TEXT: 1
  Hart Plaza
  A Tale from the Great Lakes
  By Jason Owen Black
  
  2
  Written by: Jason Owen Black
  Developed by: Matthew J. Hanson
  Edited by: Craig Hargraves
  Art by: Joyce Maureira
  Title and Icons: Hart Rieckhof
  Broken Earth: Hart Plaza published by Sneak Attack Press, Copyright 2017.
  Sneak Attack Press and the Sneak Attack Press logo trademarked by Sneak Attack Press.
  www.sneakattackpress.com
  www.facebook.com/sneakattackpress
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility 
  for more information on the compatibility license.
  Hart Plaza
  A Tale from the Great Lakes
  
  3
  Hart Plaza
  A Tale from the Great Lakes
  Hart Plaza
  LN Small Town
  Corruption +0; Crime +0; Economy +2; Law -1; Lore -1; 
  Society +4
  Qualities Prosperous, Strategic Location
  Danger +0
  DEMOGRAPHICS
  Government Council
  Population 987 (832 humans, 114 freaks, 37 simians, 4 synths)
  Notable NPCs
   
  Winsor Coates (LG human chem-head 7)
   
  Airport Gonzalez (CN human scrapper 5/expert 2)
   
  Stone Lighthair (LN simian living weapon 9)
  MARKETPLACE
  Base Value 1,400 tp; Purchase Limit 7,500 tp; Psionics 4th
  Minor Items 3d4; Medium Items 1d6; Major Items 1d3
  Hart Plaza sits along the Detroit River, amid the ruins of that once 
  great city. Once a large open space used to entertain vast crowds, 
  in the years since the Great War it has been repurposed as one of 
  the most important trading sites in the Great Lakes region. Home 
  to almost a thousand people throughout the year, the population 
  spikes at various points during the warm months, as people come 
  from all over the region to buy, sell, and trade.
   
  While the Detroit area was a significant target during the Great 
  War — the city always expected that to be the case — there were 
  plenty of people who managed to survive. And as the metropolitan 
  area dominated the region, many people came back to the ruins of 
  the city seeking scrap and shelter. It wasn’t long before Hart Plaza 
  became the center of trade in the area. Its position was key in this: 
  it not only sits on the river, but is next to the towering ruins of a 
  glass building, called the Bright Towers that acts as a prominent 
  landmark visible from quite far away. It was easy to find, easy to 
  access, and had plenty of space for traders to spread out — in other 
  words, a perfect place to build a community.
   
  Since the rediscovery of Hart Plaza, it has grown into a 
  thriving community, which the locals generally refer to simply as 
  the Plaza. Best known as a center of trade, the Plaza is also a center 
  of culture in the southeastern Great Lakes region. It has given birth 
  to two different religions, which are slowly spreading to other 
  communities, and is known to people who have been there for its 
  cuisine and its music scene. Safe and stable, Hart Plaza has become 
  a destination not only for traders but also for settlers, artists, and 
  pilgrims.
  
  4
  Ludinngton
  Hart Plaza
  The Haunted Strates
  Dover
  Government
  There is no official government in Hart Plaza, but that doesn’t mean 
  the place is lawless or devoid of order. There is a vibrant civil society 
  to be found there. Just about everyone pitches in when they can to 
  try and make life a little easier. By and large, citizens and visitors to 
  Hart Plaza are left to their own devices, so long as they don’t start 
  trouble or mistreat their neighbors. In such cases most people can 
  take care of themselves, and it is not unheard of for a thief or drunk 
  to be thrown out of a business by the owner. Neighbors are quick 
  to help each other out when food is short, a family member is sick, 
  or somebody needs to watch the kids. In more serious cases they 
  can rely upon adherents of the Temple of the Fist to deal with more 
  dangerous troublemakers.
   
  When things come up that require a more serious approach, or 
  requires the attention of most of the community, Hart Plaza holds 
  a debate. Any adult citizen can call for a debate, and if a child or 
  trusted visitor wants to do so they can convince a citizen to call for 
  one on their behalf. Whoever calls for the debate is responsible for 
  scheduling it and letting people know about it. They usually give 
  the community a few days to spread the word. Unless the weather 
  is too cold, debates are held in the pre-war amphitheater on the 
  northwest side of the Plaza. A debate can be held for any number 
  of people, but at least half the population has to be there in order to 
  vote on something. 
   
