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Whenever the party enters safe port, or catches up with friends from a neutral or allied faction, they hear rumors. These may or may not blossom into full adventures; only those the party actively pursues should be expanded upon. This system should not replace any quest ideas the GM might have that don’t neatly fit into this system, of course; this should serve as a fallback to procedurally fill out the world with opportunities for piratical adventure.
Unlike random encounters, these quest threads should be level-appropriate for the party.
These quest threads require the GM to have a list of both hostile and friendly factions to reference; use any method you like to randomly determine which faction(s) are associated with each quest thread.
Use this simple table to generate three rumors every time the party enters safe port, and one when they rendezvous with friendly parties at sea. Map placement should be reasonable for the rumor, at the GM’s discretion. For example, trade ships usually keep to colonial waters, whereas ruins are far more prevalent in uncharted waters. Placement for time-sensitive rumors should be within reasonable distance for the party to follow up on; else, why should they listen to the rumor at all?
Parties shouldn’t be able to follow up on every rumor they hear. Other pirates will descend upon untouched ruins, claim unclaimed bounties, and hit vulnerable trade ships in the party’s absence.
1d4:
For each quest thread pursued by the party, you can choose to roll one dramatic complication. This complication is unknown to the party when they undertake the quest.
Roll 2d4, or 1d4 for a Ruin:
Once the party begins pursuing a quest thread, you can roll on the following table based on where the quest is placed: 1d6 for Colonial Waters, 2d6 for Friendly Waters, or 3d6 for Uncharted Waters. This flourish occurs whenever you deem appropriate.
These are intended to be light “flavor” added to quests; none of them should complicate the central conflict of the quest (which is the function of the Complication table), but should be worked in as unique events leading to light roleplay, another Quest thread, or at most a single combat encounter.
An Omen is, per the random encounter rules, an indication of a possible encounter, presented early enough the party can freely choose to pursue or avoid it.
Generating Rumors