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  VILLAGE BACKDROP:  
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  COLDWATER 
  
   
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  VILLAGE BACKDROP: COLDWATER 
  Widely	thought	of	as	a	haven	for	smugglers	and	other	miscreants,	rumours	swirl	as	thickly	about	Coldwater	as	the	persistent	sea	fogs	that	
  sometimes	blanket	the	place	for	days	at	a	time.	Set	at	the	head	of	a	muddy	cliff	top	path,	Coldwater	is	an	isolated,	dismal	place.	Its	folk	
  are	sullen,	ugly	people	and	even	the	village’s	ruler	hates	the	place.	For	all	that,	Coldwater	can	be	a	place	of	opportunity	and	adventure.	
  Sometimes,	pirates	drop	anchor	off	the	coast	to	deal	with	the	local	smugglers	while	rumours	of	a	sunken	stair	and	a	nearby	cove	of	ill	
  aspect	bring	a	steady	stream	of	adventurers	to	the	village.	
  Village	Backdrop:	Coldwater	is	designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland	 and	 Matt	 Morrow.	 Some	 artwork	
  copyright	William	McAusland,	used	with	permission.	
  Cartography:	Tommi	Salama	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	moral	right	of	Creighton	Broadhurst	to	be	identified	as	the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  C O N T E N T S  
  Coldwater	At	a	Glance	..................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Coldwater	..........................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 Village	 Backdrop:	 Coldwater	 are	 Open	 Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 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.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  C O L D W A T E R  A T  A  G L A N C E  
  An	 isolated	 place,	 perched	 upon	 an	 inhospitable	 coast	 at	 the	
  head	 of	 a	 muddy	 coastal	 path,	 Coldwater	 is	 not	 an	 easy,	 or	
  pleasant,	 place	 to	 visit.	 The	 village	 huddles	 at	 the	 mouth	 of	 a	
  steep-sided	 valley	 leading	 down	 to	 the	 sea.	 Here,	 the	 seabed	
  quickly	drops	away	and	the	waters	are	deep,	dark	and	cold.		
  	
  Widely	 thought	 of	 as	 a	 haven	 for	 smugglers	 and	 other	
  miscreants,	 rumours	 swirl	 as	 thickly	 about	 the	 village	 as	 the	
  persistent	sea	fogs	that	sometimes	blanket	the	place	for	days	at	
  a	 time.	 Other	 rumours—whispered	 in	 taprooms	 up	 and	 down	
  the	 coast—speak	 of	 darker	 things:	 of	 unwholesome	 practises	
  carried	 out	 in	 worship	 of	 some	 ancient,	 depraved	 power,	 of	
  travellers	going	missing	near	the	village	and	of	an	ancient	set	of	
  steps	 buried	 at	 the	 base	 of	 nearby	 cliffs	 and	 revealed	 only	 at	
  particularly	low	tides.		
  	
