TEXT: Fire Queen of Dover
  A Tale from the Great Lakes
  By Chris Costello 
  
  2
  Written by: Chris Costello
  Edited by: Craig Hargraves
  Art by: Joyce Maureira
  Layout by: Matthew J. Hanson
  Title and Icons: Hart Rieckhof
  Broken Earth: Fire Queen of Dover published by Sneak Attack Press, Copyright 2015.
  Sneak Attack Press and the Sneak Attack Press logo trademarked by Sneak Attack Press.
  www.sneakattackpress.com
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  Fire Queen of Dover
  A Tale from the Great Lakes
  
  3
  Word has spread from fishing village to fishing village about the 
  Fire Queen protecting the town of Dover. She is a powerful mutant 
  able to control fearsome dragons, and in turn use them to fight off 
  raiders. 
   
  But little does anybody know, while the Fire Queen influences 
  her dragons, they also influence her, making her increasingly cruel 
  and unpredictable.
  Dover
  Landmark
  Population: 315
  Salvage Value: 1
  Buildings: Houses
  Tech Levels: production 2, maintenance 3
  Port Dover, Ontario was a small unincorporated community 
  that seemed a world away from the coming war. Lake Erie made 
  for good fishing and the area had plenty of wildlife as well. The 
  Canadian Raptor Conservatory was established nearby as a 
  rehabilitation and captive breeding program focused on eagles 
  and other great birds of the area. By the time of the Great War, 
  Fire Queen of Dover
  A Tale from the Great Lakes
  its mission had changed considerably. While the children’s shows 
  and exhibits continued above ground, more fantastical studies 
  were taking place in a bunker below: exploring the possibility of 
  transforming mundane raptors into weapons of war. However, 
  the bombs fell before the project finished, and the Conservatory’s 
  secrets were buried.
   
  A small community of farmers eventually established 
  themselves in “Dover.” Living off the lake and the land was easy, 
  but the community was vulnerable to raiders who crossed the 
  foothills looking for food. Dover would often have to give away 
  more than half of its bounty as tribute, leaving the community 
  with barely enough food to get by. This all changed when the Fire 
  Queen arrived.
   
  Susanne Steiner came to Dover as a refugee. She and her freak 
  parents were driven out of an intolerant human community when 
  she was ten. Her parents proved unable to cope with the savagery 
  of the post-war world and died within a year. Susanne’s telepathic 
  abilities gave her the edge she needed to survive. She became 
  skilled at mentally commanding beasts, and survived on her own 
  into her mid-teens. It was at this point that some combination 
  of curiosity, desperation, and hormones drove her to seek out 
  civilization. 
  
  4
   
  The people of Dover were initially wary of the lone freak 
  who wandered in from the wilds, but when she proved she could 
  work, they let her stay. She established her residence in the Raptor 
  Conservatory complex. Some families had set up in there 
  before, but they became sick after staying there for too 
  long. Susanne trusted in her freakish resistance to 
  keep her safe. She never became ill, but Susanne 
  did experience strange dreams, seeing through 
  the eyes of a powerful predator. One night, her 
  dreams showed her a view of Dover through 
  those feral eyes. She woke with a start and 
  rushed to the location of her dream. That 
  was when the first dragon arrived. 
   
  The second dragon—the first one’s 
  mate—came soon after. 
  Something from the abandoned 
  projects within the Canadian 
  Raptor Conservatory had 
  given Susanne the ability 
  to command the loyalty 
  of dragons. Perhaps it 
  was her latent ability 
  to 
  command 
  wild 
  beasts, 
  or 
  shared 
  genetic 
  markers 
  due to the Extreme 
  Radiation Resistance 
  virus. 
  Whatever 
  it 
  was, the next time the 
  raiders came to collect 
  their tribute, they were 
  met 
  with 
  pyrokinetic 
  saurian 
  resistance. 
  They 
  rethought their arrangement 
  and left Dover in peace. The fisher 
  folk were ecstatic and crowned Susanne the 
  Fire Queen (having found some supplies from a pre-war 
  beauty pageant).
  The Fire Queen Today
  Susanne lies somewhere between a guardian and a mascot 
  for Dover. Her dragons provide the security needed for the 
  community members to lead their lives peacefully, and they are 
  very grateful to Susanne for that, but many in the community are 
  more ambivalent about her. After she fought off the raiders for the 
  first time, the community elected her to lead them, but Susanne's 
  initial attempts at leadership were disastrous. Her new innovations 
  about agriculture lost more crops than the raiders. After that, the 
  villagers quietly went back to the way they had done things before, 
  leaving the Fire Queen as a figurehead.
   