  Debates are organized chaos. A few heralds are chosen to 
  move around the crowd, keeping track of who wants to speak 
  and making sure that people don’t yell over each other too much. 
  Anyone can speak, including children and visitors, but only adult 
  citizens can vote, or call for a vote. Whoever calls for a vote must 
  get support from at least a third of the people present to move on to 
  a vote, after which a proposal must get a simple majority in order to 
  be passed. Then it gets added to the community’s charter.
   
  “Real” debates where a vote can be held aren’t all that common, 
  partly because getting half the population together can be a hard sell, 
  but also because most citizens settle things between themselves, or 
  go to one of the community’s venerated elders, affectionately called 
  “ballers,” for arbitration.
  Ballers
  Respected elders around Broken Earth are known by many 
  names. In the Plaza, they’re referred to as ballers, a pre-war term 
  referring to someone who has made it big, or proven themselves 
  by surviving long enough to earn the respect of their neighbors. 
  Ballers in Hart Plaza earn their title by being the best at what they 
  do; they’re respected for their skills, their wisdom, or their tenacity. 
  Just because Hart Plaza is well established doesn’t mean that life 
  there is easy, and living long enough to grow old can earn one 
  baller status by default.
   
  One cannot claim baller status; it has to be earned. While 
  someone like Marta Rivers (see 6) can refer to herself as a baller, 
  it’s only because enough other people in the community have been 
  doing so for years. If she had just claimed it on her own, nobody 
  
  5
  would respect her for it. One can strive to be a baller, but public 
  opinion has to confer that status, and public opinion can take it 
  away too. 
  Culture
  Trade is a big part of day-to-day life in the Plaza, but the people 
  there do more than just buy and sell. Hart Plaza is a vibrant place, 
  and visitors have often noted that the people there try not to let the 
  difficulties of life get them down. Culture in the Plaza takes two 
  principle forms: food and music.
   
  Food, both cooking and eating it, is an important part of 
  Plaza culture. The kitchen is often the center of family life in the 
  Plaza (when it isn’t the shop or stall) and inviting someone over 
  for lunch or dinner is considered a compliment. Not showing up 
  to such a meal (without a very good reason) is considered a snub, 
  and has been known to ruin friendships and end engagements. The 
  best cooks in the Plaza, whether they run restaurants or not, are 
  respected and sought for their advice. 
   
  Before the Great War, there were a number of lawns scattered 
  around Hart Plaza, which have been turned into farms. Those farms 
  are operated by families that sell their produce, which include 
  things like corn, wheat, peas, lentils, various beans, and tomatoes. 
  Many households maintain small gardens to augment what they 
  can get at market. Wild blackberry bushes can be found growing in 
  pretty much every spare patch of dirt in the area. Mushrooms tend 
  to grow under these same bushes, and both are pretty much fair 
  game to anyone.
   
  For meat, many people get fish from the river, while a few 
  families  raise broods of “street chickens.” Street chickens are, in 
  fact, a breed of mutant pigeons that grow to about five or six times 
  their normal size. Street chickens can fly, and are known for being 
  pretty mean in the wild, but are also lazy and grow complacent 
  quite easily, so broods aren’t hard to start. Their meat is darker 
  and greasier than chicken, and while common in the Plaza, many 
  visitors find it to be something of a delicacy.
   
  Whether at home or a restaurant, fish or street chicken, the 
  people of Hart Plaza like their food spicy. Everything is spicy, and 
  while people who grow up there are used to it, sometimes it takes 
  visitors or migrants a while to get used to those spices. Peppers of 
  various kinds form the basis of this aspect of local cuisine, and all 
  of them are bought from Metro Ahmed (NG human commoner 
  6), a farmer who years ago cornered the market on peppers, selling 
  them cheap but making sure that nobody else had access to seeds.
   
