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The Radiant Grove

A Tale from the Great Lakes


By Yves Geens

Carlos Fuentes (Order #14749717)


The Radiant Grove
A Tale from the Great Lakes
Written by: Yves Geens

Edited by: Craig Hargraves


Art by: Joyce Maureira
Title and Icons: Hart Rieckhof
Pathfinder Conversion and Layout by: Matthew J. Hanson

Broken Earth: The Radiant Grove published by Sneak Attack Press, Copyright 2017.
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Carlos Fuentes (Order #14749717)
The Radiant Grove
A Tale from the Great Lakes

In the years leading up to the Great War, the global resource in search of a land to call their own, safe from the constant attacks
shortages led the United States government to tap any remaining by raiders and human bigots.
deposits on sovereign soil. Door Peninsula, in eastern Wisconsin, Seeking shelter from the wildlife, the simians eventually
saw its share of strip-mining, exhausting the last stores of copper braved the descent into the subterranean caves. While the tunnels
and lead. closest to the surface proved treacherous, the pitch-dark home of
After a disastrous, much-publicized accident which cost dangerous beasts and many pitfalls, an eerie glow coming from
the lives of a great many miners, the site at Cave Point was deeper within the cave system goaded on Longmane. Together
mothballed. Removed from the public eye, the cave system in with a handful of fearless comrades he pushed into the depths,
the once unspoiled park was turned into a dumping ground for until they reached what the simians would later call the Radiant
radioactive and biological waste. Among these waste shipments Grove. Perched on a rocky outcrop, the party were the first to ever
were a few from local company TransGenome, whose genetic lay eyes on the Tree of Life, a mutant tree of titanic proportions.
experiments created large quantities of hazardous by-products. Longmane alone climbed down to the tree. At the precise
Local environmentalists and scientists vociferously petitioned moment he reached it, a small fruit fell into his hands. Longmane
the government to stop the dangerous practice, but as the nukes ate from it and gained much wisdom about the natural world
flew, the fate of one county park became just another footnote to and the role his tribe should play in the coming conflicts, or so
history. he claims. When he returned to the surface, his fervor convinced
An abundance of mutated creatures sprung up and made Cave many of the tribe of the truth of his words. The tribe pledged
Point their home in the following decades, making it a place even to follow him to what he decreed would be their home, and the
the foolhardiest adventurers preferred to avoid. It wasn’t until fifty promised home for simians everywhere, “until the star of mankind
years after the Great War that a band of simians settled the caves. falls and heralds the dawn of the Age of the Simian.”
Led by a fierce warrior named Longmane, they arrived at the park

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Radiant Grove than that of the pre-industrial age: no electronics, no gunpowder
weapons, no devices or contraptions which are not manually
Hidden DC 25 Perception powered. Those who are found trespassing on their lands with
Population: 285 modern technology are severely punished.
Salvage Value: 1 While some whisper that the tree works some nefarious
Buildings: Houses (2), Smithy, Tree of Life (special), influence over the simians, there is no evidence of this, and the
Tech Levels: production 1, maintenance 2 direction of the tribe is firmly guided by the hands of its three
elder councilors.
The Tribe Today
It has been thirty years since the simians discovered the Tree of Life Lay of the Land
and made their home high up in its massive branches. In keeping Groups of three to five guards on horseback patrol the lands that
with Longmane’s prophecy, the tribe has expanded considerably, were once Cave Point Park. They know the area well and constantly
as proselytizers are regularly sent out, so now they number over keep an eye out for any sign of trouble, not only travelers, but also
two hundred. creatures like dreeks and ghost cats. The guards force back any
Reverence of the Tree of Life is paramount to the tribe. In non-simian travelers, granting those who act peacefully a single
addition, their stance on technology is very strict. Members of the warning. If the trespassers look like raiders or worse, the simians
tribe must abstain from the use of any technology more advanced immediately ambush the interlopers.
A small barracks and guard post has been dug just inside the
mouth of the main entrance to the cavern, manned at all times by
1d6+2 guards with a small supply of cronk bombs and darkstars
(see section Gifts of the Tree). All other surface entrances have
been collapsed and would take days to excavate, certain to draw
the attention of the simians. However, there are still underwater
tunnels which can be accessed through Lake Michigan. Characters
looking for such possible entrances make a DC 20 Notice check
for every ten minutes spent diving and searching. The underwater
tunnels meet up with the main cave system and are unguarded, if
completely unlit.