  Whatever	the	truth,	Coldwater’s	folk	are	sullen,	distrustful	of	
  outsiders	and	some	are	said	to	suffer	from	horrible	deformities.	
  Even	the	village’s	ruler—the	aged	Elina	Vuolle—hates	the	place	
  and	leaves	its	folk	to	fend	for	themselves.	Two	families	dominate	
  day-to-day	 life:	 the	 Eerolas	 and	 the	 Purhos.	 Trapped	 in	 a	 low-
  grade,	 but	 vicious,	 family	 feud	 the	 two	 families	 subtly	 work	
  against	one	another	and	use	the	other	villagers	as	their	pawns.		
  D E M O G R A P H I C S  
  Ruler	Elina	Vuolle	
  Government	Overlord	
  Population	 188	 (109	 humans,	 59	 deformed	 humans,	 18	 half-
  orcs,	1	gnome,	1	half-elf)	
  Alignments	CN,	N,	NE	
  Languages	Common,	Orc		
  Resources	&	Industry	Smuggling,	fishing	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Armas	Hujanen	(location	5;	LE	male	half-elf	wizard	[transmuter]	
  5)	Armas	has	come	to	Coldwater	to	study	the	high	incidence	
  of	deformity	in	the	populace.		
  Atro	Purho	(location	8;	N	male	deformed	human	spy)	Young	and	
  dynamic,	 Atro	 has	 an	 implacable	 hatred	 for	 the	 Eerolas	
  blaming	them	for	his	own	ill	fortunes.	
  Elina	 Vuolle	 (location	 1;	 LN	 female	 human	 mage)	 Elina	 hates	
  Coldwater	(and	her	lot).			
  Sauli	Eerola	(location	4;	NE	male	veteran)	Patriarch	of	the	Eerola	
  family,	Sauli	once	served	as	a	soldier	but	now	runs	the	family	
  “shipping”	business.	
  Uzlen	Itkonen	(location	3;	N	female	half-orc	tribal	warrior)	Uzlen	
  runs	the	local	shipbuilding	business	and	tries	to	stay	out	of	
  the	Eerola’s	and	Purho’s	feuding	as	much	as	possible.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Coldwater	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Vuolle	Manor:	Perched	on	the	side	of	the	valley,	Vuolle	Manor	
  overlooks	the	village.	Its	battlemented	walls	give	spectacular	
  views	of	the	surrounds.		
  2. Waterside:	 The	 harbour	 is	 the	 busiest—and	 smelliest—place	
  in	the	village.	Here,	a	gallimaufry	of	fishing	vessels	and	small	
  merchant	craft	jostle	for	berths.		
  3. Itkonen’s:	 Here,	 Uzlen	 Itkonen	 builds	 and	 repairs	 fishing	
  vessels	and	small	merchant	craft.	The	dockyard	is	always	busy.			
  4. Sauli’s	Home:	Here	dwells	the	patriarch	of	the	Eerola	family.		
  5. Crooked	House:	This	partially	sunken	building	is	the	home	of	
  Armas	Hujanen.	Part	of	the	cellar’s	foundations	has	collapsed,	
  giving	the	house	its	name.		
  6. Chapel	 of	 the	 Mistress:	 Dedicated	 to	 Serat	 (the	 uncaring	
  Mistress	 of	 Storms)	 this	 small	 chapel	 is	 one	 of	 the	 most	
  substantial	buildings	in	the	village.	On	misty	nights	its	bells	toll	
  endlessly	to	guide	home	those	still	out	on	the	water.	
  7. The	 Stooped	 Man:	 Coldwater’s	 only	 inn	 and	 tavern,	 the	
  Stooped	Man	is	a	bastion	of	cheap	alcohol,	surly	service	and	
  draughty,	flea-infested	accommodation.		
  8. Atro’s	 Home:	 Atro	 Purho	 dwells	 in	 this	 large,	 ramshackle	
  building.	Extensive	cellars	intersect	with	a	sea	cave;	here	much	
  of	the	Purho’s	clandestine	business	is	conducted.	
  9. Devil’s	 Cove:	 Strange	 goings	 on	 and	 several	 disappearances	
  conspire	to	keep	the	populace	away	from	this	nearby	cove.		
  10. The	Sunken	Stair:	Only	exposed	at	particularly	low	tides,	these	
  stairs	 lead	 to	 a	 chamber	 containing	 a	 seemingly	 unopenable	
  pair	of	stone	doors.	
  D E F O R M E D  V I L L A G E R S  
  Deformed	 creatures	 have	 been	 horribly	 altered	 by	 their	
  proximity	to	a	place	of	power	dedicated	to	the	demon	lord	
  of	 deformity,	 Dagon.	 These	 blasphemous	 aberrations	 often	
  worship	 that	fell	power,	and	become	deformed	as	a	result,	
  but	creatures	can	also	unknowingly	become	deformed.	
  	
  Deformed	 creatures	 are	 gain	 both	 deformities	 that	 can	
  affect	 their	 physical	 or	 mental	 attributes.	 For	 example,	 a	
  creature	 could	 become	 stronger,	 but	 more	 dim-witted,	 or	
  could	 gain	 the	 ability	 to	 see	 in	 the	 dark	 (but	 be	 dazzled	 in	
  bright	sunlight	and	so	on).	
  	