  In recent months, Susanne’s behavior has changed radically. 
  These changes in mood and disposition coincided with the arrival 
  of a third, very aggressive and dominating dragon that many have 
  come to call Rot Heart. Susanne has become anti-social and short 
  with people. Her mood soured further, when her love, Fatima, left 
  the community after one of Susanne's dragons attacked. Worse, 
  and unbeknownst to the community, the dragons' influences have 
  instilled a predatory side in Susanne. She’s beginning to send her 
  dragons to attack nearby villages and travelers. 
  Conflict with the Fire Queen 
  While Susanne is a very empathetic figure, the fact remains that 
  she is using her power over her dragons to hurt people. Without 
  intervention it is inevitable that she will turn her dragons 
  on her own people. Heroes seeking a resolution other 
  than an armed insurrection, will have opportunities 
  to bring the Queen out of Rot Heart’s influence. 
  Giving Susanne a connection to her humanity—
  such as a reunion with Fatima or encouraging 
  the community to embrace her more fully—could 
  allow her to shake off the dragon’s mental assaults. 
  Needless to say, Rot Heart won’t take this laying 
  down. A full-on assault on the Fire Queen is a tall 
  order; she has at least two of her dragons at her side 
  at most times and typically Rot Heart is one of them.
  Susanne Steiner, the Fire Queen               CR 8
  XP 4,800
  Female freak psion 9
  CG Medium humanoid (freak)
  Init +5; Senses Perception +8
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+1 
  Dex, +1 natural)
  hp 52 (9d6+18)
  Fort +5, Ref +4, Will +7; +4 vs. 
  disease and poison
  Defensive Abilities extreme radia-
  tion resistance
  OFFENSE
  Speed 30 ft. (40 ft. with psionic focus)
  Melee dagger +4 (1d6)
  Psion Powers Known (CL 9th; concentration 
  +13, 90 power points)
   
  5th (9 power points)—mind probe (DC 19), 
  psychic crush (DC 19)
   
  4th (7 power points)—augured answer, correspond, mind 
  control (DC18), modify memory (DC 18) 
   
  3rd (5 power points)—body adjustment, body purification, 
  hostile empathic transfer (DC 17), psionic blast (DC 17)
   
  2nd (3 power points)—compelling voice (DC16), ego whip 
  (DC 16), mass missive, read thoughts (DC 16)
   
  1st (1 power point)—call to mind, empathic connection (DC 
  15), inertial armor, matter agitation, telempathic projection (DC 
  15)
   
  Talents (at-will)—mind link, mind thrust (1d6)
  STATISTICS
  Str 10, Dex 12, Con 14, Int 18, Wis 8, Cha 14
  Base Atk +4; CMB +4; CMD 15
  Feats Combat Manifestation, Extend Power, Greater Psionic 
  Endowment, Improved Initiative, Improved Iron Will, Iron Will, 
  Overchannel, Psionic Endowment, Scholar, Speed of Thought
  Skills Diplomacy +14, Intimidate +11, Knowledge (local) +16, 
  Knowledge (psionics) +18, Perception +8, Ride +10, Stealth 
  +13, Survival +11
  Languages English
  SQ detect psionics, discipline talents (telepathy), disciplines 
  (telepathy), mental intrusion, psionically focused, telepathy
  Gear dagger, canteen, blanket, Fatima’s scarf
  
  5
  The Queen's Dragons
  Susanne never named her dragons, but the citizens have assigned 
  nicknames to them. Of the original pair the female was named 
  “Clarabelle” (because she had the most likeable disposition 
  around people) and the male was named “Bitey” (because he bites 
  things). The community has not yet settled on a nickname for the 
  newcomer; most simply refer to it as the Big One. The fisher folk 
  have not shown the same enthusiasm to accept the larger dragon 
  into the community (there was a contest to name Bitey and 
  Clarabelle). In whispered conversations among intimates, some 
  community members have begun to call it Rot Heart.
   
