Crafting
The Smuggler's Run1 000
Requires: Sandbike or Treadwheel
Among the Houses, rivalry is meant to stay within diplomacy and deceit — not spectacle.
Yet old traditions persist: illicit desert trials, hidden from the Landsraad, where reputation is earned in silence and dust.
The most infamous of these is Smuggler’s Run — no witnesses, no glory, only the sand and the risk of ruin.
A verified recording of completion grants immense prestige to any House daring enough to attempt it. We lack a champion of our own, but your patron has promised that you will bring us glory.
The Energy of the Future1 000
Craft a power pack from irradiated materials at the Wreck of the Tyche.
Our House has been searching for breakthroughs in power generation technology for quite a while, but due to the Great Convention the use of nuclear material for research is banned. But our informants tell us that the Tyche was carrying an illegal cargo of irradiated crystals - and that radiation has now spread throughout the ship.
This is an opportunity for research. Go to the Tyche, find the experimental Power pack, charge it with irradiated liquid from the ship and send it to us for further study. Remember, handle irradiated materials with great care!
Reading the Mail1 000
Spy on Sandflies communications and steal their specialized generator design.
Our House has long been fascinated by the scrappy technology of those who live off the land. First the Fremen and their specialized survival machines, but also these Sandflies. We’ve heard of a portable generator that can be easily assembled and transported being used in The Broodworks. Tap into the Sandflies communinet, learn how to assemble their generator and then send it to us for further study. A CHOAM patent could make us all very rich.
The Coming and Going1 000
Set up surveillance around the Blushing Cavern and kill any witnesses.
Strategically, the Blushing Cavern is a resource-heavy location, coveted by various power groups on Arrakis. But from our perspective, information is a much better commodity than minerals. It doesn’t require the same level of logistics.
Head to the Blushing Cavern and place out surveillance devices so that we can see who is supplying those deserters. Kill anybody who witnesses the placement. And then, we will wait and gather our information.
Harnessing the Power of the Storm1 250
Search Imperial Testing Station No. 152 for components to craft a storm resistant turbine.
Static, that's always the issue. Every damned turbine we try to run in the Coriolis gets torn to shreds, yes, but it is the static that shorts out the mechanical servoks that drive it. Your patron told us you are good at digging in dangerous places. Go dig in that old testing station, collect the components and craft us some static resistant parts.
Phasedancers1 000
Ruins of Tsimpo ATTENTION: The following assignment will likely require enhanced data analysis. BRING A HAND SCANNER!
The ruins of Tsimpo are said to be haunted.
In truth, the Ghosts of Tsimpo sustain the illusion through carefully placed solido projectors, shaping frightful silhouettes in the dust to ward off intruders. The methods used are far beyond scavenged technology.
Intelligence suggests the work of a former jongleur — a master of illusion whose techniques have long been coveted by the Great Houses. Reclusive and unpredictable, he has vanished from the courts, but evidence now points to his involvement here.
The Great Houses require proof. Discover how these illusions are crafted, identify the source of the techniques, and recover whatever knowledge is being used to sustain the deception.
Rare Metals1 000
Wind Pass Our Great House has a task for you. We have just learned the Yafengs are developing in their workshop in Wind Pass a new kind of mineral extractor to strip rare metals from asteroid-borne ore. An unlikely source of revenue for Water Shippers... which greatly interests one of our allies, who has a grudge against the family.
Steal the schematic, and bring us a working prototype. Make sure to cover your tracks, and sabotage their schematic on the way out.
Convergence1 250
Requires: Static Compactor
Our Great House requires your services. Before they vanished, the Fremen hid a relic that we desire greatly. The location of the hidden relic can be determined by triangulating three landmarks: Mirzabah, the Sentinel, and the Hand of Khidr. Go to each landmark, set up triangulators, then exhume the located relic.
Gathering
Living off the Land1 000
Plunder the Sandflies fortress known as The Broodworks for supplies.
Stealing from thieves isn’t stealing. It’s reclamation. The Sandflies have amassed a great amount of wealth in their Broken Lands fortress. Our House wants them to understand what it is like to have wealth disappear out front under their noses. Steal their water, harvest their fuel, take their resources.
