Got myself into an interesting situation right at the end of Adventure 2: The Dying Skyseer. Looking for a satisfying way to end the adventure, and not miss out on too much of the awesome.
They've completed basically everything but the Climax. They finished out Smuggler's Night, rescued the Doctor (and have the papers, but have not analyzed them yet), hiked up Cauldron Hill, (and while up there, captured Cillian Creed), captured the arsonists, collected the papers from the Bleak Golem Warehouse, protected Nevard at Dawn Square, and otherwise did a lot of other good detective work. They even found the runes under the bridges of the Stanfield Canal and have a good idea what's going on with that!
The only major thing they missed is that they haven't met Gale, but she's scheduled for 10am tomorrow. And actually gotten the cajones to go after MacBannin. They know he's in charge of the "topsecret government witchoil weaponization project" ... so they took all the info they had, got a meeting with Saxby, and told her everything.
She started giving them a defensive lecture on the need to have clean hands, and they splurted out that they've had dealings with Kell and the Family. (They did this intentionally to test her.) She responded quickly that they were off the case, and that Team-B will take it over from here. She still firmly congratulated them, but just reminded them that this case was over their heads now.
In my game, I established that Saxby and MacBannin are personal friends. So, first thing in the morning, she's going to round up Team-B and head up to the Manor. I haven't, out of game, decided what the hell she's going to do there.
To add a complication, a judge has ordered the release of Cillian Creed, and he will be extradited at 11am tomorrow. The PCs know this, and are considering killing him in his cell (but I don't think they'll do it).
Meanwhile, the PCs are off talking to Thomas Grimsley and giving him all the evidence, trying to convince him that MacBannin kills dockers and is proof of the government corruption he's been looking for. So there's that wild card...
Anyway: what does Saxby do? The Skyseer PC even has her vision for tonight as "will Saxby arrest MacBannin?" I haven't figured out in my own head how deep Saxby is in the conspiracy, but I play her as a self-serving political animal to the hilt. So the only self-consistent action is going to be what advances her power the most.
I think I'm going to have MacBannin burn his own house down, and release false information to the press such that the morning headlines blare "GALE STRIKES AGAIN" with the rationale that it's retaliation provoked by Nevard's speech (which was filled with "Cauldron Hill isn't safe" warnings). Which has a nice side-effect of trying to discredit Nevard as a terrorist-provocateur.
But, then what does Saxby do from there?
It seems that there's no good way to preserve the courtyard battle with MacBannin, as excited as I was to run that and to cast his curses on my poor PCs
I'd like still be able to run the Lab/Reservoir combat. Not sure how to fit that in, but I figure when MacBannin burns his house down, he would leave that hidden and intact. The question is then how to get the PCs up there, and how to justify assassins following them into it and hassling them during the repairs.
I've really been playing up the tremors lately, and they expect something to happen on that front soon.
There's also the question of where does MacBannin go, after he burns his house down? (If I go that route) I'm guessing he just goes into hiding (only to resurface in Adv7). Shame, I was looking forward to the canonical "suicide in jail cell" moment.
Anyway, that's a bit scattered, but I'll take any advice I can get. Mostly just looking for brainstorming and seed ideas. No need to post fully-thought out responses!
They've completed basically everything but the Climax. They finished out Smuggler's Night, rescued the Doctor (and have the papers, but have not analyzed them yet), hiked up Cauldron Hill, (and while up there, captured Cillian Creed), captured the arsonists, collected the papers from the Bleak Golem Warehouse, protected Nevard at Dawn Square, and otherwise did a lot of other good detective work. They even found the runes under the bridges of the Stanfield Canal and have a good idea what's going on with that!
The only major thing they missed is that they haven't met Gale, but she's scheduled for 10am tomorrow. And actually gotten the cajones to go after MacBannin. They know he's in charge of the "topsecret government witchoil weaponization project" ... so they took all the info they had, got a meeting with Saxby, and told her everything.
She started giving them a defensive lecture on the need to have clean hands, and they splurted out that they've had dealings with Kell and the Family. (They did this intentionally to test her.) She responded quickly that they were off the case, and that Team-B will take it over from here. She still firmly congratulated them, but just reminded them that this case was over their heads now.
In my game, I established that Saxby and MacBannin are personal friends. So, first thing in the morning, she's going to round up Team-B and head up to the Manor. I haven't, out of game, decided what the hell she's going to do there.
To add a complication, a judge has ordered the release of Cillian Creed, and he will be extradited at 11am tomorrow. The PCs know this, and are considering killing him in his cell (but I don't think they'll do it).
Meanwhile, the PCs are off talking to Thomas Grimsley and giving him all the evidence, trying to convince him that MacBannin kills dockers and is proof of the government corruption he's been looking for. So there's that wild card...
Anyway: what does Saxby do? The Skyseer PC even has her vision for tonight as "will Saxby arrest MacBannin?" I haven't figured out in my own head how deep Saxby is in the conspiracy, but I play her as a self-serving political animal to the hilt. So the only self-consistent action is going to be what advances her power the most.
I think I'm going to have MacBannin burn his own house down, and release false information to the press such that the morning headlines blare "GALE STRIKES AGAIN" with the rationale that it's retaliation provoked by Nevard's speech (which was filled with "Cauldron Hill isn't safe" warnings). Which has a nice side-effect of trying to discredit Nevard as a terrorist-provocateur.
But, then what does Saxby do from there?
It seems that there's no good way to preserve the courtyard battle with MacBannin, as excited as I was to run that and to cast his curses on my poor PCs
I'd like still be able to run the Lab/Reservoir combat. Not sure how to fit that in, but I figure when MacBannin burns his house down, he would leave that hidden and intact. The question is then how to get the PCs up there, and how to justify assassins following them into it and hassling them during the repairs.
I've really been playing up the tremors lately, and they expect something to happen on that front soon.
There's also the question of where does MacBannin go, after he burns his house down? (If I go that route) I'm guessing he just goes into hiding (only to resurface in Adv7). Shame, I was looking forward to the canonical "suicide in jail cell" moment.
Anyway, that's a bit scattered, but I'll take any advice I can get. Mostly just looking for brainstorming and seed ideas. No need to post fully-thought out responses!