  Affected	individuals	also	suffer	cosmetic	deformities	that	
  mark	 them	 as	 different	 from	 their	 normal	 kin.	 These	 could	
  include	thick	hair	growth	over	much	of	its	body,	a	swelling	of	
  the	limbs,	uncontrollable	drool	and	so	on.	
  
  3	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Coldwater,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Coldwater	is	a	dump—the	place	is	a	dismal	cesspit	of	
  the	 worst	 sort.	 The	 people	 are	 sullen	 and	 tremendously	 ugly;	
  there	is	no	reason	to	go	there.	
  	
  DC	15:	The	folk	of	Coldwater	are	of	the	worst	moral	fibre.	
  Many	 are	 smugglers	 and	 rumours	 of	 an	 evil	 cult	 based	 in	 the	
  village	refuse	to	die.	
  	
  DC	 20:	 A	 nearby	 cove	 has	 a	 strange	 feature	 buried	 in	 its	
  cliffs—a	 sunken	 staircase	 that	 only	 becomes	 visible	 at	
  particularly	low	tides.	
  V I L L A G E R S  
  Appearance	Dark	of	hair	and	pale	of	skin,	many	of	the	villagers	
  appear	 to	 be	 unwell	 in	 a	 general,	 non-descript	 way.	 Some	 are	
  horribly	disfigured.		
  	
  Dress	 Villagers	 wear	 loose,	 ill-fitting	 woollen	 or	 leather	
  clothes	suited	to	their	trade.	
  	
  Nomenclature	 male	 Arvo,	 Ilari,	 Kaarlo,	 Valto,	 Viljo;	 female	
  Aila,	Eeva,	Helmi,	Pia,	Ulla;	family	Eerola,	Itkonen,	Purho,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Coldwater,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  Unguessable	 things	 lurk	 in	 the	 waters	 of	 Devil	 Cove.	
  Strange	figures	have	been	seen	moving	in	the	mists	and	
  people	have	gone	missing	there.		
  2*	
  Armas	Hujanen	is	digging	in	his	cellar	for	something	best	
  left	buried.	He	dug	so	deep,	his	house	almost	collapsed!	
  3	
  The	 Eerola	 and	 the	 Purho	 hate	 each	 other;	 the	 two	
  families	have	been	implacable	foes	for	generations.	
  4	
  Elina	Vuolle	has	nothing	but	disdain	for	Coldwater	and	its	
  folk.	She’s	tried	to	sell	it—and	her	title—several	times.	
  5	
  A	mysterious	set	of	stairs	pierces	the	cliffs	of	Devil	Cove;	
  they	are	only	accessible	at	particularly	low	tides.	
  6*	
  Many	 of	 the	 Purho	 are	 horribly	 disfigured;	 they	 take	 a	
  perverse	pleasure	in	their	appearance	and	often	drown	
  healthy	babies	born	into	the	family.	
  *False	rumour	
  		
   
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  V U O L L E  M A N O R  
  Overlooking	the	village	proper,	this	looming	edifice	is	part	home	
  and	 part	 redoubt.	 Built	 long	 ago	 by	 Einar	 Vuolle—a	 black-
  hearted,	 vicious	 man—the	 so-called	 manor	 house	 is	 heavily	
  fortified.	Extensive	cellars	provide	access	to	certain	hidden	sea	
  caves	and	it	was	here	Einar	carried	out	his	sinister	trade—for	as	
  well	 as	 a	 sideline	 in	 piracy	 and	 smuggling,	 Einar	 dabbled	 in	
  slavery	and	human	trafficking.		
  	
  	
  Over	 the	 years,	 Einar’s	 line	 has	 dwindled.	 Now,	 along	 with	
  her	servants	and	a	handful	of	guards	only	the	aged	Elina	Vuolle	
  (LN	female	human	mage)	dwells	here.	The	wife	of	Jaska	Vuolle,	
  who	 disappeared	 nine	 years	 ago	 and	 is	 now	 presumed	 dead,	
  Elina	 married	 into	 the	 family	 at	 an	 early	 age.	 She	 hates	 life	 in	
  Coldwater	and	has	tried	to	sell	her	home	and	title	several	times.	
  However,	few	people	with	the	necessary	funds	actually	want	to	
  live	in	Coldwater,	and	one	trip	around	the	village	has	put	off	all	
  potential	buyers	thus	far.	
  	
