate the seeds and a sample of this unique variety, rheat for House Zerides, they stumbled
you acquire them and deliver them to us.” across a second, secret project—a genetically
modified crop disease. They saw plans
“Who is… us?” asks the Ruler. “House Talos?”
intimating that the Zerides intended to use
“House Alexin, to whom the Talos swear fealty,” the weapon against the player characters’
answers the doctor. “I have already spoken with House. In response, the scientists have passed
Prince Kole Alexin. He is willing to lend what influ- along the message in hopes they could stop
ence he has. In return, he offers a debt, his House the attack before it’s too late. However, the
to yours. Our focus is on obtaining the seeds and scientists do not realize the weapon, though
sample for further study.” quite real, is a trap. The Zerides intend to lure
the player characters to Kittiak, arrest them,
The Spymaster raises an eyebrow. “Dr. Jang, when
and frame them, pinning the development of
you say valuable, what exactly do you mean?”
the pestilence on the player characters and
“Think of the benefits of having a crop that can with- their House.
stand disease, drought, salt, and extreme tempera-
tures. It would be immensely beneficial to the right
House.”

The Ruler finally nods, turning to look at the player


characters.

“Very well. Talk with the Spymaster’s assistant.


Retrace the steps of this package. Follow it back to
its source and ascertain if this is real. And if we are
able to acquire seeds and samples for Dr. Jang and
House Alexin, and ourselves, so much the better.”

4
D O C TO R A S TO R JA NG
NOTABLE SUPPORTING CHARACTER DRIVE S TAT E M E N T
An early childhood virus paralyzed Jang’s body,
D U T Y: 5
making her reliant on suspensor belts to move.
Science ultimately cured her of the virus, and
FA I T H : 6
though she still uses the suspensors, her experi-
ence inspired her commitment to science as an
JU S T I C E: 4
avenue to improve people’s lives. After graduating
from one of the scientific institutions on Kaitain,
P OW ER : 3
she returned to the Kora system to assist House
Talos. There she heads one of their research and Patience and understanding are
T RU T H : 7
development labs. the keys to understanding science.

Traits: Scientist, Curious


SKILL FOCUSES
TALENTS:
@ Advisor (Understand): Jang may re-roll a single B AT T LE: 5
d20 in the dice pool of an ally she assists.
@ Intense Study: Once per scene, Jang may use C O M M U N I C AT E: 4
her Understand skill on a single skill test instead
of any other skill, and is counted as having a D I S C I P LI N E: 6 Observe
focus for that test.
M OVE: 3
Assets: Laboratory Access, Maula Pistol, Personal
Suspensor U N D ER S TA N D : 7 Biology, Deductive Reasoning

AC T I :
Pieces on the Board
To track the message’s origin, the players must use @ House Verdun – Known for its political acumen,
Architect-level play and deploy long-distance assets. House Verdun has various intrigue assets to loan
If the player characters don’t have suitable assets, Dr. the player characters. They include favors from an
Jang can supply a list of Houses that owe House Alexin old friend, valuable manufactured goods, supply
a favor. contracts, blackmail material, and access to skilled
courtesans and politicians.
The player characters may choose two of the
following three: The gamemaster can adjust the loaned assets as they
see fit. Player characters can use assets from each House
@ House Ecaz – Having defeated House Moritani,
(Ecaz, Vernius, or Verdun) twice during the adventure
the Ecaz have no shortage of veteran soldiers. They
without issue. However, player characters who abuse
can lend the player characters a platoon of fifty
their use may ultimately sour the relationships with these
mercenaries, a personnel carrier, a trio of armed
Houses, resulting in resentments and bruised egos.
ornithopters, and any number of personal military
assets. As a reminder, as listed on page 168 of the Dune Core
Rulebook, a player character may create an asset with a
@ House Vernius – With their monopoly on secrets,
test and make it permanent by spending 2 Momentum.
the Ixians have ample espionage assets to contribute
They may also create an asset by spending Determina-
to the mission. They are willing to grant the player
tion. Both methods require some explanation by the
characters access to one of their prized assassins,
players, describing how they acquired the asset and
political spies, or caches of secret intelligence. They
claimed its ownership or loyalty. The gamemaster has
can also procure personal espionage assets such as
the final say on what players can and cannot create.
hunter-seekers, poisons, or drugs.