Radiant Grove Simian Guard


The tribe’s guards are well-trained and brook no nonsense.

Simian Guard CR 1
XP 300
Simian warrior 3
Ludinngton LN Medium humanoid (simian)
Init +5; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 20 (3d10+3)
Fort +4, Ref +2, Will +1
Defensive Abilities nimble faller
OFFENSE
Speed 30 ft.; climb 20 ft.
Tower Melee spear +6 (1d8+3/×3)
Town Ranged longbow +4 (1d8/×3)
STATISTICS
Str 15, Dex 12, Con 12, Int 7, Wis 11, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Alternates, Improved Initiative, Weapon Focus (spear)
Skills Acrobatics +4, Climb +14, Intimidate +2, Perception +8,
Sense Motive +2; Racial Modifiers +2 Acrobatics, +8 Climb
SQ Climber, Natural Athlete
Languages English
Scrap Gear leather armor, spear, longbow, quiver (20 arrows), 20 tp
City worth of personal goods

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Zandir Ironpaw to cross the cave requires a DC 15 Climb check. There is also a
rope bridge which the tribe folk use for transporting large and
The captain of the guard, stationed at the main entrance. Zandir heavy goods, but can be used by those lacking the nimbleness of
Ironpaw is a seasoned fighter and rabid xenophobe. simians. A stealthy approach is difficult to pull off since it leaves
the characters entirely exposed. The characters suffer a -4 penalty
Zandir Ironpaw CR 2 to their opposed Stealth rolls in order to avoid detection.
XP 600 The shadowy reaches of the cave are home to a species of
Simian fighter 3 winged frugivores the simians call dakkals. They have a keen sense
LN Medium humanoid (simian) of smell and a taste for exotic fruits and seeds, so every time the
Init +4; Senses low-light vision; Perception +4 characters enter the grove there is a 1 in 2 chance of 1d4 dakkals
swooping down to accost them if they have dried rations or the
DEFENSE like on them. If the characters are climbing the vines or ropes
AC 16, touch 10, flat-footed 16 (+6 armor) while this happens, they must make a Climbing check to maintain
hp 30 (3d10+9) their grip or balance if they engage in combat.
Fort +5, Ref +1, Will +4 (+1 vs. fear)
Defensive Abilities nimble faller
Dakkal
OFFENSE
Speed 30 ft. climb 20 ft. Four feet large winged animal with leathery skin and a prominent,
Melee masterwork spear +8 (1d8+4/×3) tough beak, the mutant hybrid of old-world fruit bats and
Ranged composite longbow +3 (1d8+3/×3) cormorants. They normally only attack when provoked. Dakkal
STATISTICS hides are worth 20 tp.
Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Base Atk +3; CMB +6; CMD 16 (+1 vs. trip) Dakkal CR 1/2
Feats Cleave, Improved Initiative, Iron Will, Power Attack, XP 200
Weapon Focus (spear) N Small animal
Skills Acrobatics +2, Climb +11, Perception +4; Racial Modifi- Init +2; Senses darkvision; Perception +9
ers +2 Acrobatics, +8 Climb
DEFENSE