  The	Vuolle’s	fortunes	have	waned	since	Jaska	disappeared.	
  Elina	 yet	 possesses	 her	 husband’s	 flame	 tongue	 longsword—a	
  family	 relic—and	 a	 staff	 of	 fire	 of	 unknown	 provenance	
  recovered	from	the	manor’s	deep	cellars.	She	has	no	attachment	
  to	the	sword,	but	would	prefer	to	keep	the	staff	unless	selling	it	
  means	she	can	escape	Coldwater	for	good.		
  2 :  W A T E R S I D E  
  The	mercantile	heart	of	the	village,	the	harbour	is	always	busy.	
  Here,	 fishing	 boats	 jostle	 for	 position	 on	 the	 docks	 alongside	
  merchantmen	hailing	from	distant	ports	and	other	small	craft	of	
  less	obvious	purpose	and	intent.		
  	
  A	small	line	of	shops	stands	hard	upon	the	docks	along	the	
  aptly	named	Smelly	Alley.	Here	one	can	find	fresh	or	salted	fish,	
  nautical	 supplies	 and	 so	 on.	 Several	 businesses	 also	 have	
  rowboats	and	suchlike	for	hire	(1	gp/day)—and	can	even	provide	
  a	brawny	rower	for	the	right	price	(2	sp/day).	
  § 
  Holg’s	Locker	(2A):	This	small	shop	abuts	a	large	warehouse.	
  Holg	(NE	male	human	rogue	3)	is	an	old,	foul-tempered	man	
  but	 he	 has	 a	 keen	 mind	 for	 business	 and	 has	 done	 well	 for	
  himself—at	 least	 as	 well	 as	 anyone	 who	 has	 not	 yet	 left	
  Coldwater—and	his	warehouse	is	bursting	with	goods	(many	
  of	dubious	origin).	Holg	keeps	meticulous	records	of	what	he	
  has	in	stock.	No	one	is	allowed	to	browse	the	teetering	stacks	
  of	 his	 warehouse,	 but	 he	 can	 often	 find	 what	 a	 customer	
  seeks—given	a	day	or	two.	
  § 
  Addabar’s	 (2B):	 This	 small	 shop	 is	 home	 to	 the	 apothecary	
  Addabar	 Erklen	 (NG	 male	 gnome	 bard	 2)	 a	 gregarious,	 but	
  slightly	eccentric	apothecary	who	settled	in	Coldwater	after	a	
  serious	misunderstanding	involving	an	accidental	poisoning	in	
  nearby	Languard.	Addabar	thinks	there	is	something	seriously	
  wrong	in	the	village,	but	is	not	brave	enough	to	investigate;	he	
  suspects	 an	 evil	 cult	 is	 at	 work,	 and	 that	 they	 lair	 in	 Devil’s	
  Cove.	
  3 :  I T K O N E N ’ S  
  The	 largest	 legitimate	 business	 in	 the	 village,	 this	 shipwright	
  remains	 steadily	 busy.	 Repairing	 and	 maintaining	 the	 many	
  watercraft	 the	 village	 relies	 on	 for	 both	 its	 legitimate	 and	
  illegitimate	 trades	 forms	 a	 large	 part	 of	 Itkonen’s	 trade.	
  However,	 the	 shipyard	 is	 also	 often	 engaged	 in	 some	 larger	
  project—perhaps	for	a	merchant	or	privateer	desirous	of	certain	
  modifications	to	his	vessel.		
  	