  Bitey and Clarabelle use the standard dragon stats from 
  Broken Earth (reprinted below for convenience). Rot Heart has 
  gone through a disturbing metamorphosis since joining mentally 
  with the Fire Queen. Rot Heart uses his emotional control to slowly 
  erode Susanne’s ego and superego to the point where her mental 
  state is beginning to resemble the dragon’s own. It can’t take control 
  of Susanne’s mind, but it has a powerful influence on her fight-or-
  flight responses and can push her into an almost feral state for a 
  limited time. Most unsettlingly, Rot Heart has demonstrated the 
  ability to communicate telepathically using human words. It does 
  not fully understand the language and uses no grammar. Rather it 
  is able to transmit its thoughts into words in a susceptible target’s 
  mind. So far it has only “spoken” to Susanne, but it is capable of 
  reaching out to party members, particularly psionic ones. When 
  using its unearthly terror psi-like ability or intimidating, it makes 
  disturbing broken statements of its predatory intentions such as 
  “Die. Eat. Corpse.” or “Murder. Friends. Drink. Blood.”
  Dragon  
  CR 11
  XP 12,800
  N large psionic beast
  Init +3; Senses low-light vision; Perception +12
  DEFENSE
  AC 24, touch 13, flat-footed 20 (+3 Dex, +1 dodge, +11 natural, 
  -1 size)
  hp 91 (14d10+14)
  Fort +10, Ref +12, Will +6
  OFFENSE
  Speed 40 ft.
  Melee bite +20 (2d8+9)
   
  or Power Attack bite +16 (2d8+17)
  Psi-Like Abilities (ML 11th)
   
  1/day—energy ball (11d6+11 fire, 20-foot radius, DC 18), 
  energy retort (4d6+4 fire to one attacker per round,  DC 17)
   
  3/day—energy cone (11d6+11 fire, 60-ft; DC 18), quickened 
  energy ray (1d6+1 fire; +17 touch attack)
   
  At will—energy ray (11d6+11 fire; +17 touch attack)
  STATISTICS
  Str 22, Dex 16, Con 13, Int 2, Wis 15, Cha 17
  Base Atk +14; CMB +21; CMD 34
  Feats Dodge, Improved Natural Weapon (bite), Iron Will, Mobil-
  ity, Power Attack, Quicken Psi-Like Ability (energy ray), Spring 
  Attack
  Skills Concentration +9, Perception +12
  SPECIAL ABILITIES
  Extreme Radiation Resistance Dragons are immune to all but 
  the highest levels of radiation. They gain a +20 bonus to Forti-
  tude saves against radiation, and they do not automatically fail 
  saves on a result of 1. 
  Radioactive Fire The fire a dragon manifests is highly radio-
  active. Any creature in the area of one of the dragon's psi-like 
  abilities must also make a DC 20 Fortitude saving throw or 
  suffer the effects of moderate radiation poisoning (see Broken 
  Earth page 43).
  Rot Heart  
  CR 13
  XP 25,600 
  CN large psionic beast
  Init +3; Senses low-light vision; Perception +15
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, 
  -1 size)
  hp 110 (17d10+17)
  Fort +11, Ref +13, Will +7
  OFFENSE
  Speed 40 ft.
  Melee bite +23 (2d8+9)
   
  or Power Attack bite +19 (2d8+17)
  Psi-Like Abilities (ML 13th)
   
  1/day—energy ball (13d6+13 fire, 20-foot radius, DC 22), 
  energy retort (4d6+4 fire to one attacker per round,  DC 22)
   
  3/day—energy cone (13d6+13 fire, 60-ft; DC 22), quick-
  ened energy ray (1d6+1 fire; +17 touch attack), unearthly terror 
  (panicked; DC 22)
   
  At will—energy ray (13d6+13 fire; +20 touch attack)
  STATISTICS
  Str 22, Dex 16, Con 13, Int 2, Wis 15, Cha 20
  Base Atk +17; CMB +24; CMD 37
  Feats Dodge, Improved Natural Armor, Improved Natural 
  Weapon (bite), Iron Will, Mobility, Power Attack, Quicken Psi-
  Like Ability (energy ray), Spring Attack
  Skills Concentration +12, Perception +15
  SPECIAL ABILITIES
  Extreme Radiation Resistance Dragons are immune to all but 
  the highest levels of radiation. They gain a +20 bonus to Forti-
  tude saves against radiation, and they do not automatically fail 
  saves on a result of 1. 
  Radioactive Fire The fire a dragon manifests is highly radio-
  active. Any creature in the area of one of the dragon's psi-like 
  abilities must also make a DC 20 Fortitude saving throw or 
  suffer the effects of moderate radiation poisoning (see Broken 
  Earth page 43).
  Fatima  — Traveling Scrapper
  Fatima came to Dover after the Fire Queen had proven her lack 
  of leadership and tensions were high among the community. 
  While trading her scrap for food, Fatima met Susanne and the two 
  quickly bonded. Fatima settled down and became something of a 
  majordomo for the Fire Queen. Fatima had grown up in Freaky 
  Town, and was much more accustomed to how a community 
  worked than the orphaned Susanne. For several months, between 
  Susanne, Fatima, and the community elders, Dover began to 
  prosper. Susanne and Fatima also began the bumbling process of 
  falling in love. 
  
