Party / Bullywug Alliance


Savage Tide Adventure Path

Sovereign Court

*SPOILERS*

So the PCs in my campaign not only managed to convince Captain Javell of her mistake, obtain her earring, and then talk Drevoraz into leaving Vanderboren manor...they also convinced the bullywugs to ally with them by promising them Kellani blood instead.

That was where the last gaming session ended, and now that I'm prepping for the next session, I'm contemplating the different ways to handle this development. My first thought is that Lavinia will not be keen on turning loose a band of frog-men in the city, and will try to convince the party to turn on the bullywugs. Knowing my players, I'll still have to prep up some Kellani Manor encounters -- but being in the midst of the great Festival, there may not be anyone home. I also have to consider that due to the amount of "trouble" the PCs have been involved in, the Merchant District watch captain would be less than happy to find them at the scene of yet another disturbance, especially one in which they would be more than a little culpable. They may, in fact, be forced to flee the city if they choose this path...

Anyway, I was just wondering if any of you brilliant people had some ideas /input/comments...any of which would be appreciated!

Sovereign Court

Elora wrote:

*SPOILERS*

So the PCs in my campaign not only managed to convince Captain Javell of her mistake, obtain her earring, and then talk Drevoraz into leaving Vanderboren manor...they also convinced the bullywugs to ally with them by promising them Kellani blood instead.

That was where the last gaming session ended, and now that I'm prepping for the next session, I'm contemplating the different ways to handle this development. My first thought is that Lavinia will not be keen on turning loose a band of frog-men in the city, and will try to convince the party to turn on the bullywugs. Knowing my players, I'll still have to prep up some Kellani Manor encounters -- but being in the midst of the great Festival, there may not be anyone home. I also have to consider that due to the amount of "trouble" the PCs have been involved in, the Merchant District watch captain would be less than happy to find them at the scene of yet another disturbance, especially one in which they would be more than a little culpable. They may, in fact, be forced to flee the city if they choose this path...

Anyway, I was just wondering if any of you brilliant people had some ideas /input/comments...any of which would be appreciated!

My party invited them to stay in the Lotus Dragon hideout under the city, which they've been tunneling and expanding ever since, after flooding and muddying up enough for it to be habitable for them. So long as the Bullywugs remain down there and pay their taxes, the city has no real complaints, and the bullywugs are content. This may require dealing with the tribe's evil cleric first and persuading them to adopt a less... Chaotic Evil... outlook. Our cleric used the "Redeeming Evil Characters" rules from Book of Exalted Deeds, which provides a mechanism for realistically accomplishing this. It's basically a modified diplomacy role vs. the chief's will+BAB. One check a day for seven days to shift the enemy's alignment to neutral, and another seven to shift them to good, if desired. It's time consuming if they miss some of the checks, but the Bullywugs' redemption should allay Lavinia's fears.


Gardener, Warforged Druid wrote:
My party invited them to stay in the Lotus Dragon hideout under the city, which they've been tunneling and expanding ever since, after flooding and muddying up enough for it to be habitable for them. So long as the Bullywugs remain down there and pay their taxes, the city has no real complaints, and the bullywugs are content. This may require dealing with the tribe's evil cleric first and persuading them to adopt a less... Chaotic Evil... outlook. Our cleric used the "Redeeming Evil Characters" rules from Book of Exalted Deeds, which provides a mechanism for realistically accomplishing this. It's basically a modified diplomacy role vs. the chief's will+BAB. One check a day for seven days to shift the enemy's alignment to neutral, and another seven to shift them to good, if...

Great idea, but I have a different slant on it.

What if the party only thinks that the Froggies are allies? They move into the Lotus Dragon hideout, expand them, etcetera, but it’s all part of the cleric’s evil plan to sack the city. One night, after they’ve grown in numbers and plotted carefully, the come to the surface from every sewer grate at once and slaughter the city while it sleeps.

That is, unless the PCs can prevent it…

Sovereign Court

Gardener - that's a great option to have on hand for them. Thanks for the idea!

It also gives me another idea...if the party decides to doublecross the 'wugs they could always offer them the tunnels under Parrot Island. They left more than a few bad nasties there.

Khartan wrote:

What if the party only thinks that the Froggies are allies? They move into the Lotus Dragon hideout, expand them, etcetera, but it’s all part of the cleric’s evil plan to sack the city. One night, after they’ve grown in numbers and plotted carefully, the come to the surface from every sewer grate at once and slaughter the city while it sleeps.

That is, unless the PCs can prevent it…

Khartan - if the party continues the alliance, something like this will definitely happen. There's already a decent chance that a choice the party made earlier will lead to havoc in Sasserine while they're off at the Isle of Dread.


ok, elora ill bite , what did your pc's do that will cause havoc in Sasserine after they have gone?

Sovereign Court

joseph kempton wrote:
ok, elora ill bite , what did your pc's do that will cause havoc in Sasserine after they have gone?

Havoc possibility #1: They never realized that Gut Tugger was anything more than an unusual pet, as he rolled a very nice bluff check when Rowyn fled the Lotus Dragon Lair and saved his cover. He has now taken over and re-built the Lotus Dragons, and his plans are even more ambitious than Rowyn's. In my campaign, he's actually the one who hired Diamondback to assassinate the troublesome PCs, but he framed the matron of House Kellani for it.

Havoc possibility #2: One of the original PCs was a half-daelkyr (we play in Eberron), and he was left behind with the hecueva cleric under Parrot Island. Strange things happened when he was hit by the "touch of death", and his daelkyr nature surfaced...suffice it to say that there is now a connection between the depths of Khyber and Sasserine, and it may not bode well for the inhabitants of the city.


O.K my players have just started the Dungeon on Parrot Island and thry are already 3rd level so by the Bullywug Gambit they should be about 5th maybe 6th level. Any suggestions on how to beef up the bullywugs so they arent total one hit wonders. I was thinking comboing Rangers and Rouges maybe a few more clerics.


Barbarian levels always work well--lots of extra hp and damage. Plus, it fits with the Bullywugs' savage, chaotic nature perfectly.

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