  The only thing the people of Hart Plaza love as much as food 
  is music. Music is everywhere in the community, whether people 
  are making it themselves or listening to it through one of the many 
  old audio players found in the ruins of Detroit or beyond. Since 
  the Plaza has its own small generator, pre-war audio players have 
  found a new life in the community. Not everybody has access to 
  such a device of course, but those who do like to share, and it’s 
  pretty common that somebody will bring one to a party or with 
  them when they go out for a meal. But everyone else can, and 
  does, sing, rap, or play one instrument or another, regardless of 
  how good they sound. Parties, especially weddings, tend to feature 
  people making music together, and there are a number of people in 
  the community who make a living doing just that.
   
  While many communities might see entertaining as a waste of 
  time, the people of the Plaza have a lot of respect for musicians who 
  can make a living doing what they love. It is rare to find somebody 
  who subsists solely on their musical ability, but the community is 
  home to several of them. The current king of the Plaza scene is the 
  mysterious b34t_b0x (CN male synth scrapper 5), a dark-skinned 
  wandering synth who styles himself as a sort of hip-hop monk. 
  b34t_b0x spends most of his time in the ruins of Detroit looking 
  for old audio devices and music while writing rhymes, showing up 
  in the community every couple of months for a few weeks at a time 
  to trade, perform, and collaborate. Where there is music there is 
  usually dancing, and the Plaza is no exception. Dancing is a very 
  popular pastime, with many a workday ending with a large meal, 
  plenty of dancing, and music throughout.
  New Feat: Master of Ceremonies
  You have a reputation as a musician, and can use your abilities to 
  affect those listening to you.
  Prerequisite: Charisma 13, Perform (any instrument, rap, or 
  sing) 3 ranks
  Benefit: When you take this feat, you gain access to a limited 
  version of the bard’s Bardic Performance class feature. You may 
  use the Distraction, Fascinate, Inspire Courage, and Inspire 
  Confidence effects as written. Treat your character level as 
  your bard level for effects based on bard level. These effects are 
  considered extraordinary instead of supernatural.
  The Bazaar
  The main draw of Hart Plaza is, of course, the bazaar. The bazaar 
  is an open-air marketplace built around an old fountain in the 
  center of the Plaza. It consists of both permanent shops built with 
  debris from the city, as well as more temporary stalls, usually built 
  alongside or between the shops. The shops mostly belong to the 
  more successful merchants from the Plaza, who operate all year and 
  more often than not live within their shops. The stalls are usually 
  operated by smaller merchants, some of them outsiders and most of 
  them unable to maintain their business through the harsh Detroit 
  winters. The best spaces for stalls are alongside shops, which are 
  rented from the people that own the permanent structures.
   
  One of the most unique features of the bazaar is the area 
  called  Downstairs, which is under the bazaar itself and home to 
  restrooms with relatively reliable plumbing. The restrooms are open 
  to everyone. There are also some storage areas and small kitchens 
  down there, making  Downstairs the place where most residents 
  go to eat. All of the kitchen space is shared by a few locals that 
  maintain restaurants down there. The other areas have largely been 
  given over to space for hosting, performing, or holding debates 
  during the cold months and are considered public spaces.
   
  Below is a list of some of the most prominent shops and 
  restaurants in the Plaza and some details on what products or 
  services they provide, as well as who owns them.
   
  Airport’s: Airport Gonzalez used to be a scrapper, combing 
  the ruins of Detroit looking for things she could fix and sell. She 
  got quite good at it and made some valuable connections, but that 
  was before she lost her left leg below the knee. In the intervening 
  five years she has stopped hunting for scrap and put her energy into 
  fixing or inventing things. She has a sturdy one-room building in 
  the bazaar that serves as her bedroom, store, and workshop (the 
  distinctions between which are blurry). It is the best place to find 
  rare technological items in the community. Airport earned baller 
  status for providing tech for the community, and not only surviving 
  the ghost cat attack that took her leg, but also making her own 
  prosthesis (rumored to contain a gun).
  