Languages English
SQ armor training 1, climber, natural athlete AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
Gear wellspring breastplate, composite longbow (+3 Str), hp 6 (1d8+2)
masterwork spear Fort +3, Ref +4, Will +2
OFFENSE
The tunnels leading down to the grove are unpopulated and only Speed 10 ft., fly 80 ft. (average)
intermittently patrolled by the tribe. The characters can avoid Melee bite +4 (1d4)
detection by guards with a simple DC 18 Stealth check. In the STATISTICS
decades since the tribe moved in, the beasts have been cleared out Str 10, Dex 16, Con 14, Int 2, Wis 13, Cha 7
of the upper tunnels and the hazards filled up. Through careful Base Atk +0; CMB –1; CMD 12
tree shaping and pruning, the tribe has guided the growth of Feats Weapon Finesse
luminous offshoots from the tree all the way up to the surface, so Skills Fly +8, Perception +9; Racial Modifiers +8 Perception
that the tunnel is bathed in a dim green glow at all times. It takes
nearly half an hour to reach the grove from the surface. Inveterate Targ
The Radiant Grove is a large clearing in the living rock,
roughly cylindrical in shape. The only point of ingress is the main This decade-old dakkal is the leader of the flock. It will only show
cave tunnel, which ends on a rocky promontory: a narrow ledge itself if the characters kill at least half a dozen of its kind. Possessed
suspended some hundred feet above the bottom of the cave. The of a crude intelligence, Inveterate Targ will try to ambush the
bottom of the cave disappears in mist, which takes on a green tinge characters and make them plummet to their deaths. Its extremely
due to the tree’s light. The dome of the cave is another hundred tough hide is worth 250 tp.
feet up from the precipice where the characters enter the grove.
From their vantage point, the characters can see the Tree of Life, Inveterate Targ CR 3
growing in a central position in the cave and illuminating it by way
of its bioluminescent branches. The characters can clearly make XP 200
out three large wooden platforms of artificial construction in the N Medium animal
tree, which are brightly lit. Except for these platforms, the rest of Init +2; Senses darkvision; Perception +11
the cave is only dimly lit. Apart from the tree, the only other plants DEFENSE
are gray and green vines and creepers that cover the cavern walls. AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
The characters can use the vines which grow along the cave wall hp 30 (4d8+12)
to climb to a small wooden platform located higher up with a Fort +7, Ref +6, Will +4
successful DC 10 Climb check. From this platform several ropes OFFENSE
extend upward to the crown of the tree, crossing the vast expanse Speed 10 ft., fly 80 ft. (average)
between the edge of the cave and the tree. Using these ropes Melee bite +6 (1d6+2)