  6
   
  With the arrival of the third dragon and Susanne’s mood 
  change, Fatima became very concerned for her partner. Susanne 
  pulled further and further away until a final confrontation resulted 
  in a dragon attack, leaving the left side of Fatima’s face covered in 
  burn marks. Fatima left the community, ostensibly to search for 
  ruins to provide scrap. She is now returning with the results of her 
  journey.
   
  Fatima has a mutated prehensile tail which twitches when 
  she’s thinking. The left side of her face has several burn scars 
  (although it isn’t covered in them) which Rot Heart gave her the 
  last time she tried to talk sense into Susanne. 
  Fatima 
  CR 4
  XP 1,200
  Female freak rogue 5
  CG Medium humanoid (freak)
  Init +1; Senses Perception +13
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+3 Armor, +1 Dex, +1 natural)
  hp 21 (5d8–5)
  Fort +0, Ref +5, Will +4; +4 vs. poison and disease
  Defensive Abilities evasion, extreme radiation resistance, 
  healthy, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee rapier +4 (1d6/18–20) and tail –1 (1d6) or
   
  dagger +4 (1d4/19–20) and tail –1 (1d6)
  Ranged dagger +4 (1d4/19–20) 
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 10, Dex 12, Con 8, Int 16, Wis 16, Cha 11
  Base Atk +3; CMB +3; CMD 14
  Feats Alertness, Mutation (tail, leaper), Weapon Finesse
  Skills Acrobatics +9 (+11 to balance, +19 to jump), Appraise 
  +11, Bluff +8, Climb +8, Diplomacy +8, Disable Device +11, 
  Knowledge (technology) +11, Perception +13, Sense Motive 
  +13, Stealth +9, Swim +8
  Languages English, Arabic
  SQ  rogue talents (quick disable, resiliency), trapfinding +2
  Combat Gear HealUp II Other Gear mwk studded leather, 
  daggers (2), rapier, backpack, sleeping bag, compass, rope, 
  bicycle, canteen
  The Community 
  People in Dover have decidedly mixed feelings about the current 
  situation with the Fire Queen. They understand and appreciate 
  that the dragons keep them safe, but they’re starting to worry 
  about the implications of having all their power controlled by one 
  unstable woman. While the community members in general keep 
  their concerns to themselves, a few voices in the community have 
  begun to speak up. 
  Stella Muñoz — Dover Elder
  Stella was the leader of the community before Susanne’s arrival, 
  and continued to assist her after the “coronation.” Stella is aware of 
  concerns over Susanne’s behavior after the arrival of Rot Heart, but 
  she’s committed to keeping Susanne and her dragons as part of the 
  community. Being creeped out is a lot better than losing half your 
  crop to bandits, in her opinion. Currently, she is treading a thin 
  line of keeping things up and running without eroding Susanne’s 
  authority and position in the community.
   
  Stella is an elderly woman whose once-black hair has now 
  turned gray. Her skin is tanned and weathered from many years 
  working in the sun. Her smile reveals that in all her years she's 
  only lost six teeth, a fact that she'll happily share with anyone.
  Stella Muñoz 
  CR 3
  XP 800
  Human expert 5
  NG Medium humanoid (human)
  Init +0; Senses Perception +11
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 17 (5d8-5)
  Fort +2, Ref +1, Will +5
  OFFENSE
  Speed 30 ft.
  STATISTICS
  Str 8, Dex 10, Con 9, Int 12, Wis 13, Cha 14
  Base Atk +3; CMB +2; CMD 12
  Feats Alertness, Great Fortitude, Persuasive, Self-sufficient
  Skills Bluff +10, Diplomacy +12, Heal +11, Intimidate +4, 
  Knowledge (nature) +9, Perception +11, Profession (farmer) 
  +9, Sense Motive +11, Survival +11, Swim +7
  Languages English, Spanish
  Jason Bell — Instigator
  Jason Bell never liked the dragons. It seemed like the peak of 
  idiocy to make your bed next to a pack of monsters just because 
  some lady promises they’ll behave. He’s always been vocal about 
  his concerns and now people are starting to listen to him. If he sees 
  his opportunity, he will try to rally a mob to deal with the dragon 
  problem directly. 
   