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 5
Get ting Started for her life, Foy explains how she obtained the pack-
age on Kittiak from a pair of married biologists named
Sarita and Bracken Sade. They instructed Foy to put
The first step in tracking the message is to speak with the
the package into the hands of someone from the player
Spymaster’s assistant, Hagan. He explains how while on
characters’ House. Foy adds that she had no idea what
Kaitain he was running errands for his master when he
was in it.
stopped at a restaurant to eat. A stranger approached
him, claiming to be a courier named Doman. The man After passing along the information to the player
asked Hagan if he worked for the player characters’ characters, Captain Oda educates them on the Zerides
House, and when Hagan answered in the affirmative, military. He is familiar with them and knows they prefer
Doman delivered the tiny package containing the geneti- mechanized units to on-the-ground foot soldiers, such
cally modified rheat. If desired, the player characters as tanks and artillery platforms. He has also heard of
can deploy assets to trace Doman back on Kaitain and their Warmaster, Cadra Zerides. According to rumor,
discover how he obtained the package. she is a skilled duelist, but was too dishonorable to be
trained with the Swordmasters of Ginaz.
Following are a few examples of how the players can use
Architect-level play to achieve their goals. The gam- ARCHITECT-LEVEL PLAY:
emaster should encourage players to be creative while ACTS OF ESPIONAGE
simultaneously remaining open to unique ideas. Remem-
Originally from Ix, Namaca is a corporate spy, living
ber that during these sequences, the player characters
and working on Kaitain. Though not a Face Dancer,
are driving the action, using their drives and skills through
she blends easily into crowds and knows how to access
their assets, but they don’t need to be present them-
restricted areas. Under the player characters’ instruc-
selves. When tests fail, the player characters must deploy
tion, she reviews records on Kaitain and locates Doman’s
different assets or attempt a new tack to uncover what
warehouse. With a Challenging (D2) Movement test,
they have failed to learn, so they can proceed.
she plants a surveillance device on the location and
ARCHITECT-LEVEL PLAY: tracks Doman’s movements. Failure means she loses his
THE MILITARY OPTION trail, or with a complication her spying is discovered.
After a few nights, she poisons his food with a paralytic
Captain Oda is an Ecazi veteran in command of a small
agent. Once Doman is incapacitated, she interrogates
platoon of soldiers. Tasked by the player characters, he
him with a Challenging (D2) Communicate test. Doman
and his men quietly go to Kaitain. While disguised in
confesses to being a smuggler and explains how a mer-
civilian clothing, the mercenaries monitor the restau-
chant named Foy gave him the package. With a failed
rant, waiting for Doman to return. Eventually, Doman
test, the courier gives Namaca misleading information.
does, and Captain Oda and his men follow him to his
warehouse to corner him. With a successful Average With an extra success or an Obtain Information Momen-
(D1) Battle test, Doman confesses to being a smuggler. tum spend, Namaca also gets Doman to reveal how Foy
He explains how a merchant named Foy paid him to has been skimming supplies from her clients—a fact that
deliver the package to a member of the player charac- might endanger her reputation if exposed.
ters’ House. When Oda asks where to find the merchant,
A second records search locates Foy’s temporary hous-
Doman describes Foy’s vessel, The Necessity, currently
ing in Corrinth City. Namaca impersonates a CHOAM
docked at a Kaitain spaceport. It includes minimal arma-
auditor and confronts Foy at her home. With a daunt-
ments and almost no security. If the test fails, Donan
ing (D3) Discipline test, Namaca threatens to expose
reveals nothing and demands to be released.
that Foy has been stealing from her employers. Failure
The Ecazi proceed, reconnoitering the spaceport. They has Foy remain silent, but with a success, the blackmail
find The Necessity and with a Challenging (D2) Battle works. The merchant immediately confesses, citing how
test, commandeer the vessel. Inside they capture Foy, Doctors Sarita and Bracken Sade gave her the parcel
her modest crew, and the logbook. Using the log, they on Kittiak, and ordered Foy to get the package to the
learn how Foy delivers grain from the planet Kittiak, player characters’ House by any means necessary
under the control of House Zerides, to various worlds
Foy then explains how the doctors work for House
throughout Harkonnen space. Failing the Battle test
Zerides and are part of their research and development
means that they are thwarted by the spaceport guards,
program, swearing not to know any more than that. Fur-
or even noticed by the city’s security force.
ther successes or Momentum spent for Obtain Informa-
Interrogating Foy is an Average (D1) Communicate test. tion reveal this to be true.
Failure has her demand to be released, or withstand any
normal measures of interrogation. A success breaks her
through simple intimidation or veiled threats. Begging

6
H O US E ZER IDE S
MINOR HOUSE OF HOUSE HARKONNEN
Banner and Arms: A lapis blue rabbit lect the vast crop quantities, storing them in enor-
mous silos before shipping them offworld. While on
House Traits: Stubborn, Resilient
the planet, it’s not unusual to see people with artificial
Primary Domains: Agriculture (Produce) – Focusing limbs. Many of the folk of Kittiak have either lost
primarily grain production and distribution, House family or limbs in farming accidents.
Zerides feeds several worlds within Harkonnen space.
Noblis Familia:
Homeworld: Aside from a few scattered mountains
Lord Cotasar Zerides (Ruler) – An old and cruel indi-
and winding rivers, Kittiak is primarily flatland. A pair
vidual who clings both to his world, and his life. He
of binary stars and a single bright moon provide
takes extraordinary steps to prolong his longevity and
ample illumination throughout the day, resulting in
has sired several dozen children from different wives.
larger than usual crop yields. The royal family rules
from Kitt, the capital, which also houses the planet’s Cadra Zerides (Warmaster) – Dismissed from the
only spaceport. Swordmaster school on Ginaz, she now serves as
head of security. Ruthless and without honor, she
Military Power:
does anything she must to achieve victory.
House Zerides has a small standing army and a
History:
standard planetary defense system. However, they
prefer mechanized infantry, utilizing armed ornithop- Generations ago, a severe drought threatened several
ters, armored personnel carriers, and suspended worlds throughout the Imperium. When this occurred,
artillery platforms. House Zerides, with the assistance of the Harkonnens,
rose to the occasion and delivered food and relief to
Population and Lifestyle:
the starving worlds. For their efforts, the Emperor for-
The citizens of Kittiak work long hours to produce mally acknowledged the Zerides and helped elevate
the grain needed to sustain the Harkonnen sphere of them to a Minor House. Of course, the Harkonnens
influence. Proud of their efforts and extremely hard- took their share of the credit, and House Zerides
working, they do so by operating giant machinery remains sworn in allegiance to them.
capable of tilling thousands of acres in a single day.
More mechanics than actual farmers, the citizens col-