  6
   
  Blind Pig: Occupying a couple of the old 
  storerooms under the bazaar, Blind Pig is the 
  Plaza’s only inn, providing ample sleeping quarters 
  for visitors who don’t have a lot of money, don’t 
  know any locals who might put them up, or won’t 
  be staying for long. For the modest fee of 2 tp per 
  night, a guest gets a well-maintained bed and a 
  lockable trunk to store their goods. For an extra 1 
  tp per night guests can get breakfast too. Blind Pig 
  is run by Prosperity Rails (NG human aristocrat 
  4), an elderly woman with dark skin and white 
  hair, who handles the business end of things 
  and cooks meals for guests. She also employs 
  several younger residents who take orders, 
  clean, tend bar, or eject rowdy guests. Blind 
  Pig also functions as a club of sorts, and 
  people go there to enjoy the night-life the 
  Plaza has to offer, with music and dancing 
  almost nightly. It’s also one of two places 
  that serves alcohol, which makes it especially 
  popular for gatherings. Prosperity is one of the 
  original ballers, and is widely respected for her 
  wisdom and grandmotherly nature.
   
  Cantina de le Cueva: Marta Rivers (NG human expert 
  4) is the undisputed queen of Plaza cuisine, and every day around 
  noon or so she makes her way from her home outside the bazaar 
  to her restaurant next door to Blind Pig, where she spends most 
  of the day cooking. Her children and grandchildren handle the 
  money and the customers, which is a huge help as the Cantina de 
  le Cueva is almost always busy. Marta and Prosperity have been 
  friends since they were growing up in the Plaza, and the two know 
  pretty much everyone and everything there is to know in or about 
  the community. A long-time baller, Marta’s status comes from 
  her famed cooking skills, and her deadly accuracy with a wooden 
  spoon, with which she will hit rowdies.
   
  Dugout: This small stand covered in baseball memorabilia is 
  owned by Frank Comer (CN freak waste warrior 2), who grew up 
  in the ruins of Detroit and moved to Hart Plaza about a decade ago. 
  Since then he’s established himself as a sausage maker and, more 
  importantly, the creator of a Plaza delicacy: the sloppy taco. Frank 
  starts with a grilled sausage, lays it in a narrow, fluffy tortilla, and 
  then piles it with chili and diced onions. It is commonly served 
  with beer. Sloppy tacos are a favorite because you can take them 
  with you, and they’re great for watching a debate or concert. It’s 
  an easy dish, and while anyone could make it, nobody does it like 
  Frank. He’s also obsessed with the pre-war game of baseball, and is 
  desperate for any information about the game or paraphernalia he 
  can find.
   
  Plaza Pepper Distribution Co.: While Metro Ahmed is an 
  important figure in town, having figured out the secrets to growing 
  the peppers necessary to make the spicy food Plaza dwellers love 
  so much, it is his son Tabil Ahmed (LN human expert 3) who 
  has leveraged that agricultural genius for profit. Running the 
  business out of the greenhouse that doubles as the family home, 
  Tabil deals directly with the owners of the restaurants and shops 
  in town, and sometimes sells in bulk to traders. He doesn’t sell 
  direct to consumers, but Ahmed family products can be purchased 
  from several food vendors in the bazaar. While Metro is a baller, 
  respected for his skills as a farmer, Tabil has not earned that status 
  yet, and many see him as a pretentious pest.
   
  Speaker Box: The Plaza moves to 
  the beat, and nobody knows salvaged audio 
  players and media, recording gear, or 
  instruments like Prosperity’s granddaughter 
  DJ Fleek (CG human scrapper 2). DJ Fleek 
  (she refuses to go by her given name, 
  Aretha) is something of an acolyte of 
  b43t_b0x, and is obsessed with music. 
  She often collaborates with her 
  mentor, and helps to repair the 
  devices and media he brings to 
  the community. Her shop is 
  also the place for musicians 
  (would-be or otherwise) 
  to hang out, trade tips, 
  collaborate, or spit game. 
  She also organizes a lot 
  of the performances in the 
  community. DJ Fleek wants 
  to be a baller, and is convinced 
  that continuing to follow in 
  the footsteps of her baller mentor 
  b43t_b0x will get her there.
  Buying and Selling
  Customers can find almost anything in the bazaar if they come at 
  the right time of year. Instead of listing all the things that can be 
  purchased in Hart Plaza, when a character wants to find a specific 
  item of uncommon or rare value (Broken Earth, p. 32) you can 
  simply roll on the chart below to see if it is possible to find it. The 
  chance that a given item will be available for purchase varies from 
  season to season, depending on how many additional merchants 
  are visiting the community, or how many hard-to-find items are 
  left over from traders who have come through.
   
