InKernels of Doubt, plots within plots continue to unravel until the truth or a vindictive lie is recorded in the annals of the Landsraad.
Intriguing information has reached the Spymaster of the player characters’ House. Persons unknown appear to be developing new agricultural strains that could pose a threat to the House’s crops. However, the message is cryptic and vague, and requires the deployment of long distance assets to pinpoint the origins of the information so that agents can be sent to investigate. Once the message’s senders and their location have been identified, agents must decide how to act on troubling new information they learn. After further unsettling discoveries and dangerous confrontations, the player characters must argue their case before the Landsraad High Council on Kaitain. The fate of their House will be decided in the arena of politics and contentious debate, but a kanly duel may ultimately determine how the Imperium views the dangerous truth that has been uncovered.
This stand alone 21 page PDF adventure forDune Adventures in the Imperiumfeatures both Architect and Agent level play and is a great mix of espionage and political maneuvering. Several optional side adventures are also included to add complications or intrigue to the adventure. For more information on the Landsraad Council featured in this adventure, check outThe Great Game Houses of the Landsraad.
You will need access to the game rules to play.The Dune Adventures in the Imperium Core Rulebookhas these rules in their most complete form. However, theAgents of Dunecampaign box set also contains all you need to play.
Dune © Legendary. Dune Adventures in the Imperium is an officially sub licensed property from Gale Force Nine, a Battlefront Group Company.
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