So, the PCs, after many hilarious hijinx, encounter the Churgeon in her theater. This encounter involves many, many bullets in full auto bursts. Much heretical machinery is destroyed; many chemicals spill onto the floor. The Churgeon retreats into the rear of the room, and the PCs are regaled with tales of how electricity is arcing from machine to machine, and the pungent whiff of chemicals as the pools of liquid spread across the floor. It is hinted that this situation is not going to be stable. A brief recap:
Me: She retreats into the misty haze, moving amongst the rows of machinery. You can't get a clear shot at her from where you are.
Guardsman: Heedless of the danger, I run after her.
Assassin: I follow after him!
Tech-Priest, Adept: We run away! (leaves)
Me: There's a spark, and one of the chemical spills catches on fire. The fire spreads almost instantly to some of the machinery on the left hand side of the room.
Guardsman, Assassin: We continue!
(shots are fired)
Me: You see her disappear down a shaft at the end of the room. Behind you, there is an loud crack and the room is bathed in orange light.
Guardsman: I fire at her down the shaft.
Me: (rolls dice) You score hits across her body, and her maglev seems to give out. She plummets into the darkness. Unfortunately, the room behind you is now an inferno...in fact, (rolls more dice), there is a gout of promethium fire, and a pressure wave smacks you around like rag dolls. Both of you burn a fate point to stay alive.
And that's where the session ended. So, my question to you is, what now? I want to give the Assassin and Guardsman *something*, even if it's not a very good something, so I don't want to say "You're found later, thrown clear of the Alms House, miraculously alive....there's no sign of the Churgeon, though." because that's just sort of lame. So I'm thinking that they get thrown down the shaft after her, but I'm at a loss for what could be down that shaft.
1) Doesn't matter, because she didn't survive the fall. Lacks drama.
2) Escape tunnel of some sort. Lame. Doesn't make a lot of sense. Smacks of deus ex machina for her getting away.
3) Former basement, converted to her quarters. Could be an interesting standoff -- with her maglev broken, she may be unable to get out until she has repaired it, but both the assassin and guardsman are at critical damage and not in any position to take her on in a combat. Could provide useful rp, as she questions them about why they interrupted her work, and they try to get information out of her. But I'm not sure given her sadistic tendencies how it would resolve in anything but those PC deaths, unless the tech priest and adept think of something I'm not prepared for (not out of the question, but I wouldn't want to bet the PCs lives on it). Perhaps she would ransom the PCs for the parts she requires.
4) Refuse pit with the offal of her experiments. Explains why the PCs and she would live through the fall, as they land on a mass of organic material. Good integration with the setting (makes sense as to why there's a shaft there), provides for similar oppurtunities to #3.
Any ideas? Any ideas on rp that could go on between the PCs and the Churgeon? I'm looking for something that's more than "we shoot her" or "she runs away".