A journalist is preparing a story on Agency 17. Predictably, the Agency would like it if the story died...
The players are sent on their first mission for Agency 17: Stealing Sarin from a right-wing militia group in rural Texas
Someone wants Prince Philoj dead. Or?
Set a number of decades after part one.
Prince Tibalt survived his unique birth into the world and is now grown into the King of Jaegerwald. Jaegerwald is no stranger to werewolves, but when members of the kings staff and council start transforming with no apprent contact with werewolves, the PCs are charged with finding and destroying this hidden monster.
Set in a heavily wooded kingdom of reknown werewolf hunters.
A princess on a hunt goes missing. Rumors of a new, more fierce werewolf surface. The party needs to find the princess before she or her seven month pregnancy are in danger.
The village of Far Tragin is deep within the dangerous Northen wastes. Yet somehow it has avoided destruction by the monsters who dwell there. The PCs discover that it is a deal with an unlikly ally that protects this town. However, this deal may be failing and Far Tragin is in jeoprady.
Arakis's zombie problem went largely ignored, because it was believed that the Shai-Hulud (sand worms) would effectively dispose of the undead walkers. Unfortunately the problem grew until the roving herds of sunburnt ghouls threatened the flow of spice. While observing one of the great reanimated masses over take a Harvester from the safety of an ornithopter, an Imperial Zoologists noted that the sand caked flesh eating revenants walked entirely without rhythm.
Shortly after receiving this report the Bene Gesserits claimed to have a solution to Arakis's hellish resurrections. They asserted to the agents of the great houses that the worms could be drawn to the walkers using an ancient sonic weapon. According to the sisters, exposing the zombies to an antediluvian ballad composed by the great master M. Jackson would force them to step in time.