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STATISTICS The gathering of deadwood is more dangerous than it sounds,
Str 14, Dex 14, Con 16, Int 3, Wis 16, Cha 7 however, as strange plantlike creatures dwell among the fog issued
Base Atk +3; CMB +5; CMD 17 from the nearby underground river. Harming them is taboo to the
Feats Weapon Finesse, Weapon Focus (beak) simians, who mask their scent by sprinkling themselves with the
Skills Fly +13, Perception +11; Racial Modifiers +8 Perception juice of the dapple fruit.

The Tree of Life Sapling


The tribe folk live in the crown of the tree, spread out over three Saplings are humanoid plant creatures with mottled green-brown
large wooden platforms which have been constructed among the skin. They move noiselessly through the fog, seeking out any
boughs and bole. Thanks to the simians’ reshaping efforts, some of intruders among the tree’s roots.
the younger branches have been made to grow in a circular fashion,
girdling around the tree to form a natural defensive barrier which Sapling CR 2
occludes the platforms from view when observed from the perch. XP 600
The ropes and bridge lead to the middle platform, where the N Medium plant
market, shops, and private quarters of the tribe are located. The Init +2; Senses blindsight 60 ft., low-light vision; Perception +3
tribe’s dwellings and stalls are very simple, airy constructions, as
DEFENSE
the tree provides sufficient warmth and the cave protection from
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
the elements. Here the characters have the first opportunity to
hp 22 (4d8+4)
avail themselves of the blessings of the tree. Touching its bark
Fort +5, Ref +3, Will +2
creates a warm and soothing sensation unlike the normal effects of
Immune plant traits
radiation. The party finds that their constitution improves if they
Weakness vulnerability to fire
sojourn in the grove for any amount of time, as the tree increases
natural healing to twice the normal rate. OFFENSE
Though the simians revere the mutant tree, they know very Speed 40 ft., climb 30 ft.
little about it, scientifically speaking. Characters who wish to learn Melee 2 claws +5 (1d6+3 plus disease)
more about the tree must collect a sample and succeed in a DC Special Attack disease, ensnare
15 Knowledge (nature) check. Cutting or puncturing the tree STATISTICS
must be done in secret as it draws the ire of the simians. Samples Str 17, Dex 15, Con 12, Int 6, Wis 12, Cha 8
gathered from the heart of the tree or its roots work best; tree bark Base Atk +3; CMB +6; CMD 18
reveals less about its inner workings and penalizes the roll by 2. Feats Alertness, Improved Natural Attack
With a success, the characters learn that the tree is symbiotically Skills Climb +11, Perception +7, Sense Motive +3, Stealth +8
intertwined with a fungus, from which it gains its luminescence. (+16 in undergrowth)
If the characters roll 20 or higher, they determine that the tree’s SPECIAL ABILITIES
mutated chloroplasts gather energy from gamma radiation Disease (Ex) Huskskin: Claw— injury; save Fort DC 13; onset
rather than natural light and, as a side effect, render the radiation 1d4 days; frequency 1/day; effect 1d4 Dex damage; cure 2
harmless to other creatures. consecutive saves; the DC is Constitution based.
Though there is no natural light, life in the tribe follows the Ensnare (Ex) As a standard action the sapling makes a melee
familiar night and day routine. During the day the shopkeepers touch attack (+5). If successful the target is entangled, as
peddle the wares of the tribe’s craftsmen and the exotic fruits the sapling’s root-like fingers rapidly lengthen to envelop its
gathered from the tree (see section Gifts of the Tree). Ropes and victim.
winding footbridges lead to the upper and lower platforms.
The upper terrace is only sparsely built, featuring a large
common area among the upper branches where the simians Irradiated Saplings
gather for communal meals, celebrations, and important events. Like the tree of life, saplings absorb radiation. After several years
A modest enclosure serves as the council chambers; the chairs of of exposure, saplings have absorbed enough to both give off visible
the three elder councilors molded from the living wood. A small light and release a blast of radiation when they die. An irradiated
guard station (manned by 1d4+1 guards), stockade, and armory variety glows a noxious green and may deal radiation damage.
are located at the entry point to the platform. They gain the following ability.
The lower platform is the craftsmen’s area, where the tribe’s Irradiated (Ex) Irradiated saplings glow brightly, eliminating
famous woodworkers ply their trade. The tribe also has a skilled illumination penalties against them. Characters adjacent to an
metalworker and tanner, though their goods are only on par with irradiated sapling when it dies must make a DC 15 Fortitude
what can be found in the outside world. The artisans are the only save or be afflicted with light radiation poisoning (see Broken
ones permitted the use of fire so near the tree and therefore have Earth page 43). The DC is Constitution based and includes a +2
stone structures to house fire pits and ovens. racial modifier.
From the lower platform a pulley-operated elevator leads
down alongside the trunk to the roots of the tree. As the simians Finding the Mine
are forbidden from cutting living wood or marring the tree in
any way, the only wood that they can use is the deadwood which Characters trying to find a way out of the roiling green fog may
accumulates in the depths. make a DC 20 Perception check for every ten minutes spent