ARCHITECT-LEVEL PLAY: nothing. If successful, a drunk and pliable Foy unwit-


INTRIGUING IDEAS tingly reveals the package came from Sarita and Bracken
Ruben Mott is a professional lobbyist. He does not care Sade, doctors who work in agricultural research and
who he represents, as long as the special interests pay development for House Zerides on the planet Kittiak.
his substantial fees or provide an order from House The pair gave Foy the package and asked that she get it
into the player characters’ hands.
Verdun. Mott begins his investigation by frequenting the
restaurant where Hagan and Doman met. When Doman The Verdun lobbyist relays his findings to the player
returns, Mott uses a Challenging (D2) Communicate characters. In addition, Mott describes Lord Cotasar,
test to bribe Doman into revealing who gave him the Ruler of House Zerides, as an old and cruel individual.
package. The smuggler identifies Foy and describes the Cotasar studied on Giedi Prime, and after returning
brothel in Corrinth City where she spends her free time. home to Kittiak, made sure his older brothers would not
Failure provides Mott with misleading information, and have the opportunity to succeed their father. After his
a complication has him exposed to an extent that his father died in a farming accident, Cotasar ascended and
cover is revealed. has ruled House Zerides for the past 50 years. Rumors
suggest he is obsessed with eternal youth, even beyond
Mott pays off the madame and hires a courtesan to
the longevity provided by the geriatric spice melange.
seduce Foy with an Average (D1) Communicate test.
If the test fails, Foy resists the seduction and reveals

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 7
AC T I I :
Behind Enemy Lines
With the source of the secret message identified, the
House Ruler orders the player characters to travel to
Boots on the Ground
Kittiak, locate Sarita and Bracken, learn their secret, and
Kittiak is a remote planet deep inside the Harkonnen
stop the threat. Unfortunately, this may prove chal-
sphere of influence. The agricultural planet is primarily
lenging with House Zerides as an enemy to the player
flat with rheat fields for as far as the eye can see. Under
characters’ House. Landing on their planet attracts
a pair of suns, massive combine harvesters reap, thresh,
unwanted attention, so the player characters must find a
and winnow the rheat. The heads’ rotating wheels and
way onto the planet while avoiding discovery.
cutter bars chew through the fields while streams of
Perhaps Foy smuggles them onto the planet in her mer- grain spew out a side pipe into the backs of trailers.
chant vessel, or maybe they employ espionage assets Customized ornithopters collect crops from the trailers
to find a different way. Regardless, Act Two shifts the and deliver them to massive silos for storage.
adventure from Architect play to Agent play, granting
In the distance, dug into the world’s largest mountain
the players more direct control over their characters’
range, is the capital city of Kitt. The city is stratified ver-
actions. If the gamemaster feels player characters may
tically, both physically and culturally, with nobles living
need a bit of backup, Dr. Jang can volunteer to accom-
at the top, merchants in the middle, and the poorest
pany them.
residents sprawling out at the foot of the mountain. A
dozen suspensor platforms connect each of the three
districts, traveling 3,000 meters from floor to summit.

SIDE ADVENTURES, PART ONE platform ride. They recognize the player characters
If the gamemaster wants to present additional as outsiders and, fueled by suspicion and
complications or side adventures, the beginning of xenophobia, harass them. The player characters
Act Two provides the opportunity to insert them. can deescalate the situation with a Daunting (D3)
Listed below are several side plots the gamemaster Communicate test, or they can settle the matter
can implement. These side plots may even offer violently with a Challenging (D2) Battle test.
benefits or hazards during Scene Three. The
11–15 Highway Robbery: The player characters
gamemaster can also randomize this list by rolling
pass an alley and witness a robbery underway.
a single d20.
Armed with maula pistols and short blades, two
1–5 Light Touch: Moving through the streets of thieves pin a father to a wall while the father’s
Kitt, the player characters stumble on a merchant two children huddle in fear. The father glances
selling personal suspensors, demonstrating how down the alley at the player characters as they
users can climb the mountain between districts. pass. He has a pleading look on his face. The
As the merchant involves a player character player characters are free to continue along their
in the demonstration, a thief picks a different way, or they can interfere. Some options include
player character’s pocket. The player characters threatening the criminals with a challenging (D2)
must attempt a Challenging (D2) Discipline test. Communicate test or beating them outright with
If they succeed, they catch the thief. Failure an average (D1) Battle test.
means that some personal asset is stolen from
16–20 Wounds: Kitt’s lower district floods with the
them (gamemaster’s choice). A Daunting (D3)
wounded victims of a terrible farming accident.
Communicate test also confirms the merchant is in
An emergency doctor calls out to the player
on it. The player characters can decide what to do
characters, ordering them to help triage the
with the pair, either letting them go, handing them
patients and get them to the hospital. If the player
over to the authorities, or claiming the suspensors
characters agree, the Suk Doctor thanks them for
as payment for their trouble.
their efforts. If the player characters lend medical
6–10 Outsiders: While in Kitt, drunken farmers aid to the injured, the Suk Doctor gives them a
start a fight with the player characters. It could be medkit in return as additional thanks. Ignoring the
a bar fight, a street fight, or during a suspensor call has no consequences.