Oh...and there is the small matter of the Ornithopter that they shot down. It certainly wasn't carrying classified cargo. Just disassemble it with a cutteray. Punishing the Sandflies is in no way a cover-up for what we may or may not have hidden on that 'thopter. Anyway, just get it done.
Precious Resources1 250
Analyse suboid blood in Imperial Testing Station No. 24.
Your patron recommends you for your discretion, and discretion is required. One of the Regis Familia in our House has amassed a great debt to the Bene Tleilax due to his penchant for... exotic creations. Now our debt is due, the Tleilaxu have demanded a task. Travel to the Imperial Testing Station No. 24, recover blood samples from the suboids and analyze them. These results will free us from our debts.
The life cycle of cacti1 000
Find the missing agent and collect special cacti samples in the O'odham.
The O’odham is known for the thriving plants species that have grown in the area, but where there are plants, there are medicines and poisons. We sent an agent into the O’odham to gather samples, but they never returned. Find them, recover their samples and we will reward you accordingly.
The Doom of Tsimpo1 000
Ruins of Tsimpo Tsimpo did not merely fall in battle — it was utterly erased. We believe the artillery used here exceeded acceptable warfare. Search the abandoned gun emplacements and recover evidence of forbidden ordnance or unlawful targeting. What you find may be enough to invoke Landsraad sanctions.
Rock and Roots1 000
Wind Pass An incident at Wind Pass has triggered a rapid containment response by the Yafengs, an ancient Water Shipper dynasty. The resulting shift in water output and site activity has drawn quiet attention within the Landsraad.
You are sent to investigate. Recover what evidence you can, determine the cause of the disturbance, and act before the Water Shippers close the ledger.
Terminal Velocity1 000
Requires: Scanner
We’ve received tragic news. A prominent member of our Great House passed away while attempting the Smuggler’s Run. He was stress testing an experimental sandbike engine prototype. We wish you to scan the wrecks around the run until you locate the correct vehicle and salvage it. Good luck.
Exploration
Rift Recon Run1 000
Test the efficiency of the Harkonnen early warning sensors in the Hagga Rift.
Considering who you work for, this request might seem... complex. As an interested third party, we want to test the early warning sensors that the Harkonnen have installed in the Hagga Rift. We theorize that a 'thopter moving at speed will be able to bypass the sensor array and read their fortress before warning is sent. Help us test this.
Sabotage aboard the Tyche1 000
Recover the ship logs from the Tyche and help us understand who sabotaged the ship!
The Atreides freighter, the Tyche, was brought down by sabotage and crashed into the planet in the middle of the Imperial Basin. We want to know why. Deliver us the information and we’ll deliver you our influence.
Fremen Finds1 250
Use Scout imaging to acquire Fremen artifacts from Maas Kharet excavations.
Scouts at Smuggler’s Run have reported that several Maas Kharet excavations are underway in the canyons there. They are searching for Fremen artifacts. But those artifacts are rightfully the property of the Great Houses - it was our pogrom that wiped out the Fremen and the Maas Kharet are simply looting their ruins. Those artifacts belong in a museum!
We only received images and notations from our scouts - track down the excavations and recover those artifacts.
The Opafire Operation1 000
Recover a cache of jewels stolen from our House and lost in the Blushing Cavern.
One of our na-familia, a Mentat, has been implicated in the theft of a box of opaline jewels from our house. We tracked his location to somewhere near the Blushing Cavern, but his communinet receiver was destroyed or lost shortly afterwards.
Our freedom to act on Arrakis is limited, but your patron has recommended you as an “unofficial” agent. Travel to the Blushing Cavern, find our Mentat thief and recover our jewels. You will be rewarded.
Race against Time750
Collect surveillance devices in Jabal Eifrit Al-Sharq before the information is wiped.
We've recently discovered a network of monitoring devices belonging to a rival of ours. We don't know what the data they are collecting is, but we know we want it.
The problem is, after you collect the first, it will trigger a signal that wipes all of the other data in a short amount of time.
Your patron tells us you are good, but are you good enough to collect all of the devices in Jabal before they get wiped? Let's find out.
Surveying Tsimpo1 000
Ruins of Tsimpo Survey the Ruins of Tsimpo using experimental dust probes.
Our House requires your aid to pierce the lingering dust clouds over Tsimpo. Our scout team tried a different approach, adapting staking units into local survey probes capable of mapping the gloom from the ground up. They did not make it back.