  When he’s not rallying against Susanne, Jason captains one of 
  the most successful fishing boats in Dover.
  Jason is a young man with curly brown hair and a scruffy beard. 
  His eyes are green, and his skin peach-colored. He has a tattoo of 
  an anchor on his right bicep and one of a fish on his left. 
  Jason Bell 
  CR 2
  XP 600
  Human expert 3/waste warrior (fighter)1
  N Medium humanoid (human)
  Init +6; Senses Perception +7
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 23 (1d10+3d8+4)
  Fort +4, Ref +3, Will +3
  OFFENSE
  Speed 30 ft.
  Melee spear +6 (1d8+2/x3) 
  Ranged longbow +6 (1d8/×3)
  STATISTICS
  Str 15, Dex 14, Con 12, Int 8, Wis 10, Cha 15
  Base Atk +3; CMB +5; CMD 17
  Feats Dodge, Improved Initiative, Weapon Focus (longbow), 
  Weapon Focus (spear)
  
  Haunted 
  Straits
  Wright 
  Town
  Dover
  Scrap City
  Tower Town
  7
  Skills Bluff +8, Intimidate +9, Knowledge (technology) +6, 
  Perception +7, Stealth +9, Survival +7
  Languages English
  Gear leather armor, spear, longbow, 20 arrows, compass, pre-
  war map of Lake Erie.
  Barbarians at the Gates
  Before its draconic champions arrived, Dover was a favorite target 
  for several bands of raiders in the area. One gang in particular, has 
  its sights set on adding Dover back into its rotation. The gang’s 
  leader, Stim, has a spy in the community (a minor fisher) and is 
  looking for opportunities to strike. His real hope is that the tension 
  will continue to rise in the community and Susanne will either be 
  ousted or just leave. He doesn’t want to risk his men against the 
  dragons directly, but if he can get one at a disadvantage he’d love 
  to kill it off. Stim’s gang is more than a match for Dover's non-
  draconic defenses and if the PCs decide that the Fire Queen needs 
  to be deposed, they will have to deal with Stim or leave Dover 
  to its fate. Stim commands a gang of eighteen raiders and keeps 
  them in line using his chemistry skills to offer them recreational 
  and performance-enhancing drugs. He’s fond of boosting up 
  the abilities of a few minions and sending them to do the dirty 
  work when faced with a new enemy. He is a formidable fighter 
  himself though, and will use Extreme Chemistry to give himself 
  the maximum advantage before engaging
   
  Stim is a relatively young man with light brown skin. He has 
  unkempt black hair and perpetual stubble on his face. His eyes 
  are brown, and he wears an ancient pair of glasses, not because 
  he needs them, but because he thinks they make him look more 
  authoritative. He is perpetually smoking—usually something that 
  he made himself.
  Stim 
  CR 6
  XP 2,400
  Male human alchemist 7 (Pathfinder RPG Advanced Player's 
  Guide)
  CN Medium humanoid (human)
  Init +1; Senses Perception +9
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 42 (7d8+7)
  Fort +8, Ref +6, Will +1; +4 bonus vs. poison
  Resist poison resistance
  OFFENSE
  Speed 30 ft.
  Melee morningstar +8 (1d8+3)
  Ranged +1 mastercraft revolver +7 (1d8+1/×4) or
   
  acid bomb +7 (4d6+3 Acid) or
   
  bomb +7 (4d6+3 Fire)
  Special Attacks bomb 10/day (4d6+3 fire, DC 16)
  Alchemist Extracts Prepared (CL 7th; concentration +10)
   
  3rd—cure serious wounds, haste
   
  2nd—bear's endurance, bull's strength, cat's grace, cure 
  moderate wounds
   
  1st—cure light wounds (3), endure elements, keen senses 
  (DC 14)
  