  Owned	by	Uzlen	Itkonen	(N	female	half-orc	tribal	warrior),	a	
  hardworking,	 hard	 drinking	 middle-aged	 half-orc,	 the	 shipyard	
  comprises	 its	 own	 private	 dockyard	 along	 with	 associated	
  warehouses,	offices	and	so	on.	The	half-orc	herself	is	somewhat	
  of	a	local	talking	point.	She	has	lived	in	the	village	for	almost	20	
  years,	 and	 is	 widely	 assumed	 to	 have	 been	 a	 pirate	 before	
  settling	 down.	 At	 any	 given	 time,	 she	 employs	 a	 small	 staff	 of	
  between	 4-8	 skilled	 shipwrights	 (N	 human	 commoner)	
  depending	on	the	amount	of	work	she	has	on.	Uzlen	normally	
  has	several	small	rowboats	for	sale	(50	gp)	or	hire	(1	gp/day).	
  4 :  S A U L I ’ S  H O M E  
  This	 two-storey	 home	 is	 of	 much	 finer	 quality	 than	 its	 nearby	
  brethren	for	the	Eerola	are	a	wealthy	family,	at	least	in	relation	
  to	 their	 neighbours.	 This	 large	 family	 has	 thrived	 over	 recent	
  generations	 as	 the	 strange	 deformities	 afflicting	 their	 rival	
  smugglers—the	Purho—have	become	more	pronounced.	Led	by	
  the	 middle-aged	 Sauli	 Eerola	 (NE	 male	 human	 veteran),	 the	
  family	now	also	run	operations	in	several	nearby	ports.	
  	
  Sauli	 dreams	 of	 one	 day	 buying	 Coldwater	 and	 elevating	
  himself	to	the	nobility.	His	feud	with	the	Purho,	however,	acts	as	
  a	 constant	 drain	 on	 his	 resources	 and	 this	 goal	 yet	 remains	
  elusively	beyond	his	reach.	
  5 :  C R O O K E D  H O U S E  
  This	house	has	a	strange,	slanted	look	to	it,	and	the	wing	nearest	
  the	docks	appears	to	have	partially	sunk	into	the	ground.	Two	
  years	ago,	Armas	Hujanen	(LE	male	half-elf	wizard	[transmuter]	
  5)	 moved	 to	 Coldwater	 and	 purchased	 the	 house.	 Roughly	 six	
  months	later,	the	northern	part	of	the	building	sunk	several	feet	
  overnight	causing	great	cracks	in	the	masonry	and	hasty	repairs	
  to	 the	 shingled	 roof.	 The	 villagers	 now	 dub	 the	 place	 the	
  “Crooked	House”	and	rumours	continue	to	swirl	about	the	cause	
  of	 the	 house’s	 sudden	 partial	 collapse	 and	 the	 purpose	 of	 its	
  mysterious	resident.		
   
  
  5	
  6 :  C H A P E L  O F  T H E  M I S T R E S S  
  The	 only	 church	 in	 Coldwater,	 the	 Chapel	 of	 the	 Mistress	 is	
  dedicated	 to	 Serat,	 Mistress	 of	 Storms	 (CN	 goddess	 of	 seas,	
  storms	 and	 voyages).	 Staffed	 by	 but	 two	 clerics,	 Aune	 Laitnen	
  (CN	 female	 human	 priest)	 and	 Irja	 Outila	 (CN	 female	 human	
  acolyte),	services	here	are	well	attended.	The	folk	of	Coldwater	
  are	superstitious	and	devout;	unsurprisingly	given	that	most	of	
  their	livelihoods	revolve	around	the	sea.	Burials	take	place	at	sea	
  and	 so	 there	 is	 no	 graveyard	 at	 the	 chapel.	 However,	 its	 does	
  have	its	own	dock,	where	the	clergy’s	sacred	sloop	is	moored.	A	
  high	bell	tower—the	tallest	structure	in	the	village—serves	as	an	
  excellent	 lookout	 and	 storm	 watching	 post.	 When	 fog	 shrouds	
  the	village,	the	bells	ring	continuously	until	all	the	faithful	out	on	
  the	water	have	returned	safely	to	port.		
  7 :  T H E  S T O O P E D  M A N  
  Marked	 by	 a	 faded	 sign	 depicting	 a	 stooped	 cloaked	 figure	
  carrying	 a	 heavy	 sack,	 the	 Stooped	 Man	 is	 Coldwater’s	 only	
  tavern.	 The	 taproom	 is	 shadowy	 and	 smoky.	 All	 manner	 of	
  nautical	 decorations—lobster	 pots,	 old	 harpoons,	 stuffed	 fish	
  and	 so	 on—cover	 the	 walls.	 Old	 fishing	 nets	 hang	 from	 the	
  ceiling’s	 wooden	 beams.	 The	 whole	 place	 smells	 of	 smoke,	
  cheap	beer	and	sweat.		
  § 
  Food	 &	 Drink	 meal	 (typically	 fish	 soup	 with	 bread,	 rolled	
  seaweed	 stuffed	 with	 beans	 or	 spiced	 fish	 with	 parsnip	 and	
  onion)	6	sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation	A	standard	room	costs	1	sp	a	night.	The	room	
  is	draughty,	probably	has	no	lock	on	the	door	and	is	sparsely	
  furnished.		
  Run	by	the	middle-aged	Arvo	Eerola	(N	male	guard)	the	Stooped	
  Man	is	always	busy	when	the	village’s	fishing	vessels	return	to	
  port.	Many	of	his	patrons	pay	their	bills	with	the	fruits	of	their	
  labours,	and	thus	he	greatly	values	customers	with	actual	coin.		
  	