We turn to you. Retrieve their modified probes, deploy them at critical locations in the village, and complete the survey to expose everything that the dust conceals. Rumor suggests that there might be a cache of spice in the area.
Rockfall1 000
Wind Pass Our Great House needs your skills. We’ve had our eyes on the Water Shippers for some time, more specifically the Yafeng operations in Wind Pass. However, the breakup of a large asteroid, and the damage it caused to Wind Pass, has devastated our spy sensor network.
Install a web of covert sensors across the facility. When the network is in place, hijack the guards’ own communication relays to transmit the signal off-world. Be warned: once the transmission starts, the system will respond. If you do not override its safeties before the trace completes, the transmission will be interrupted.
Sample Recovery1 000
Requires: Static Compactor and Scanner
Our Great House has a matter that requires your skill and discretion. We have intelligence that a high-ranking member of the Maas Kharet took sandworm samples from the cult and buried them at various locations just prior to their defection. Please locate and unearth these four samples. They are highly sought after and of great value.
Combat
Grave of the Fireflies1 250
Kill Masano the Burned - the leader of the group of Sandflies that have taken over Imperial Testing Station No. 136.
The Sandflies remain a source of hope for the pyons and bondsmen of Arrakis, but even they have members they cannot abide. A splinter faction - calling themselves the Fireflies - have taken over an old Testing Station. They are dangerous, yes, but more importantly they are preventing our House from accessing the fuel reserves on that station.
Kill their leader, disperse them to the storms. Let's see if the reputation your are gathering is truly earned.
The Heart of the Matter1 000
Recover irradiated crystals from the Wreck of the Tyche before the local riff-raff.
The crash of the Tyche has put our house in a delicate political situation. That ship was transporting irradiated crystals which are forbidden under the Great Convention. We were using them for research, not weaponry, but any discovery of our involvement could lead to sanctions. Go to the Wreck of the Tyche, activate the defense system to keep the locals out until we can send a clean-up crew to recover our property.
Springing a Trap1 000
Mysterious signals emanate from the Blushing Cavern. Who is signalling who, and why?
Our House needs to know. Your patron recommends you for this kind of work; smart enough to find and triangulate the signal sniffers. Find the location of the signal and boost it so that we can identify which House is using the frequency. We were also told you were tough. Prove it, and you’ll be well rewarded.
Decapitation Strike1 000
Destroy the Sandflies leader at the Broodworks fortress to keep them away from Great House mining operations.
Our House has grown tired of the Sandflies and their banditry. Constant raids and sabotage are threatening to decimate our quarterly profits which could, in turn, impact our share of CHOAM Directorships. Stamp out their leadership at its source. Travel to the Broodworks in the Broken Lands, take out their crew leader and use his communinet identity to lure their lieutenant into an ambush. Do this, and our House will be in your debt.
False Flag Strike1 000
Clear the mining route to the Blushing Cavern by turning deserters against each other.
Our House would like to propose a project of mutual interest. Deserters from your House have taken up residence about the Blushing Cavern, a resource that our House would like to exploit. Fortunately, another camp of deserters has set up nearby. Set them against each other. Clear our mining route.
Ghosts of Tsimpo1 000
Ruins of Tsimpo The “ghosts” of Tsimpo are raiding and slaughtering caravans. Travel to the Ruins of Tsimpo, tear down the veil of this deception, and bring these Ghost Raiders to heel once and for all.
The ruins of Tsimpo are cursed, or so the pyons whisper. Caravans vanish in the dust. Patrols return broken and babbling of specters wielding knives of light. A Great House wants the truth, not phantasmal stories. Travel to Tsimpo, investigate the raids, and discover the truth of these Ghost Raiders who hide behind a mask of carefully cultivated fear.
The Price of Water1 000
Wind Pass The Spacing Guild suspects the Yafeng family, an ancient Water Shipper dynasty, of targeting and harvesting water-rich asteroids in Wind Pass without their approval. Our House has seized the opportunity to grow its influence by interceding in its favor.
Our research indicates that a retrofitted spice lighter is currently on its way to intercept a fresh crop of asteroids. It would be in our best interest if it regrettably came to crash into its target...
