Hey Roland,
That's awesome! I like your ideas, and thanks for giving us the narrative grit behind your mechanical choices, that's what drives the game right?
So that's a cool front stakes question... Will the goblins magically (or otherwise) bind Florimel to them so they can escape slavery?
You can 'frontload' this stake in many ways, remembering that YOU can't decide the outcome (its explicitly NOT a pre-determined GM plot). Putting the player in a spot via the thieving shaman is great, and if they succeded, you could 'think offscreen' and relay a little cut scene where the gobbo's are performing the ritual, or you may 'state the consequences and ask', by telling the players they know about the goblins ritual (through many evolving fictional means) by a pleading slave or a self-serving turncoat or finding clues that detail the goblins plans, or by simply by stumbling onto the ritual itself. What do they do now?
The drop of blood is a cool idea, but it could be anything (grim) yeah? In terms of investment and re-incorporationits even cooler when the players come up with the answer. So when they capture the shaman and interrogate the cowering prisoner, successful with a strong hit on their Parley (using a death threat as leverage)asking 'what the devil are you trying to steal from the wizard?' Respond by throwing the question back on the players, "I don't know, what's important enough from her to be used in a ritual to bind her to the goblins for their own ends?"
That way the players get some narrative control of intrinsically just a MacGuffin, but they are also handing you future golden opportunities on a plate and all sorts of plot hooks too. Note that you have delayed answering your stake question (thereby increasing the dramatic tension), and could follow up with any number of your GM moves. All good stuff.
Let us know how it all goes next time you play huh?