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Pewtershore — Arts Quarter

The nobles of Pewtershore have long been patrons of the arts. The Arts Quarter is a bustling part of the old city. Locals and outsiders alike rub shoulders as they wind their way through its even streets, admiring the pieces on display. Artists hawk their cheaper works on anyone that passes by. While there are specialists of all sorts in the Arts Quarter, the most common are painters, dressmakers, and sculptors.

Humble craftspeople have recently been displaced by some of the wealthier artists, leading to friction between the two groups.

The sound of hammers gently tapping can be heard throughout the area.

Sebastiaen Vrancx, 1622

Daytime Encounters in the Streets (1d10)

Each encounter should be crossed off this list once it has been used.

1. Master Sculptor Verincine — # 1 only HD 1 AC 11 Atk 1 poisoned knife Dmg 1d4 + poison Mv 30’ Mo 6 XP 75 Treasure 1 amethyst brooch worth 150 GP. She wears dark satin riding clothes and a mask that resembles a sparrow. She makes and sells statues by petrifying unsuspecting people with a basilisk. She’s always looking for a new “muse.” 70% of the time she is accompanied by an entourage of 1d4 servants and 1d4 admirers.

2. Stray dogs — # 2 to 6 HD 1 AC 14 (agile) Atk 1 bite Dmg 1d4 Mv 50’ Mo 4 XP 50 Treasure none.

3. Guild members — # 4 to 8 HD 1 AC 11 Atk 1 weapon Dmg by weapon Mv 30’ Mo 9 XP 50 Treasure 1 Iron Hammer pin (see below). They’re crafts people of various trades. They wear working clothes and leather belts filled with tools; they have small Iron Hammer pins — the symbol of the Guild — attached to their collars. They’re secretly planning to help their leader break free from gaol.

4. Dreamwalkers — # 1 to 2 HDAC 16 (dream-like defense) Atk by spell Dmg by spell Mv 30’ Mo 8 XP 200 Treasure none. Spells: Sleep, 2 per day. They wear loose-fitting robes and look supremely relaxed. They’re dedicated to The Dream and they want others to experience it too. They’re mostly non-violent. They can invade sleeping creatures’ dreams.

5. Dust devil — Leaves and dust spin wildly around as a cold gust blows past you.

6. Pile of offal — Some careless person has thrown their rubbish in the middle of the street. It stinks terribly.

7. Autonomous Marionette — # 1 only HD 4 AC 15 (hard oak) Atk 2 arm swings Dmg 1d6/1d6 Mv 30’ Mo 12 XP 200 Treasure none. It stands 7 feet tall. Its face and body are plain, with just the bare amount of details. It wears a yellowed jacket, loose-fitting trousers, and a wide-brimmed hat. It cannot speak and wanders the streets forlornly.

8. Smashed art pieces and broken tools — The buildings along the street have been vandalized. There’s a small crowd (6d6) of people examining the damage.

9. Untended carriage — The carriage door is unlocked but stuck. Inside, there is a sealed letter addressed to Master Painter Dullmoor. The letter is a petition to paint a portrait for Marquis Frostbone. There are also 2d4 silver coins between the seat cushions.

10. Statue of uncanny beauty — The creatures that look upon this statue are entranced by its splendor. They will insist on staring at it. Creatures may make a save vs. petrify to resist the effect. Creatures that fail the save will stare for one hour and then be free to move on.