8
The player characters land at the spaceport at the foot Lord Cotasar assigned us the task of developing a
of the mountain and secure an apartment or other tem- disease-resistant variety of rheat. One that might also
porary housing. Their general ease of access depends thrive in extreme environments. We made excellent
on what steps they took before landing. If they are progress and passed our findings to Lord Cotasar, but
operating under a diplomatic or humanitarian pretense, he demanded we exhaust all avenues of additional
then their movements are somewhat unhindered. On insight, pushing us much harder than usual. Even if
the other hand, if they smuggled themselves onto the there is enormous profit in our work, it seemed very
planet, they might only be safe operating under cover strange. That was until we realized why.”
of darkness.
Bracken leans in. “In a separate part of the lab, unbe-

In Search knownst to us, the Zerides were using our work to


genetically engineer a disease that no other variety
of Scientists of wheat could withstand. And they intend to use it
against you. That’s why we had to warn you.”
The uppermost district of Kitt includes the royal palace,
“So, we asked a colleague of ours, a merchant
homes for nobles, and the Zerides Center for Research
named Foy, to pass along our message to your
that employs Sarita and Bracken Sade. The player char-
House,” says Sarita picking up where Bracken left
acters must find a way to contact the pair of scientists,
off. “Given your reputation, it seemed the wisest
whether at the facility or at their home in the merchant
choice. And now that you are here, it looks like we
district. They can remain hidden with a challenging
were right.
(D2) Move test focusing on stealth, or they can make a
challenging (D2) Discipline test focusing on espionage. “We can get you inside the lab so you can destroy
Failure, obviously, brings the risk of exposure. the weapon. All we ask for in return is a way to get
off Kittiak and far from the clutches of House Zerides.
In either case, the scientists eventually leave the Center
All of us. My husband and I, and our two children. If
and return home, where their two children, Jono and
you grant us asylum, our knowledge is yours.”
Rayleigh, are waiting for them. For reference, Jono is 14
years of age, and Rayleigh is ten. The family poses no Unbeknownst to the Sade family, the plague is a well-
threat, and when contacted, express their relief. orchestrated trap, and they are under surveillance.
However, the player characters have an opportunity
“It’s you! You came!” As Sarita looks at her husband, to recognize it. If the player characters succeed in a
her shoulders collapse in relief. “I still can’t believe it daunting (D3) Understand test, they find electronic spy-
worked! eyes in the main living space of the Sade home. If they
are successful, the gamemaster should grant them 2
“My husband and I lead research and develop-
Momentum to offset the ambush planned for Act Three.
ment at the Zerides Center. Several months ago,
Failure means they notice nothing.
SA R I TA A ND B R AC KEN SADE
NOTABLE SUPPORTING CHARACTERS DRIVE S TAT E M E N T
With expertise in biology and agronomy, Sarita and
D U T Y: 3
Bracken Sade are, arguably, some of the most sci-
entifically skilled people on Kittiak. Their lifes’ work
FA I T H : 5
has been in helping feed the masses. While they
see the development of high-yield and hardy crops
JU S T I C E: 6
as a way to end hunger, the Zerides are less chari-
table. For House Zerides, a starving population is
P OW ER : 4
one of the fastest ways to destabilize their rule.
A difficult truth is always better
That said, the Sades are not ignorant of House T RU T H : 6
than a comfortable lie.
Zerides’ motivations. But, as long as their goals
aligned, it was easy to ignore or even forgive the
Zerides’ political agenda. However, knowing their SKILL FOCUSES
work may result in the starvation of millions, this is
a bridge too far. While they have managed to carve B AT T LE: 3
out a comfortable balance between work and the
needs of their two children (Jono and Rayleigh), C O M M U N I C AT E: 5
knowing their discoveries may result in harming
others is unacceptable. D I S C I P L I N E: 6 Observe

Now they want to leave Kittiak with their children, M OVE: 4


but the Zerides have disallowed it. The Sades know
too much, and their research is too valuable. U N D ER S TA N D : 7 Reasearch, Biology
Traits: Scientist, Ethical
TALENTS:
@ Collaboration (Understand): Sarita or Bracken may
spend 2 Threat to allow an ally to use their Understand
skill as their own.
@ Intense Study: Once per scene, Sarita or Bracken may
use their Understand skill on a single skill test instead
of any other skill, and they are counted as having a
focus for that test.

Assets: Shigawire Reels, Laboratory, Secret Data

BEAKKAL It is possible House Zerides may have had a hand


During the Great Spice War of 10,175 A.G., in developing the deadly agent used against
Emperor Shaddam IV blockaded the planet Beakkal. The current biological weapon could be
Beakkal. Then, in an act of cruelty, he allowed the a refinement of the original. However, as noted by
starving world to ‘capture’ two food supply ships Archduke Armand Ecaz, “Because of the horrors
carrying a deadly biological agent. After the ships inflicted upon us by thinking machines during the
landed on Beakkal, distributing the food among Butlerian Jyhad, the Great Convention forbids all
the people also spread the agent. Crops withered, biological weaponry, just as it restricts the use of
forests turned into skeletons, and the planetary atomic weapons.” This fact is known to every citizen
ecosystem nearly collapsed. of the Empire, including the player characters.