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searching. If successful, they can discover the tunnel leading Longmane CR 7
further down hidden among the roots, where the fog disappears
and the party will soon find barrels of radioactive and other XP 3,200
highly toxic waste. Unlike the beneficial glow emitted by the tree, Simian barbarian 4/spell-less ranger 4
the waste zone is a lethal radiation trap, exposing them to heavy N Medium humanoid (simian)
radiation poisoning (see Broken Earth page 43). Init +4; Senses low-light vision; Perception +11
The corridor continues for several hundred yards, lined on DEFENSE
both sides with chambers filled with leaking barrels, penetrated AC 16, touch 10, flat-footed 16 (+6 armor)
from above by tree roots. Hidden among the roots and drums, hp 73 (8 HD; 4d10+4d12+20)
slumber irradiated saplings. The tunnel reaches a dead end at the Fort +10, Ref +5, Will +2
site of the cave-in. Here the characters may find a small cache of Defensive Abilities nimble faller
mining gear, such as picks, mining helmets, a toolkit, and some oil OFFENSE
canisters. Speed 40 ft. (30 ft. in armor); Climb 20 ft.
A nearby abandoned pre-War industrial excavator can be Melee +1 mastercraft heartseeker short sword +12/+7
jury-rigged with a DC 20 Craft (mechanics) check and a refill of (1d6+5/17-20) or
the gas tank to spring to life one final time and break through the +1 mastercraft heartseeker short sword +10/+5 and
wall of debris, granting access to the mine. The noise created by (1d6+5/17-20) and +1 mastercraft heartseeker shortsword +12
the machine has a 5 in 6 chance of attracting the attention of a (1d4+3/17-20)
large swarm (3d4) of irradiated saplings. Ranged masterwork composite longbow +9/+4 (1d8+4/×3)
The characters may gather all the copper they can carry, but Special Attacks favored enemy (humans +2), rage (12 rounds/
to get the full benefit of the mine a team of engineers would day), rage powers (guarded stance +1, intimidating glare),
need access to the site and set up proper facilities. stealth attack +1d6
This necessitates finding a way to clear
STATISTICS
out the waste, neutralize the saplings,
Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 14
and above all deal with the simians.
Base Atk +8; CMB +12; CMD 22
But if they can, build a mine terrain
Feats Cleave, Improved Initiative, In-
improvement for half the normal BP.
timidating Prowess, Power Attack,
Two-weapon Fighting, Weapon Focus
Important People (shortsword)
The three elder councilors, also Skills Acrobatics +6, Climb +12, Diplo-
known as the Triumvirate or the macy +6, Intimidate +17, Perception
Three of the Tree, steer the future +11, Ride +4, Stealth +4, Survival +11;
of the tribe. Despite their title, Racial Modifiers +2 Acrobatics, +8
councilors are selected on merit Climb, nature's healing
and not by age, though councilors Languages English
Longmane and Reza are in fact SQ combat style (two-weapon combat),
getting on in years. Councilors are fast movement, favored terrain (under-
chosen because of the contributions ground +2), hunter's bond (hunting
they have made to the tribe and, while companions), ranger talent (favored
rare, can be removed if a majority of the attack), track +2, wild empathy +6
tribe and the other two councilors vote Gear wellspring breastplate, heart-
in favor of such a deposing. seeker composite longbow (+4 Str),
Hearthwood and Radiant Core heart-
seeker short swords
Longmane
Though in theory all councilors are equal, the
erstwhile leader and most formidable warrior of the tribe has the Notable Townsfolk
distinction of being ‘first among equals.’ While his hair and mane Arhorn, jovial yet deceptively slick armor merchant; Bandar,
have turned gray with the years, the beneficial influence of the tree fruiterer and fanatic tree worshipper; Nillep, the tribe’s tanner
has preserved much of Longmane’s renowned strength. Despite no and leatherworker, unhappy with his station in the tribe;
lack of suitors, Longmane never took a mate. Lokashi, metalworker curious for any news from the outside
During the decades since the discovery of the Radiant world; Grenk One-eye and Ferrulin, master woodworkers
Grove, Longmane’s anti-human and anti-technology stance has engaged in eternal competition; Klim Fish-breath, forester
only hardened. He is dedicated to the simian cause and believes and heavy drinker; Mawk, itinerant merchant looking for
the tree will play a crucial role in their ultimate victory over the opportunities to expand his business in the outside world; Jules,
other sentient races of Earth. He frequently comes into conflict purveyor of fine fruit wines and beers, lacking the skill but not
with some of the worldlier members of the tribe, who prefer to the ambition to become a great warrior; Zimzib, powerful
interpret his ideals in a philosophical manner, rather than as an mental healer distrustful of any outsiders.
actual call to battle.

