Saltmarsh and the surrounding areas are ripe for extended exploration, adventure, and storytelling. Why stop at the Ghosts of Saltmarsh when you can spin up new adventures filled with peril, mystery, and treasure? You can roll three d20s on this table to quickly spin up an idea for a new adventure, whether a rumour heard at the docks or pub or assigned to the adventurers from an NPC.
3d20 | Detail 1 | Detail 2 | Detail 3 |
1 | Find the | Smuggler | In the Depths |
2 | Sink the | Fishermen | Of the cave system |
3 | Rearrange the | Council | Framing townsfolk |
4 | Build for the | Loyalists | In the Drowned Forest |
5 | Replace the | Traditionalists | Of the docks |
6 | Imitate the | Scarlet Brotherhood | Enchanting townsfolk |
7 | Battle the | Dwarven miner | In Seaton |
8 | Teach the | Goblins | Murdering townsfolk |
9 | Judge the | Fisher | Of the secret operation |
10 | Run from the | Sahuagin | In Saltmarsh |
11 | Study the | Drowned | Of the old inn |
12 | Impress the | Lizardfolk | Enslaving townsfolk |
13 | Catch the | Locathah | In Dunwater River |
14 | Party with the | Merfolk | Of the shipwreck |
15 | Use the | Pirate | Smuggling illicit goods |
16 | Stop the | Camp | In the Hool Marshes |
17 | Steal the | Chest | Of the reef |
18 | Free the | Ship | Tainting the town's food |
19 | Enchant the | Map | In the Azure Sea |
20 | Sail the | Bones | Of the inebriated story |
What's so enjoyable about prompts from a generator or otherwise is to find out how they were interpreted. If you use this table to come up with something neat, share it with @bugandclaw.