  8
  STATISTICS
  Str 16, Dex 13, Con 12, Int 16, Wis 8, Cha 13
  Base Atk +5; CMB +8; CMD 19
  Feats Craft Super Drug, Great Fortitude, Persuasive, 
  Point-blank Shot, Precise Shot, Throw Anything, Weap-
  on Proficiency (firearms)
  Skills Appraise +13, Craft (chemistry) +13, Diplo-
  macy +3, Disable Device +11, Heal +9, Intimi-
  date +10, Knowledge (arcana) +13, Knowledge 
  (nature) +13, Perception +9, Survival +9
  Languages English
  SQ alchemy (alchemy crafting +7), discoveries 
  (acid bomb, enhance potion, infusion), mutagen 
  (+4/-2, +2 natural armor, 70 minutes), poison use, 
  swift alchemy
  Combat Gear HealUp III; Other Gear +1 stud-
  ded leather, +1 mastercraft revolver, morn-
  ingstar, various narcotics.
  Raider                         CR 1/2
  XP 200
  Human warrior 2
  CN Medium humanoid (human)
  Init +2; Senses Perception –1
  DEFENSE
  AC 17, touch 13, flat-footed 14 
  (+3 armor, +2 Dex, +1 dodge, +1 
  shield)
  hp 11 (2d10)
  Fort +3, Ref +2, Will –1
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +3 (1d8+1/x3) or sap +3 (1d6+1 
  nonlethal)
  Ranged composite longbow +4 (1d8+1/×3)
  STATISTICS
  Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +2; CMB +3; CMD 16
  Feats Dodge, Point Blank Shot
  Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5, 
  Stealth +2
  Languages English
  Gear studded leather, buckler, composite longbow (+1 Str), 20 
  arrows, battleaxe, sap, light warhorse, saddle
  Adventure Hooks
  The following adventure hooks are designed to bring the characters 
  to Dover from other lands described in the main Broken Earth 
  campaign setting. 
  The Hand of the Fire Queen
  Where: Begins in Wright Town or Geneva
  When: After exploring most of Lake Superior and Lake Michigan
  Rumors have come to Wright Town of the majesty of the Fire 
  Queen. The tales describe her as beautiful, just, and above all else, 
  powerful. A member of the Wright family has decided that the 
  queen would make for an excellent political marriage. The PCs are 
  asked to treat with the Fire Queen and extend the proposal offer 
  (with or without a representative of the Wright 
  Family.) 
   
  When the heroes arrive, they must 
  contend with the fact that Susanne does 
  not so much meet with the descriptions 
  that are being spread around about 
  her, and that her community is not 
  overly impressive and in a volatile 
  situation. If they want to call off 
  the engagement, they have to find 
  a way that allows the Wrights to save 
  face. If they want to go forward they 
  must convince the Fire Queen who, in 
  addition to being mentally unbalanced, 
  is pining for her lost love. 
   
  A lord from the Kingdom of 
  Geneva could also be used in 
  place of the Wright family.
  The Madness 
  of the Fire 
  Queen
  Where: Begins at a 
  small community
  When: Any time after the 
  heroes have made it to Lake 
  Erie
  A small community has been ravaged by a dragon. 
  Nothing was taken; the dragon simply ransacked the town and 
  left. The community members suspect it is the results of the up-
  until-now friendly Fire Queen. They’ve had positive if distant 
  relations in the past. In fact they’re grateful to the Fire Queen for 
  having driven several raiders out of the area. The heroes are asked 
  to investigate the Fire Queen, and if necessary take her out. The 
  characters face a moral dilemma as they learn that the Fire Queen 
  was once peaceful, but is suffering under the influence of her new 
  dragon. 
  The Bride of the Fire Queen
  Where: Begins in any location with scrap
  When: After the characters have explored Lake Huron.
  The heroes encounter Fatima who is searching for scrap at their 
  location. She has already collected as much as she can carry, and if 
  the party is friendly she’ll offer some tips on the area in exchange 
  for staying with them for the night. Around the campfire Fatima 
  gets melancholy and if pressed relates her version of events with 
  Susanne to the party. If the party impressed her during the day, she 
  wakes up mad as hell and recruits the heroes to help her win back 
  the woman she loves. Fatima has a much more active role in this 
  scenario and the PCs would mostly support her in her quest. If 
  things slow down, the raiders return and threaten the community, 
  forcing the community to unite against them, possibly with 
  Susanne not completely in control of her dragons.
  
  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-
  tion, abridgment or other form in which an existing work may be recast, transformed or 
  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-
  facts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, equipment, magical or su-
  pernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  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 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  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: Fire Queen of Dover © 2015, Sneak Attack Press, Author Chris Costello
   
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Broken Earth/Fire Queen of Dover.pdf