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Reza accepted the position, electing to stay with the tribe, despite her
frequent and notorious disagreements with the council. Topple
Trusted ally of Longmane, the two councilors have been friends believes the tribe should embrace the outside world and share the
since their earliest childhood. Reza is a skilled warrior in his own gifts of the tree with all who wish to coexist peacefully with the
right, though not the equal of Longmane. It is general knowledge simians. The sedentary life is starting to wear on her, however, and
that the true reason for Reza’s nomination to councilor lay with she longs to go out and explore the world once more.
Longmane’s desire to have a known quantity on the council.
Despite the circumstances of his nomination, Reza is his own man
and occasionally disagrees with Longmane on matters important Topple CR 3
to the tribe. His stance on technology and the proposed attitude XP 800
of the tribe toward the outside world is notably more relaxed than Simian rogue (scrapper) 4
Longmane’s. CG Medium humanoid (simian)
Init +6; Senses low-light vision.; Perception +10
Reza CR 4 DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
XP 1,200
hp 21 (4d8)
Simian spell-less ranger 5
Fort +1, Ref +6, Will +2
LN Medium humanoid (simian)
Defensive Abilities evasion, nimble faller, trap sense +1,
Init +4; Senses: low-light vision Perception +9
uncanny dodge
DEFENSE
OFFENSE
AC 20, touch 14, flat-footed 16 (+6 Armor, +4 Dex)
Speed 30 ft. climb 20 ft.
hp 42 (5d10+10)
Melee dagger +3 (1d4/19-20)
Fort +5, Ref +8, Will +2
Ranged +1 darkwood shortbow +6 (1d6+1/×3)
Defensive Abilities nimble faller
Special Attacks sneak attack +2d6
OFFENSE
STATISTICS
Speed 30 ft., climb 20 ft.
Str 10, Dex 15, Con 10, Int 14, Wis 12, Cha 14
Melee +1 mastercraft heasteeker spear +8 (1d8+3/×3)
Base Atk +3; CMB +3; CMD 15
Ranged heartseeker longbow +10 (1d8+3/×3)
Feats Alertness, Improved Initiative, Scrapper
Special Attacks favored enemies (animals +4, humans +2),
Skills Acrobatics +11, Appraise +7, Climb +15, Craft (clock-
stealth attack +2d6
work) +9, Craft (clothing) +9, Diplomacy +9, Disable Device
STATISTICS +11, Knowledge (dungeoneering) +9, Perception +10, Sense
Str 16, Dex 18, Con 12, Int 8, Wis 13, Cha 8 Motive +8, Stealth +9, Survival +5; Racial Modifiers +2 Acro-
Base Atk +5; CMB +8; CMD 22 batics, +8 Climb
Feats Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot Languages American Sign Language, English, Spanish
Skills Acrobatics +9, Intimidate +9, Perception +9, Sense SQ rogue talents (fast stealth, ledge walker), trapfinding +2
Motive +6, Stealth +12; Racial Modifiers +2 Intimidate, Gear +1 barkskin armor, +1 mastercraft heartseeker short-
nature's healing bow, dagger, thieves’ tools
Languages English
SQ combat style (archery), fast movement,
favored terrain (forest +2), hunter's
bond (hunting companions), ranger Gifts of the Tree
talent (favored attack), track +2, wild
empathy +4
Gear wellspring breastplate, heart-
Small Fruits
seeker spear, masterwork composite These fruits are roughly orange-sized and
longbow (+3 Str) grow in clusters of four to six dozen on the
smaller branches.
Topple Dapple Fruit: Fruit reminiscent of
green apples, but mottled with brown stains.
The most recent and youngest addition Fleshy texture. Cures any poison when
to the council, Topple only joined the ingested within 10 minutes of the event
tribe a few years ago after a lifetime and radiation sickness regardless of the
of exploring the waste lands. Her time since poisoning. Application of
nomination received overwhelming the pulp and juice masks the character’s
support from the artisans and presence from saplings. Unbeknownst
traders, whom her knowledge of even to the simians, planting a dapple
crafting techniques and other simian fruit causes a sapling to sprout within
settlements had helped immeasurably. three to four weeks.
Much to Longmane's chagrin, Topple