10
Down the Rabbit Hole From here, the player characters can:
@ Review the research notes on the biological weapon
The Zerides Center for Research is a three-story com- with an Average (D1) Understand test. Success
plex embedded in the face of the mountain. The reveals the weapon is a genetically modified fungal
facility entrance includes a high stone wall, surveillance disease. Once a plant is contaminated, it releases
devices, and a handful of guards. Typically, attempts to spores the wind carries to other plants. It does not
infiltrate the facility would require a Dire (D4) Discipline affect animals or non-organic materials. Failure
test. However, with Sarita and Bracken’s direct assis- means they do not understand the science behind it.
tance, player characters can sneak into the building with
@ Review tactical plans of the weapon’s use with an
an Average (D1) Discipline test. In so doing, they avoid
Average (D1) Discipline test. Reports suggest the
the spy-eyes and general patrols. The scientists can also,
Zerides are planning on using the weapon against
if requested, stop by their lab to obtain the rheat seeds
the player characters’ homeworld. This is the same
and sample, which they hand over without complaint.
evidence found initially by Sarita and Bracken.
Failure either means they must proceed along a differ-
ent tack, or are discovered while attempting to break in. @ Extract a sample and place it inside a small mobile
case with a Dire (D4) Understand test. If Sarita
If undiscovered, Sarita and Bracken lead the player char-
and Bracken are present, this lowers the extraction
acters down a flight of subterranean stairs to the secret
to a Challenging (D2) Understand test. Failure
lab. The lab is located in the basement and includes
means inadvertent exposure to the infection. And
several workstations, a dry room for experimentation, a
if the player characters become exposed, they
decontamination chamber, an incinerator, and a sealed
can wash away the infection by stepping into the
vault housing the weapon.
decontamination chamber.
@ Place all samples inside the incinerator and safely
destroy it with a Challenging (D2) Understand test. If
Sarita and Bracken are present, this lowers the roll to
an Average (D1) Understand test.

AC T I I I :
S p r i n g i n g t h e Tr a p
With their mission complete, the player characters exit The number of Zerides soldiers present should be twice
the lab, return to the surface, and exit the facility—only the number of participating player characters. The
to walk straight into a trap! A small cadre of Zerides sol- soldiers carry maula pistols and long blades, but no
diers surrounds the player characters, led by Warmaster shields. Furthermore, every time the player characters
Cadra Zerides. defeat one of the soldiers, the remaining soldiers should
make a Challenging (D2) Discipline test. If they fail, they
“Hold fast!” proclaims the leader of the soldiers, flee the scene. If over half the soldiers fall or flee, War-
speaking almost as if she has rehearsed her words master Cadra withdraws as well. The gamemaster can
prior. “I am Cadra Zerides. In violation of the Great customize the soldiers or use the House Guards from
Convention, you have brought a terrible plague to page 283 of the Dune Core Rulebook.
Kittiak! No doubt you intended to release it after
But even with Sarita and Bracken to assist, options are
your departure, but we have caught you in the act.
somewhat limited. With simple skill tests the player
You are now in our custody, and will be delivered to
characters can:
the High Council for judgment.”
@ Battle (Daunting, D3) the soldiers until they fall or
“But that’s not true!” cries Bracken. “We saw the lab.
flee the area.
We saw the weapon!”
@ Attempt to bribe the soldiers with a Dire (D4)
Cadra grins. “You saw what we wanted you to see,
Communicate test.
Dr. Sade. And by the time we stand before the High
Council, there will be nothing for them to see at all. @ Intimidate the soldiers with a Dire (D4) Discipline
Nothing save the evidence we present to them.” The test, pushing them to exit the scene.
Warmaster turns to her people. “Kill the scientists.
@ Move (Challenging, D2) past the soldiers and escape
Take the rest into custody.”
the scene.

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 11
WA R M AS TER C A DR A ZERIDE S
NOTABLE SUPPORTING CHARACTER DRIVE S TAT E M E N T
One of Lord Cotasar’s many daughters, Cadra,
D U T Y: 5
serves as House Zerides’ Warmaster. Cadra is a
ruthless warrior who revels in the agony of others.
FA I T H : 4
She spent time on Ginaz, and while she had the
skill to become a true Swordmaster, she never had
JU S T I C E: 3
the discipline nor the sense of honor required to
graduate. The Ginaz expelled Cadra before she Honor is a weakness.
P OW ER : 6
could complete her training, which she wears as a Do anything to win.
badge of pride. In her eyes, honor is sentimentality
T RU T H : 4
that will only get you killed.

After returning home, Lord Cotasar placed Cadra


in charge of House Zerides’ internal security. Taking SKILL FOCUSES
her duties seriously, Cadra leads an elite team of
soldiers, conducting random internal investiga- B AT T LE: 7 Long Blades
tions, perimeter sweeps, and evening assaults on
the criminal organizations operating on Kittiak. A C O M M U N I C AT E: 5 Intimidation
sadist, she takes immense joy in her work, always
preferring the more violent and bloody option in D I S C I P L I N E: 4
any engagement.
M OVE: 6 Swift
Traits: Warmaster, Ruthless
TALENTS: U N D ER S TA N D : 3

@ Bold (Battle): Cadra may re-roll a d20 gained


from spending Threat on a Battle skill test.
@ Make Haste: Cadra may choose to suffer one
additional complication in a Move test to gain
one automatic success. During any conflict,
she may spend 1 Threat to take the first action,
regardless of who would otherwise act first.