  At	 night,	 the	 Stooped	 Man	 is	 busy	 for	 the	 simple	 reason	
  there	 is	 nothing	 else	 to	 do	 in	 Coldwater	 (excepts	 smuggling)	
  once	 darkness	 falls	 except	 staying	 at	 home	 to	 stare	 at	 one’s	
  hearth.		
  8 :  A T R O ’ S  H O M E  
  Perched	 dangerously	 closely	 to	 Devils’	 Cove	 this	 large,	
  ramshackle	house	is	the	centre	of	the	Purho’s	power.	Atro	Purho	
  (N	 male	 deformed	 human	 spy)	 lives	 here	 with	 his	 wife	 Elena	
  Purho	 (NE	 female	 deformed	 human	 guard)	 and	 their	 three	
  daughters	(CN	female	deformed	human	commoner).		
  	
  Atro	keeps	a	pack	of	five	vicious	dogs	(N	advanced	deformed	
  dog)	to	ensure	his	privacy	and	the	dogs	run	wild	throughout	the	
  home’s	fenced	grounds.	The	house’s	cellars	link	Atro’s	home	to	a	
  nearby	 sea	 cave	 in	 which	 the	 family	 store	 the	 goods	 they	 are	
  either	 smuggling	 or	 storing	 for	 other	 unscrupulous	 individuals.	
  At	any	one	time,	there	are	four	or	five	of	Atro’s	minions	in	the	
  cellar	guarding,	cataloguing	or	packing	his	goods.		
  9 :  D E V I L ’ S  C O V E  
  Although	relatively	close	to	the	village,	Devil’s	Cove	is	shunned	
  by	 the	 populace.	 Rumours	 of	 strange	 goings	 on	 and	 sinister	
  figures	 in	 the	 mist	 serve	 to	 keep	 away	 all	 but	 the	 bravest	 (or	
  maddest)	explorers.	Some	who	explore	the	cove	do	not	return.	
  	
  Devil’s	Cove	is	a	barren	place;	a	rocky,	flotsam-strewn	beach	
  runs	 right	 up	 to	 lofty,	 precipitous	 and	 wind-blasted	 cliffs.	 No	
  path	runs	down	from	the	cliff	tops	to	the	beach	far	below.	Most	
  people	who	arrive	in	the	cove	do	so	by	boat.		
  	
  A	pair	of	deformed	giant	spiders	dwell	in	a	cave	buried	deep	
  in	 the	 cliffs;	 a	 narrow	 fissure	 in	 the	 rock	 links	 the	 cave	 to	 the	
  surface.	
  1 0 :  T H E  S U N K E N  S T A I R  
  Although	 the	 stair’s	 general	 location	 is	 well	 known	 among	
  Coldwater’s	populace,	few	have	ever	seen	them.	Set	in	the	wind-
  blasted	headland	of	Devil’s	Cove	they	are	only	accessible	during	
  particularly	
  low	
  tides—and	
  even	then,	the	tide	returns	
  to	 flood	 the	 stairs	
  within	 an	 hour;	
  thus,	
  explorers	
  must	be	quick.	
  	