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Howler Tear: This bitter, milky-white fruit seems to scream Heartseekers (bow/spear): These weapons seem to guide
when bitten into and causes the character’s eyes to irritate, hence the user’s aim towards vital organs. Using a heartseeker weapon
its name. The noise is simply caused by ripping cellular walls. doubles the critical threat range of the weapon. They are always
Howler tear imbues the character with preternatural awareness, considered masterwork. (40 TP/arrow or 2,000 tp per weapon.)
similar to the rogue ability Uncanny Dodge, for 6 hours. If the Darkstar arrows: Arrows coated with darkstar extract. A target hit
characters already have Uncanny Dodge, they instead gain with a darkstar arrow must make a DC 13 Fortitude save or be
Improved Uncanny Dodge and treat the level of the class that blinded. The target can attempt a similar saving throw at the end
granted Uncanny Dodge as though it were 4 levels higher. of each turn to recover from the blindness. (20 tp/arrow)
Loon: Technically a nut, but has the consistency of a grape. Barkskin armor: Treated barkskin uses the flexible bark of
Anyone eating of a loon must immediately make a DC 15 Fortitude young branches to create armor with the durability of chainmail
save or become unconcious. The simians distill this fruit into the at a fraction of the weight. Barkskin armor is light armor, with
very alcoholic drink loonshine. Armor +4, Max Dex bonus +6, armor check penalty 0, weight 5
Verdant Skulk: Soft, juicy, bioluminescent fruit which grants pounds, 750 tp.
a +2 enhancement bonus to Constitution and makes non-simian Wellspring armor: These decorative suits of armor are
characters glow in the dark for 6 hours. Continued consumption extremely tough, but incredibly light. Only a handful of simians
of verdant skulk doubles the life span of the character. have the honor of wearing such a suit and it would only be sold
with a special dispensation from the council. Any armor or shield
Large Fruits normally made from metal can be made from wellspring wood. It
weighs half as much, maximum Dexterity bonuses are increased
These fruits, watermelon-sized and larger, are found growing on by 1, and armor check penalties are decreased by 2 (to a minimum
the larger boughs further down the tree, among the craftsmen’s of 0). Wellspring armor costs 500 TP for shields or light armor,
terrace. 2000 for medium armor, or 4500 TP for heavy armor.
Cronk: Not a different species of fruit, but loon which has
matured for an additional year. Cronk nectar becomes highly
volatile, so that the fruit is used by the tribe as improvised Adventure Hooks
explosives, boring a small hole in the fruit and adding a wick to Characters in good standing with the Wright family can get
light. Treat cronk bombs as thrown splash weapons that deal 5d6 involved with the Radiant Grove through the Survey Expedition
fire damage to targets within 10 feet of the impact. If the thrown adventure plot point.
attack hits, the primary target does not get a saving throw, all
other characters in the blast can make a DC 15 Reflex save for half
damage. Cronk fruit weigh six pounds each. Survey Expedition
Darkstar: This tough, inedible fruit, while a dull gray when Where: Begins in Wright Town
growing on the tree, turns pitch-black in natural light and drains When: Any time
the light from its surroundings at the same time. A darkstar Scavengers working for the Wright family retrieved an old survey
creates an area of darkness similar to the darkness spell (see Core map indicating the mining site at Cave Point. Wright Town offers
Rulebook). 5,000 tp to any group who will verify the claim (and preferably
Wellspring: These sacred seeds of the Tree of Life can grow to bring back some ore as proof). Characters who research more on
the size of a small car. No one but the master craftsmen, are allowed Cave Point can discover the site was repurposed as a waste dump
to touch them. If a wellspring can be obtained and planted, a tree with a DC 20 Knowledge (pre-war history) check and an hour of
similar to the Tree of Life eventually grows, producing its first rummaging through old files.
small fruits after a year. It takes twenty years for the tree to grow Although not explicitly stated by the Wrights, they offer
to a mature size where it produces fruit all year round, providing a a generous bonus of 10,000 tp if the characters return with an
powerful Building to the community. agreement from the simians to allow the town to exploit the site,
or if they found some other way to drive the tribe from the grove.
Tree of Life Special
Of course, the characters may prefer to use the mine for their own
Community Economy +2 Loyalty +2, Stability +1 purposes.
Special Decrease consumption by 1. This upgrade cannot be
purchased with BP. It requires a wellspring seed and 20 years
A Star Named Fackelträger
of growth.
A mutant tree which provides ample food no matter the Where: Door Peninsula, hexes north of D47
season. When: On approach
Traversing Door Peninsula, the characters witness a ball of
Weapons and armor fire crashing down in Lake Michigan. If they follow its general
direction, they eventually reach the east shore near Sturgeon Bay.
A selection of fine wooden weaponry and armor is sold in the They can observe a few simians dragging a man out of the lake
market place. Unless otherwise specified, the going rate for these and a large metal object sinking, when the heroes are waylaid by a
items is three times the cost of their mundane counterparts. There party of 1d4+1 simian guards on horseback.
is an additional markup for non-simians, upping the price to five Unless the party consists solely of simians, the guards explain
times the standard rate. that this area is their ancestral home and that the heroes are
trespassers. They give them the option to turn back immediately,