  Weapons, armor, or manufactured items of Tech Levels 0, 1, 
  and 2 are considered common, while items from Tech Levels 3 
  and 4 are considered uncommon, and those from Tech Levels 5 
  are 6 are considered rare. Super Drugs are also considered rare. 
  The rarity of ammunition is determined by the Tech Level of the 
  weapon for which it is used. 
  Season
  Uncommon
  Rare
  Winter
  75%
  50%
  Spring
  85%
  60%
  Summer
  95%
  75%
  Fall
  90%
  70%
  New Items
  The following items are not unique to Hart Plaza, but are especially 
  popular there.
   
  Audio Player: These come in a variety of forms, from tape 
  decks to CD players to MP3 players, and allow characters to 
  listen to music. The price for such a device is 200 tp and they are 
  considered uncommon devices. The size and format is irrelevant, 
  and they all require electricity, but can be charged at the power 
  plant (for a 5 tp fee).
  
  7
   
  Spices: These are either small packets of spices or bottles of hot 
  sauce that can be used to flavor dishes. They come in a variety of 
  flavors and heat, and vary depending on who sells them. A single 
  packet can flavor enough food to feed 20 people for 10 tp. 
  Religion
  While many people in Broken Earth have little in the way of 
  religion, the denizens of Hart Plaza have two homegrown religions 
  to choose from, and those resources have proven to be some of the 
  most valuable in the community’s history.
   
  The Church of the Spirit and the Temple of the Fist have 
  different views on the world, but both are devoted to serving their 
  community. Often referred to simply as the Church or the Temple, 
  both have ample followers in the Plaza, though the Church has a 
  slightly larger following.
   
  The chief tenet of the Church of the Spirit is that the spirit of 
  humanity (or simians, freaks, or synths) is unquenchable so long 
  as people work together. To that end, the Church promotes peace 
  and cooperation between all sapient beings, with the most devout 
  among them taking vows of poverty and non-violence. Of course, 
  these most devout followers are pretty few and far between, and 
  most believers are more than willing to make a profit in the bazaar 
  and to take up arms to defend the Plaza.
   
  The Church itself is outside of Hart Plaza proper, and is built 
  around a pre-war statue of a man sitting in a meditative position. 
  The statue once held objects in his hands, as if balancing them, but 
  those pieces are long missing. Devotees of the Church maintain a 
  garden and some beds there, so they can feed travelers or themselves, 
  and tend to the sick or wounded. In the Plaza itself, followers of 
  the Church maintain the restrooms, keeping them clean and in 
  working order, which does wonders for the community’s health. 
  They also maintain the small hydroelectric generator built along 
  the edge of the river.
   
  The current minister of the Church is Winsor Coates, a young 
  baller man with dark skin and dreadlocks. Winsor was born in 
  the Plaza and spends most of his energy seeing to the 
  health of his flock and the larger community, 
  and creating useful medicines that he either 
  stores for church use or trades for goods or 
  services needed by his flock. He is married 
  to a self-styled “hydrological engineer” 
  named Carlos Fermi (LG freak expert 
  8) who runs the generators that provide 
  electricity to the community.
   
  The Temple of the Fist is also 
  centered around a pre-war statue, and 
  also outside of Hart Plaza proper, but 
  this is about where the two religions’ 
  similarities end. Built around a statue 
  of a giant fist, once suspended, but now 
  laying on the ground, the Temple is run 
  more like a barracks, providing Spartan 
  living conditions for the devout or to 
  adherents or potential converts looking 
  to train in the martial arts. Founded 
  earlier than the Church, the Temple’s 
  primary tenant is that perfection can 
  only be achieved through combat. 
  They are neither marauders nor bullies 
  though, and followers of the Temple place an emphasis on training 
  their bodies to be weapons with which to defend themselves, their 
  loved ones, and their community. Historically, adherents of the 
  Temple have patrolled the Plaza and its immediate surroundings, 
  held monthly drills to train community members in self-defense, 
  and hosted annual martial arts tournaments during the summer.
   