Assets: Long Blade, Shield Belt, Poison

Alternatively, the gamemaster can use round-by-round


combat to determine the outcome. During the battle,
O u t o f t h e Fr ay
the gamemaster may utilize a single zone or make things
Once player characters are out of immediate danger,
more dynamic with multiple zones. One suggestion is to
they have some quick thinking to do. Their primary
separate the area into three zones. The first zone is the
concern is to reach the spaceport and get offworld.
main exit to the facility. A few scattered trees or statues
However, Sarita and Bracken won’t leave without their
provide the trait ‘Covered.’ The second zone is the wall
children, which requires a detour back to their home in
surrounding the facility entrance, where the soldiers have
the merchant district.
positioned themselves. They gain the trait ‘Elevated.’
Finally, the third zone represents the building where the The player characters must decide if they will risk help-
player characters just exited. If the player characters can ing the Sade family. They may escort Sarita and Bracken
retreat into the facility, Sarita and Bracken guide them back to their home to collect the children before find-
toward escape through a different, discrete exit. ing a way off the planet, but this increases the risk of
capture. Leaving the family behind is an option but has
consequences in the conclusion.

12
House Zerides is on full alert as Cadra dispatches Eventually, the player characters must reach the space-
soldiers to hunt down the player characters. With their port at the bottom of the mountain. They can do this by
original plan to capture the player characters failing, activating one of the suspensor platforms, hijacking an
they intend to kill them, along with Sarita and Bracken. ornithopter or other flying machine, or traveling down
Quiet corpses, after all, are easy to accuse. one of the many flights of stairs. Evading detection
requires a Challenging (D2) Move test.

@ Highway Robbery: As the player characters


SIDE ADVENTURES, PART TWO
race to the spaceport, they accidentally
Decisions the player characters make during Scene
bump into the family from earlier. If the player
Two can influence Scene Three. See page 8 for the
characters abandoned the family to the robbers,
earlier stages of these encounters.
then the family screams for help. On the
@ Light Touch: If the player characters manage to other hand, if the player characters protected
purchase or seize the personal suspensors from his family, the father offers to fly them to the
the merchant, they can use them to climb down spaceport on his ornithopter.
the mountain easily. Difficulty rolls to evade
@ Wounds: Hiding behind a building to avoid
detection decrease by 1 and now only require
detection, the player characters wait for a
an Average (D1) Move test.
patrol to pass. Suddenly a door opens, and the
@ Outsiders: As they make their way through doctor from the earlier triage exits the building
the city, the player characters bump into the and recognizes the player characters. If the
drunken farmers they dealt with earlier. If they player characters refused to help the physician
handled the situation non-violently before, the earlier, the doctor quietly departs the scene
farmers give the player characters a wide berth and contacts the authorities. Conversely, if the
and say nothing. If they beat the farmers in the player characters lent any assistance, the doctor
fight, the farmers sound the alarm. offers to hide the player characters from the
Zerides guards until it’s safe.

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 13
Race to the Exits @ A corporate spy, reflecting espionage assets, sets
off a series of explosions throughout the capital with
a Challenging (D2) Discipline test. The detonations
The player characters can use assets (personal or other-
distract House Zerides long enough for the player
wise) to fight their way to the spaceport, bribe customs
characters to escape offworld.
officials, or smuggle themselves into orbit. Some exam-
ples include: @ A politician, denoting intrigue assets, contacts
someone at the spaceport and bribes several officials
@ A platoon of soldiers representing military assets
with a Challenging (D2) Communicate test. The
temporarily seize the spaceport with a Challenging
politician pays the officials to look the other way as
(D2) Battle test. They provide cover for the player
the player characters make their escape.
characters to board their shuttle and escape Kittiak.

A C T I V:
Before the Council
Once offworld, the player characters’ shuttle docks with vistas from across the Imperium. The artistic creations
a Guild heighliner. In their possession is evidence of the are gifts from the Great Houses to the Emperor, with
Zerides weapon, either in the form of Sarita and Bracken, each Ruler attempting to surpass their fellows in terms
records obtained from the lab, or the biological sample. of grandeur. Eventually, the player characters reach a
If they contact their House Ruler, the player characters raised platform, behind which sits Terrel Akinn, a secre-
are reminded that the Zerides have violated the Great tary for the Landsraad.
Convention by manufacturing the pestilence. They then
As the player characters declare their intent, the secre-
advise the player characters to travel to Kaitain to present
tary frowns. Charges against a House for violations of
their evidence to the Landsraad High Council.
the Great Convention are rare and require an enor-
After a brief voyage through fold space, the player char- mous amount of bureaucracy, including a considerable
acters arrive at Kaitain, the center of the Known Universe. amount of administrative labor. After complying with
dozens of regulatoryrequirements and handing over any
As they descend on Corrinth City, the banners of each
dangerous weapons (including the plague canisters), the
Great House lining the Landsraad Hall of Oratory flap
secretary informs the player characters that it will take
in the wind. Moving into the Hall of Oratory, the player
three days to assemble a hearing. The player characters
characters’ heavy boots echo across the polished
can use those three days as they see fit.
stone, and the entourage passes statues and painted