  S E R A T  
  CN	goddess	of	the	sea,	storms	and	voyages	
  	
  Epithets:	Mistress	of	Storms,	the	Uncaring	
  	
  	
  Symbol:	A	cresting	wave	
  	
  Favoured	Weapon:	Trident		
  	
  Domain:	Nature,	Tempest	
  	
  	
  Holy	Text:	Book	of	Tides	
  	
  Additional	Notes:	As	wild	and	unpredictable	as	the	sea,	
  sailors,	 merchants	 and	 pirates	 alike	 placate	 Serat	 with	
  glittering	 gifts	 to	 guarantee	 a	 safe	 voyage.	 Some	 believe	
  Serat	to	be	the	physical	embodiment	of	the	sea	while	others	
  believe	she	dwells	in	a	glittering,	crystal	city	far	beneath	the	
  waves.	 During	 services,	 offerings	 are	 cast	 into	 the	 sea.	 Her	
  priests	are	often	shipwrights,	navigators	or	sea	captains.	
  
  6	
  L I F E  I N  C O L D W A T E R  
  Life	in	Coldwater	is	dismal.	The	village’s	remote	location	and	the	
  physical	 deformities	 of	 many	 of	 its	 residents	 do	 not	 make	 it	 a	
  happy	place.	Laughter	or	song	is	rarely	heard	within	its	bounds.	
  Surprisingly,	despite	persistent	rumours	to	the	contrary,	no	cult	
  of	sinister	intent	operates	in	the	village.	
  T R A D E  &  I N D U S T R Y  
  Both	 Coldwater’s	 legitimate	 and	 illegitimate	 businesses	 are	
  focused	 on	 the	 water.	 Fishing	 accounts	 for	 much	 of	 its	
  mercantile	 business;	 merchantmen	 call	 weekly	 to	 exchange	
  barrels	 of	 salted	 fish	 for	 meat,	 flour	 and	 other	 staples.	
  Coldwater’s	remote	location	also	makes	it	a	perfect	smuggler’s	
  haven.	 Here,	 unscrupulous	 merchants	 (and	 the	 occasional	
  pirate)	unload	their	goods	on	moonless	or	fog-shrouded	nights	
  for	sale	on	Ashlar’s	black	market.		
  L A W  &  O R D E R  
  Technically,	Elina	Vuolle	rules	Coldwater,	but	in	practise	as	long	
  as	her	interests	are	not	interfered	with	she	leaves	the	villagers	
  much	 to	 themselves.	 Thus,	 the	 burden	 of	 law	 and	 order	
  nominally	 falls	 upon	 the	 shoulders	 of	 Sauli	 Eerola	 and	 Atro	
  Purho.	 Their	 competing	 interests	 make	 for	 some	 lively	
  arguments	
  between	
  the	
  two	
  when	
  agreeing	
  suitable	
  punishments	for	wrongdoers.	
  E V E N T S  
  While	the	PCs	are	in	Coldwater,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	 fistfight	 between	 members	 of	 the	 Eerola	 and	 Purho	
  families	breaks	out	in	the	street;	bystanders	stay	well	out	
  of	it;	nothing	more	than	a	few	broken	bones	results.	
  2	
  A	 thick	 mist	 rolls	 in	 from	 the	 sea.	 It	 could	 burn	 off	 by	
  midday	(50%	chance),	last	all	day	(30%	chance)	or	linger	
  for	1d3	days	(20%	chance).	
  3	
  Armas	Hujanen	tries	to	hire	a	deformed	villager	to	come	
  to	 his	 home	 so	 he	 can	 examine	 him	 more	 closely.	 The	
  villager	refuses—violently	and	loudly.	
  4	
  A	drunken	villager	loudly	proclaims	his	plans	to	explore	
  Devil’s	Cove.	Several	of	his	friends	try	to	talk	him	out	of	
  it,	but	he	is	adamant.	He	subsequently	goes	missing.	
  5	
  A	merchantman	drops	anchor.	She	carries	several	sealed	
  crates	marked	for	delivery	to	Armas	Hujanen.	
  6	
  An	 adventuring	 group	 comes	 to	 explore	 the	 Sunken	
  Stairs.	The	tides	are	not	right	and	they	soon	leave.	
  	
   
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Village	Backdrop:	Coldwater.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  
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