  These things are still true, but in recent years the Temple has 
  had less to do as the ruins of Detroit are better explored and less 
  dangerous. As such, the current sifu of the temple, Stone Lighthair, 
  has started offering the Temple’s space as a training ground, 
  and allows adherents to rent out their services as bodyguards to 
  people traveling the ruins. Some older adherents feel that selling 
  their physical prowess is degrading. Stone decreed that she would 
  change her mind if any other member could defeat her in one-on-
  one combat, and to date nobody has challenged her. That’s about 
  the time she earned her baller status.
   
  The Church of the Spirit and the Temple of the Fist do not see 
  eye-to-eye on many things, and they often end up on opposite sides 
  of debates or disagreements. Some see the faithful of the Church 
  as unrealistic in their ideals, while others view adherents of the 
  Temple as too stubborn, so both faiths have it in their best interest 
  to work together, and both groups honestly want what is best for 
  the community of Hart Plaza. The daily experience of religion for 
  most in Hart Plaza is to simply do right by their neighbors and try 
  to get by, and most seek out a baller for advice before they turn to 
  religion. 
  Old Detroit
  The city of Detroit, and its surrounding metropolitan area, was 
  huge before the Great War, and while it is almost all ruins, those 
  ruins stretch for many, many miles. On foot, it would take days, 
  at least, before anyone could escape from the urban or suburban 
  sprawl. Even before the apocalypse the streets were a bewildering 
  mess, and the Great War made them even harder to navigate.
  In the intervening years, some commonly used paths have 
  emerged, allowing inland traders to have access to Hart Plaza 
  comparable to those moving by water. Many come in 
  caravans, built from old pre-war vehicles drawn by 
  animal or human power (and some via ingenious 
  use of pre-war bicycles). These caravans often 
  hire mercenaries or adherents of the Temple 
  of the Fist to keep them safe and guide them 
  through the “wilds” of old Detroit. They bring 
  food, scrap, and other valuable goods, as well 
  as information and stories about the larger 
  world.
   
  The ruins of the old metropolis are 
  home to dangerous creatures, gangs of raiders, 
  and numerous lost but potentially valuable 
  sites. Legends tell of a community of simians 
  living in the old Detroit Zoo, which keeps 
  a menagerie of exotic animals as 
  guardians and companions. Traders 
  from the “suburbs” tell impossible 
  tales of parts of the state that barely 
  changed following the Great War, 
  where people live in their own large 
  houses and trees grow on every corner. 
  The people of Hart Plaza don’t have to go 
  
  8
  all that far to find danger or mystery though, for despite how well-
  known the immediate streets of Detroit may be, there are still a few 
  local sites that can provide some interesting adventures.
  The Tunnel
  Just northeast of Hart Plaza lies the entrance to the Tunnel. The 
  Tunnel used to connect Detroit to Windsor by going underneath 
  the river, but it was damaged in the Great War and fell into disrepair 
  afterward. Rumor has it that one can still pass through it in order 
  to reach the other side of the river, but nobody does that, and 
  everyone just assumes it’s safer to cross the river itself.
   
  The Tunnel is rumored to be home to any number of dangerous 
  creatures, raiders, and local urban legends like the Nain Rouge. 
  The area just inside the entrance is a destination for Plaza youths 
  looking to prove themselves by going into the tunnel and spending 
  the night there, despite numerous stories of kids doing exactly 
  that and never returning. (Prosperity says those stories are fake, 
  but Marta swears it has happened.) Kids growing up in Hart Plaza 
  are warned away from the Tunnel with ghost stories and the like, 
  which most people ignore, but sometimes locals hear weird sounds 
  coming from down there, especially at night.
  The Bright Towers
  Past the Tunnel, the Bright Towers stretch into the sky above Hart 
  Plaza and the rest of Detroit. There are five towers, or what remain 
  of them, that were once all part of a single building along the river. 
  They earned their name because the pre-war buildings were covered 
  in glass. Much of the original glass remains, and reflects light well, 
  making them an excellent landmark for people navigating through 
  Detroit or along the river.
   