Th e Tr i a l
WASTING TIME On the day of the hearing, the player characters
Three days might seem a long time, but ascend a spiral staircase and enter an ornate audience
Kaitain and Corrinth City have all manner hall. Tall pillars hold up the vaulted ceiling from which
of features to entertain and corrupt those hangs a series of flags, the most prominent in gold
who come to visit. The gamemaster can just and scarlet color and belonging to House Corrino.
skip ahead three days and ask the players
The chamber houses two long and ornate wooden
what sort of thing their character might have
tables, one for the player characters and House Zerides.
got up to, or play through some incidental
The aging Lord Cotasar sits in a plush black-and-
adventures in the city.
maroon chair, accompanied by Warmaster Cadra and
Note that having set a trial in motion, three their entourage. Behind the player characters, in the
days may be hard to survive. The player audience, sits their own Spymaster and Dr. Jang, who
character’s accusations have made Lord nod in tacit support. Before the tables, atop a curved
Cotasar Zerides livid with rage. The plan was platform in the shape of a half-moon, sit seven mem-
for the player characters to die on Kittiack and bers of the High Council—seven rulers from seven
take the blame. Now they are ready to make different Houses, both Major and Minor. Functioning as
accusations before the Landsraad. But if they magistrates, they will ultimately evaluate the charges
don’t live long enough to see the trial, their and rule on the fate of the guilty party, whether the
accusation will die with them. player characters’ own House or House Zerides.

14
LO R D C OTA SA R ZER IDE S
NOTABLE SUPPORTING CHARACTER DRIVE S TAT E M E N T
As a young noble, during House Zeridies’ ascen-
sion, Cotasar traveled abroad and studied on D U T Y: 4
Giedi Prime. The third of four sons, it was unlikely
Cotasar would ever have the chance to succeed his FA I T H : 5
father. So, he used the opportunity to learn how to
convince his father that he was the one who should JU S T I C E: 5
lead.
P OW ER : 6 Possession is nine-tenths of the law.
Educated in politics and production by the Harkon-
nen, he returned to Kittiak and employed his new-
T RU T H : 3
found knowledge, increasing crop collection using
equal measures of ingenuity and severity. His work
attracted the attention of his father, who named SKILL FOCUSES
him as his successor. And when Cotasar’s older
brothers objected, they quickly found themselves B AT T LE: 3
exiled offworld or placed under arrest.

After his father died in an ‘unfortunate’ farming C O M M U N I C AT E: 7 Deceit, Persuasion


accident, Cotasar assumed power. Since then, he
has maintained a steady and robust level of pro- D I S C I P L I N E: 5
duction of grain for the Harkonnens. As a show of
his vigor and virility, he has sired dozens of children M OVE: 4
and has taken significant steps to prolong his life.
Now at 70, he seeks to end his enemies and create U N D ER S TA N D : 6 House Politics
a dynasty.
TALENTS:
Traits: Noble, Ruthless
@ Bold (Communicate): Cotasar may re-roll a d20 gained
from spending Threat on a Communicate skill test.
@ Subtle Words: Lord Cotasar can create a new trait
whenever he spends Threat for extra dice on a
Communicate test.

Assets: Bodyguards, Kindjal, Shield Belt

Nobles from this group might include Lord Bain O’Garee rely on oral arguments, direct testimony, and cor-
of House Hagal, Archduke Armand Ecaz, Countess Ilbana roborating evidence from either side of this affair. We
Richese, Earl Memnon Thorvald, Viscountess Behati of will weigh the truth of the matter and judge accord-
House Soot, Count Takoda Mascaro, and Count Anton ingly.” They pause for effect. “How do you answer
Miche. However, the gamemaster is free to choose any for yourself?”
seven House Rulers to fulfill these roles. Several options
Lord Cotasar is the first to speak and describes the
for other House rulers can be found in The Great Game:
player characters as violators of House Zerides. He
Houses of the Landsraad sourcebook.
paints Sarita and Bracken Sade as traitors looking to
As the two sides settle into their seats, the head magis- profit off a lie, and he denies the existence of a biologi-
trate bangs a gavel. A soft hum reverberates throughout cal weapon, declaring any evidence to the contrary
the chamber, quieting any ongoing conversation and an utter fiction, or worse, a fabrication created by the
replacing the entire room with silence. The head magis- player characters’ House.
trate then speaks.
The player characters have a chance to explain their
actions using an Average (D1) Communicate test, and
“Today, we hear from two Houses, each accusing
the gamemaster should encourage them to roleplay
the other of violating the Great Convention. The
their defense. The number of successes dictates the
Landsraad High Council, represented by we seven,
outcome. Alternatively, the debate could be played out
will rule on this matter with a simple majority vote.
as an intrigue duel, using evidence as assets to attack
Now, per numerous statutes, we will not permit any
and defend until one side is defeated.
Bene Gesserit Truthsayer testimony. Rather, we shall

