Your house has claimed Arrakis, but can you maintain power when others try to take it from you? You already have a deadly enemy, but many more covet what you have worked so hard for. You need allies, but who can you trust? The mysterious Bene Gesserit, the secretive Spacing Guild, or perhaps even the Emperor himself? Each faction has its own agenda, and there is a knife behind every back.
Masters of Dune continues the "What if?" scenario that started in Agents of Dune, but this time the stakes are higher as your enemies attempt to claim Arrakis and the spice. You must leave Arrakis and travel across the Empire to gain the support you need to defeat your enemies. Each section of the campaign can be played in any order, so it is up to you to find the best course of action.
Masters of Dune is an epic campaign book of 166 pages that can be played alone or as a continuation of Agents of Dune. Play as House Nagara, or create your very own house!
Throughout the nine chapters of the campaign, your characters will:
The riches of Arrakis may be yours, but you must fight to keep them. Every choice you make will determine the future of your house for better or worse. Will your house fall to the sands of Arrakis, or are you strong enough to survive and become a Master of Dune?
!