  Unlike the old municipal buildings above the Tunnel, the 
  Bright Towers have neither been picked clean nor well explored, 
  and they are certifiably dangerous. The Towers are home to a variety 
  of creatures, which can sometimes be seen coming and going from 
  the building itself, and raiders and hatters have both been known 
  to live there. Though the various denizens of the Bright Towers 
  only rarely come out to threaten the Plaza, it has happened, and in 
  recent memory, so normal people just avoid the place.
  Adventure Hooks
  Nain Rouge
  An urban legend in Detroit that goes back many centuries, Nain 
  Rouge (the red dwarf) is supposed to be a small humanoid, 
  alternately described as a child with bad teeth and fur boots or 
  even a small, red-skinned devil. He is said to presage disaster, and 
  is rumored to spend time in the Tunnel. Recently, a local (probably 
  not a baller) thinks they saw Nain Rouge, and has become fearful 
  that something awful will happen to them. They think that, if 
  the Nain Rouge can be killed or driven away, that trouble won’t 
  happen, and have hired the PCs to do exactly that. In reality, what 
  they saw was a rusted lynx-class drone (Broken Earth, p. 157) that 
  periodically comes out of the Tunnel on patrols. That in itself is 
  dangerous though, and there may be more such drones down there.
  Wedding Feast
  The youngest of Marta’s daughters, Consuelo, is getting married 
  soon, and Marta wants to prepare something truly especial for the 
  wedding dinner. She’s heard some travelers talking about a small 
  herd of dreek that they saw on Belle Isle, a few miles northeast of 
  the Plaza, and she’s looking for someone to go and hunt one for 
  her. She’s willing to pay well because she knows that the island itself 
  is home to a variety of dangerous plants, animals, and even some 
  river pirates.
  Mapping the Towers
  Stone Lighthair has grown weary of having to worry about the 
  dangers posed by the Bright Towers, and after some inter-faith 
  consulting with Winsor Coates, she is offering a reward to anyone 
  who will go in and do reconnaissance there. She’s looking for 
  someone to explore the Towers systematically, floor by floor (to the 
  extent that this is possible). She is aware of the dangers and isn’t 
  asking any one group to explore the entire location or to have it 
  all explored quickly. She knows that this could be a project which 
  outlives her. 
  
  9
  Open Gaming License
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License 1 .0a, Section 1 (e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, religions, etc.), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress. (Elements that have previously been desig-
  nated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Sneak Attack Press game product are Open Game Content, as defined 
  in the Open Game License version 1 .0a Section 1 (d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  OPEN GAME LICENSE Version 1.0a
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
   
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted mate-
  rial including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compila-
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  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; arti-
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  or registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
   
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
  tance of the terms of this License.
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
   
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
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  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agree-
  ment with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
  tion with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
   
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this 
  License.
   
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
   
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
   
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
   
  15. COPYRIGHT NOTICE
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
   
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
   
  Pathfinder RPG Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
   
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
   
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
   
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
   
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, 
  Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean 
  K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, 
  James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
   
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolf-
  gang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
   
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
   
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
   
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
   
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt 
  Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard 
  Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Stephen Townshend. 
   
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
   
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
   
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman
   
  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari 
  Marmell
   
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights 
  reserved.
   
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
   
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
   
  Unearthed Arcana Copyright 2004 Wizards of the Coast.
   
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
   
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
   
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, 
  LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. 
  Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, 
  Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, 
  F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, 
  Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and 
  JD Wiker.
  ` 
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Au-
  thors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker
   
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. 
  Author: Owen K.C. Stephens
   
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, 
  LLC; Author: JD Wiker.
   
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Psionics Expanded. Copyright 2011, Dreamscarred Press.
   
  Kobold Quarterly Issue 11, © 2009, Open Design LLC, www.koboldquarterly.com.
   
  The Genius Guide To Feats of Battle, © 2010, Super Genius Games. Author: Owen K.C. 
  Stephens
   
  The Expanded Spell-less Ranger, © 2013, Open Design LLC;Author: Marc Radle.
   
  Anachronistic Adventurers: The Enforcer. Copyright 2011, Super Genius Games. Author: 
  Owen K. Stevens
   
  Broken Earth (PFRPG),  © 2014, Sneak Attack Press, Author Matthew J. Hanson
   
  Broken Earth: Hart Plaza © 2017, Sneak Attack Press, Author Jason Owen Black
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Broken Earth/Hart Plaza.pdf