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There is No Honor/Pirates of the Caribbean.
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<blockquote data-quote="touc" data-source="post: 8018501" data-attributes="member: 19270"><p>When I first ran Savage Tide in 5E, I scoured Dungeon Magazine and paizo forums for suitable side treks. In addition to what you've got:</p><p></p><p><strong>Side Quests (all 3E):</strong></p><p><strong></strong></p><p><strong>Dungeon 104, Dragon Hunters (7th).</strong> Jungle island "Myrhal" occupied by deposed Prince Henri who engaged wild elves and centaurs to help build a fort and ships (so he could reclaim his title, promising technology). He turned on his workers once done, centaur branch retaliated by luring a powerful T-Rex to attack the fort. The party arrives with the promise of treasure in an old temple, or perhaps to ally with Henri.</p><p></p><p><strong>105, The Stink (2-7th).</strong> Major coastal city grew too quick, trash area called the Stink with monsters emerging to attack citizens. The true culprits are a fiendish cult of aquatic hobgoblins who seek to spread disease to wipe out the city, then claim it.</p><p></p><p><strong>106, Tammeraut's Fate (6th).</strong> Drawn to island monastery for any reason, find it under attack by the dead. Must seal an aquatic nether rift. Separately, 2 page map of generic Pirate Cave stronghold. <em>Ran this in 3E, good stuff.</em></p><p></p><p><strong>107, Dead Man's Quest (1st). </strong>Captain Morgan's ghost won't rest until a particular quest is completed (lengthy).</p><p></p><p><strong>111, Strike on the Rabid Dawn (15th). </strong>Secret Asmodean cultists seek to bring an Aspect to this plane aboard their docked ship at a major port. Some pirates who are leery blab and are taken into custody. Party entrusted to find out what's going on.</p><p></p><p><strong>114, Torrents of Dread (6th). </strong>Unnatural storm damages ship, Isle of Dread. Villagers direct party to uncover what ails them. <em>Isle of Dread resources.</em></p><p></p><p><strong>118, Box of Flumph (1st). </strong>Port town hires to uncover activity of scoundrel "the Grackle." He's uncovered some unique creatures and intends to sneak them out of town, but his reputation precedes him. Ship crew for the <em>Angelina. </em>Change guild to Aspis Consortium.</p><p></p><p><strong>121, The Styes (9th). </strong>Port city, alchemist hires party believing his friend wrongfully executed for a murder. A cult of Tharizdun is empowering a fiendish kraken, part of the wrong in the city.</p><p></p><p><strong>123, Salvage Operation (2nd). </strong>Lost ship with goods uncovered decade or two later, party to retrieve before it sinks and a giant squid claims it. <em>Ran in 3E, good stuff with a timer.</em></p><p></p><p><strong>138, The Weavers (10th). </strong>Sequel to Styes, party's reputation gets them hired to investigate vermin, a plot to unleash deadly spiders to eradicate the city.</p></blockquote><p></p>
[QUOTE="touc, post: 8018501, member: 19270"] When I first ran Savage Tide in 5E, I scoured Dungeon Magazine and paizo forums for suitable side treks. In addition to what you've got: [B]Side Quests (all 3E): Dungeon 104, Dragon Hunters (7th).[/B] Jungle island "Myrhal" occupied by deposed Prince Henri who engaged wild elves and centaurs to help build a fort and ships (so he could reclaim his title, promising technology). He turned on his workers once done, centaur branch retaliated by luring a powerful T-Rex to attack the fort. The party arrives with the promise of treasure in an old temple, or perhaps to ally with Henri. [B]105, The Stink (2-7th).[/B] Major coastal city grew too quick, trash area called the Stink with monsters emerging to attack citizens. The true culprits are a fiendish cult of aquatic hobgoblins who seek to spread disease to wipe out the city, then claim it. [B]106, Tammeraut's Fate (6th).[/B] Drawn to island monastery for any reason, find it under attack by the dead. Must seal an aquatic nether rift. Separately, 2 page map of generic Pirate Cave stronghold. [I]Ran this in 3E, good stuff.[/I] [B]107, Dead Man's Quest (1st). [/B]Captain Morgan's ghost won't rest until a particular quest is completed (lengthy). [B]111, Strike on the Rabid Dawn (15th). [/B]Secret Asmodean cultists seek to bring an Aspect to this plane aboard their docked ship at a major port. Some pirates who are leery blab and are taken into custody. Party entrusted to find out what's going on. [B]114, Torrents of Dread (6th). [/B]Unnatural storm damages ship, Isle of Dread. Villagers direct party to uncover what ails them. [I]Isle of Dread resources.[/I] [B]118, Box of Flumph (1st). [/B]Port town hires to uncover activity of scoundrel "the Grackle." He's uncovered some unique creatures and intends to sneak them out of town, but his reputation precedes him. Ship crew for the [I]Angelina. [/I]Change guild to Aspis Consortium. [B]121, The Styes (9th). [/B]Port city, alchemist hires party believing his friend wrongfully executed for a murder. A cult of Tharizdun is empowering a fiendish kraken, part of the wrong in the city. [B]123, Salvage Operation (2nd). [/B]Lost ship with goods uncovered decade or two later, party to retrieve before it sinks and a giant squid claims it. [I]Ran in 3E, good stuff with a timer.[/I] [B]138, The Weavers (10th). [/B]Sequel to Styes, party's reputation gets them hired to investigate vermin, a plot to unleash deadly spiders to eradicate the city. [/QUOTE]
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