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McQ
2011-06-14, 08:11 AM
I'm developing a storyline on an island amidst swamps, bayous and marshes. And though I have a good idea of where I want to go with the plot, I've no one to throw the idea back at for response.

Currently the party (Cleric, Sorcerer, Rogue) have been hired to discover where the missing girls of the town of Stillwater are going.

The plot here is that there is a Lady of wealth that dabbles in Necromancy and is a member of a cult within the area. She has learned of a way to create a Slaymate that will help her gain power and prestige within the cult.

In order to create the Slaymate, a guardian must somehow "betray" or "neglect" the child. The Lady also has a fair amount of knowledge of charm spells, so they are being put to use to entrance the parents to take the children to a warehouse and leave them to die.

At this warehouse the children are than placed in barrels (but entranced workers and minions of the cult) and sent down a long river called the Black Serpentine.

From there the barrels reach an area called the Hissing Nest which is populated by Lizardfolk. Smugglers often employ the Lizardfolk due to their ability to coexist with the many reptiles in the waters.

Halfway down the Black Serpentine is a large area called the Croaking Marsh. This area is largely populated by Bullywugs.

Now, the original plan was that the Bullywugs have been convinced to intercept the barrels for the Shadow Man (a Voodoo Priest in the area that learned of the Lady's attempts at gaining a Necromantic minion) in exchange for His teaching them to summon the undead.

In another area is the Shadow Man's counterpart, a Voodoo priestess. She lives in the Bile Belching Bog, isolated and protected by Fetid Fungi to deter trespassers. She has also used her scrying skills that the Shadow Man and Lady are up to no good and can offer background information.

So here's what I had in mind:
1) Party discovers the whereabouts of the warehouse and takes a barrel ride down the river
2) The Bullywugs intercept them and the party defends themselves and afterwards find a note to the Lady that reveals Her plot
3) ? Dunno
4) The party goes to the Voodoo priestess to find out about the background information and learn of the death cult
5) The party can only get to the Lady's/Cults "hideout" by escort from the Lizardfolk

So..somewhere in there (I was thinking at stage 2) the Slaymate is created.
I can either A) let the Slaymate be captured by the Shadow Man or B) let the Slaymate go uninterrupted to the Lady

Somehow I want a little interaction with all the areas since I want a few encounters and still enough leg work to encourage Role Play

Advice and help would be much appreciated. I can PM a map of the area if necessary.