9
Carlos Fuentes (Order #14749717)
or to surrender their weapons and technology and come with them the heroes offended Longmane, in which case he personally takes
to face their leaders. If there are any simians in the party, they can up the challenge. If the heroes win the duel, they are grudgingly
vouch for the non-simians with a DC 15 Diplomacy check, and the and forcibly made to leave.
group is allowed to keep their weapons if they elect to return with If they killed any guard or other member of the tribe, they are
the guards to Cave Point. to be put to death immediately and can only hope to fight their way
Should the characters fight the guards, a few of the simians out.
escape with the prisoner back to Cave Point. The astronaut’s fate hangs in the balance. When he is brought
Heroes can examine the crashed shuttlecraft by braving the cold out and the guards relate the story of the crash, councilor Longmane
and dark waters of Lake Michigan, requiring a DC 15 Swimming becomes extremely agitated. He considers the astronaut’s arrival
roll and DC 20 Perception roll for every half hour spent searching the prophesied “fall of the star of mankind” and believes the time
the bottom. The shuttle is made of a black metal and its exterior has finally come for the simians to take what is rightfully theirs. He
features white and red symbols and text in a foreign language on proclaims manned flight the ultimate technological arrogance, and
its hull: FACKELTRÄGER. A DC 20 Knowledge (engineering) or the astronaut to be sentenced to death.
Craft (mechanics) roll reveals the ship is constructed out of silica Saving the astronaut’s life through non-violent means is
tiles on an aluminum frame. If anybody speaks German or succeeds extremely tricky and requires masterful persuasion. The players
on a DC 20 Linguistics roll, they can translate the inscription: should act out their arguments rather than make a simple roll,
Torch Bearer. The interior of the craft is largely flooded, wrecking keeping in mind that especially councilor Topple and a large part
the delicate electronics, but a smaller secondary compartment is of the public can be swayed toward a peaceful resolution.
still sealed off. Getting inside requires an advanced tool, such as Similarly, negotiating access to the copper deposits in the mine
an oxygen-arc cutter, to breach the metal. Alternatively, if they will take a lot of persuasion. Pledging that no advanced technology
learn the password BNZNKNSTR from the astronaut, the storage will be used and that the tree under no circumstances will be
unit can be accessed for a functional spare spacesuit and a solar harmed mollifies the council. If the characters successfully argued
powered laser pistol. the release of the astronaut, this accomplishment provides them
Spacesuit: Hermetically sealed suit, +1 Armor. Helmet with with an automatic success in the tally for further negotiations.
headlamp and two-way radio (20 mile range). The suit provides If the characters can resolve both cases to both sides’ mutual
protection against cold, vacuum, and radiation and up to six hours satisfaction, even Longmane acquiesces. The heroes are allowed to
of oxygen. purchase wellspring armor and given a small wellspring seed in
Solar powered laser pistol: As a regular laser pistol, but its recognition for their efforts.
battery automatically charges when exposed to sunlight at a rate of
one shot per hour.
War with the Simians
Facing the Council and Negotiating with the Where: The Radiant Grove
When: Any time
Simians If the characters fail in their negotiations, the only option to take
Where: The Radiant Grove control of the Tree of Life and the mine below is through force.
When: Any time Choosing this avenue requires a sizeable force, as the simians make
If the heroes agreed to be escorted by the guards, the simians a fighting retreat into the tunnels, cut off access to the surface and
keep watch over the heroes, but the party is free to peruse the then take shelter in the tree, where they can remain indefinitely
marketplace and common area while they wait for the council to thanks to their food and water supplies. Any attacking force has
convene and determine their fate for trespassing. If they resisted to find a way across to the tree before they can even begin their
or were caught sneaking into the grove at any point, the guards assault. Use the Mass Combat rules found in Pathfinder® Roleplaying
attempt to capture them and put them in the stockade. Game: Ultimate Campaign™ to run the assault. The simians have an
In the stockade they can find the crash-landed astronaut, a ‘army’ of 200 capable fighters. The stats below detail the forces, and
man by the name of Klaus Streichholz. The astronaut speaks fluent include bonuses for fortifications (the cave itself) and battlefield
German, but his knowledge of English is limited. The characters advantage. If the army were fighting outside the cavern, it would
can learn he is an astronaut on a recon mission. He claims to have lose those bonuses.
come from a space station in Earth's orbit, where many of pre-
War Earth's brightest are suspended in cryostasis. He is naturally Simian Army XP 800
confused about his surroundings and begs the characters for help,
offering whatever gadgets remain in his shuttlecraft as a reward. N Large army of simians (warrior 3)
When the council and the tribe convene, the characters and hp 16; ACR 3
the astronaut in turn are judged. DV 23; OM +5, ranged
If they did not act with hostile intent, the characters are set Special climb, low-light vision
free without much ado, and told not to return to the lands of Cave Resources ranged weapons
Point. In this outcome they can start negotiations regarding the Tactics sniper support
mining site without additional penalties. Commander Longmane (simian spell-less ranger 4/barbarian
If they were caught sneaking into the grove, the council is more 4) Cha +2, Profession (soldier) 0, Leadership 10, Loyalty
suspicious. The characters must argue their innocence or submit to Morale +4
a trial by combat, each side nominating a champion. In the simian’s Speed 1; Consumption 2 (recruitment cost 3 BP)
case, this is usually the captain of the guard Zandir Ironpaw, unless

10
Carlos Fuentes (Order #14749717)
Open Gaming License
Product Identity: The following items are hereby identified as Product Identity, as defined 14. Reformation: If any provision of this License is held to be unenforceable, such
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or its products or the associated products contributed to the Open Game License by the Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
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may be added to or subtracted from this License except as described by the License itself. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
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