Travel to Wind Pass. According to an inside source, the security terminal in the central guard post has data on the whereabouts of all key personnel. Find the Chief Engineer. Get those asteroid coordinates. Fudge them. Redirect the ship.
Clear The Run1 000
We have suffered a tragedy and demand redress. A prominent member of our Great House was recently killed during an attempt on the Smuggler’s Run. We believe a local body of the Maas Kharet are responsible. Bring our vengeance to them — eliminate them, sabotage their camps, and hunt down their leader.
Sabotage
In the Shadows1 000
Steal a specialized cargo from the Tyche and set House Moritani and House Ecaz at each others throats.
It’s perfect, perfect! The Tyche was carrying a very valuable cargo for House Ecaz when it crashed into the desert and became a radiated hellhole. House Moritani were the ones responsible for the sabotage that brought it down. Now both of them want the cargo and are planning to go and get it.
But we’re going to steal it. Right out from under their noses. They’ll blame each other and fall to bickering. It’ll weaken both of them - while we walk away the victor. Steal that cargo. Your patron says you are reliable and discreet. Prove it.
Assassination: House Lindaren1 000
Plant evidence of a botched assassination in the Eastern Shield Wall of Hagga Basin.
Such a shame. A representative of House Lindaren has died during what we are sure was a social gathering with some of the local Sandflies riff-raff. Plant evidence at the site of the murder to ensure that the Sandflies take the blame and to deflect suspicion from… anybody else.
Knowledge is Power1 250
Set up surveillance on house representatives across Hagga Basin.
Half the fun of espionage is finding out all of the dirty little secrets that people try too hard to hide. Some of the Great Houses have set up camp in unconventional locations across Hagga Basin, and that makes them vulnerable.
Set up surveillance at each of the Great House Representatives across Hagga Basin. Let’s see what is so important that they want to be in that particular slice of hell.
Shaping Operations1 000
Sabotage Sandflies operations at their Broken Lands fortress; The Broodworks.
Our House has long been plagued by the sting of Sandflies. Irritating and bad for business, these terrorists think themselves invulnerable to attack. You will teach them a lesson on behalf of our House. Kill their watchers, disable their vehicles, and burn their operation to the ground. You will earn our favor.
A Lesson in Botany (and Pain)1 250
Investigate the poisonous fog emanating from Imperial Testing Station No. 195.
We don't know much, but we do know that the fools in that testing station were attempting to feed fogwood with elacca residue. Our House doesn't know what such a volatile mixture will do - but we have reports of a poison that is immune to poison sniffers. This could change the War of Assassins forever! Travel to Imperial Testing Station No. 195 and gather their research and a sample of the poison. We will reward you for your work.
Expedient Politics1 000
Ruins of Tsimpo Unbury the secrets of two Great Houses buried in the Ruins of Tsimpo.
Tsimpo’s ghosts are not just raiders in the dust; they are also the paper trail of bad decisions and worse orders. The true story of the conflict was buried with the village. Our House wants you to investigate - search out execution notices, field reports, and communinet logs scattered through the ruins. Of course, we understand that openly exposing your own faction would be political suicide. Infiltrate Tsimpo, recover or erase incriminating evidence, and bring back the curated truth that best serves your current alliances.
Poisoning the Well1 000
Wind Pass We have found that the Yafengs are to provide water to the delegation of one of our rivals in the Landsraad. We wish the envoys to be… indisposed and unable to conclude their business on Arrakis.
To that end, we bribed an employee to poison a specific water shipment, but he abandoned this task without explanation. He did, however, leave the poison and instructions in its use. We need you to complete the mission.
First, poison the well. Second, ensure its water reaches its intended destination.
Dead Men Tell No Tales1 250
We have something of a delicate situation. Several of our House agents vanished at the Old Quarry while conducting a bit of discreet business. It is imperative that this does not get traced back to us. The location is currently under a messy ownership dispute. Locate and bring back the missing agents or, at the very least, their identifier tags. These should show up on a scanner, though you may need to get close to pick up the signal. The names of the missing agents include: Salvez, Myrna, Andrei, Gabe, Parvati, and Levi.
Watching The Run1 000
Our Great House wishes to procure your services. The Smuggler’s Run is a famous sandbike track and proving grounds. Knowledge of who attempts and completes the run carries some political value. To that end, we wish you to deploy surveillance devices on the elevated rock spires overlooking the run.