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 15
@ Two successes are enough to persuade the agree. If the player characters did manage to achieve
magistrates of the righteousness of the player five successes, they are able to refuse the challenge
characters’ actions. However, they cannot prevent legally, without any loss of standing. But, if they too
House Zerides from calling for a kanly duel to settle want a chance to draw blood they can still accept.
the dispute.
The head magistrate bangs the gavel once again, and
@ Five successes persuade the magistrates of the with little ceremony, the Council calls for a formal duel.
righteousness of their actions, and they counter Each House chooses a champion who must fight to the
House Zerides’ attempt to settle the matter via death before the entire Landsraad. In the aftermath, the
a duel. High Council names the victor righteous and faultless
in the eyes of the law, and officially sanctions the loser,
Failing this test has drastic consequences and puts the
stripping them of their standing.
player characters’ House into the status of having vio-
lated the Great Convention. Exile or disenfranchising a
House—the standard punishments for such an offense—
Tr i a l b y B l a d e
must be settled by the Emperor himself, and dealing
Much of Imperial life is a spectacle, and a duel is no
with such a state requires all resources and collateral
exception. The player characters must choose a single
the House has to avoid being declared ‘renegade’
champion to represent them while House Zerides places
and hunted down by its enemies, as is legally allowed.
their hopes on the vicious Cadra. Before the event
Should this outcome occur, the gamemaster should
begins, an officer within the Imperial Sardaukar meets
evaluate options to prevent this fate, such as Imperial
with both combatants to ensure all duel conditions are
intervention at the last minute… at considerable cost.
agreed upon beforehand. The player characters can
If the player characters’ argument is successful and the choose offensive or defensive.
Council moves against Cotasar, the Lord rises to his feet.
@ If the player characters choose offensive, then
He states that if the Council does not rectify this through
they get to decide what weapons are available to
the matter of law, then it must be settled through a
both combatants. Short blades, long blades, and
point of honor. Unless the player characters passed the
maula pistols are available, or not at all, or all three.
test with five successes, the magistrates approve and
However, lasguns are strictly forbidden, given their

16
combustibility with shields. If the player characters The gamemaster can use the rules for duel conflict
choose offensive, Cadra chooses defensive and or expedite the scene with a Simple Battle test (or an
allows both parties to use personal shields. extended test), opposed by Cadra’s own Battle skill.
Count the player character’s successes
@ If the player characters choose defensive, then
they get to permit personal shields or not. If the @ If the player character succeeds with one or
player characters choose defensive, Cadra chooses two successes, they win, though they nearly die
offensive, allowing for short and long blades but in the process.
no pistols.
@ If the player character succeeds with three or four
An hour later, both warriors are brought to a large successes, they win, though not without suffering
domed hall constructed for combat. Grooves in the several blows.
stone floor catch blood, and the high translucent walls
@ If the player character succeeds with a five successes,
surrounding the arena protect the spectators, who are
they win decisively and without a scratch.
the rulers and nobles from throughout the Imperium.
From their comfortable chairs, each gaze into the pit If the player character champion fails this roll, they are
below, crying out for blood and entertainment. High slain, and the player characters’ House is considered
above, the dome opens, offering a picturesque view of innocent in the matter of violating the Great Conven-
Kaitain’s night sky along with two of her four moons. tion, but it is a pyrrhic victory given the cost of one of
a valued member of the House. There will be no direct
As the Imperial Sardaukar raises a sword, both warriors
repercussions for the House, as they were not accused
take their position a good ten meters from the other.
of a crime, but being ‘proved’ liars reflects badly on
And as the sword drops, each may spring into action.
them and their House. The House gains the House Trait
‘Liars’ until at least after the next adventure.

Conclusion
If the player characters are successful in the duel, or planet, which can kick off another adventure. Or the
Cadra’s bloody form falls to the ground, witness to the gamemaster can use their capture in future adventures
price of their hubris. The High Council declares that against the player characters.
the player characters and their House are victorious.
The High Council immediately and officially sanctions Wh a t A b o u t t h e
House Zerides. The High Council also strips House
Zerides of all their standing and officially ejects them
Enhanced Rheat Seeds?
from the Landsraad. If the player characters hand over the wheat seeds and
sample to Dr. Jang, the scientist expresses her deep
In the aftermath, the Emperor reclaims Kittiak and gives
gratitude. She presents the player characters with a
it to whomever he chooses. If the player characters are
writ, declaring the debt owed from House Alexin to the
looking to set up a House (or at least a territory) of their
player character’s House, signed by Prince Kole Alexin.
own, Kittiak might be a good starting point. However, in
gaining Kittiak, the player characters’ House may make
an enemy of the Harkonnens, who, perhaps rightfully,
Wh a t A b o u t Awa r d i n g
considered themselves the only logical choice to inherit A d va n c e m e n t P o i n t s ?
Zerides’ holdings.
The gamemaster should follow the guidelines listed on
page 138 of the Dune Core Rulebook. However, they
Wh a t A b o u t t h e should also consider granting a bonus point if the Sade
S a d e Fa m i l y ? family escaped Kittiak and if Dr. Jang received her
rheat specimen.
If the player characters rescue Sarita and Bracken Sade
and their children from Kittiak, the family pledges their
loyalty to the player characters’ House. The two scien-
tific geniuses provide access to the science behind the
enhanced rheat, which the House can use as it sees fit.

If the player characters left the Sade family behind on


Kittiak, they later learn how the Zerides arrested Sarita
and Bracken and their children. Intelligence suggests
the Zerides relocated the four to a brutal prison moon

K E R N E L S O F D O U B T | D U N E : A DV E N T U R E S I N T H E I M P E R I U M 17

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