Edge of Darkness -- Operating Theater Shaft (Spoilers, etc)

By Magua2, in Dark Heresy Gamemasters

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".

Talking about the shaft
In my game, it was a (now disused and "cleared") lift shaft. The "sense" of it was that the Churgeon PLANNED to have a quick route down!

Talking about "leaving with life after the fall"
The "throw away shaft" would be a good thing...if it would end somehwer where the corpses can be fetched discretely.Remember: they are used in the kitchen...
Anyway, other wise you can leave them with negative wounds (any and every bone in the body broken), regaining senses to see the Churgeon crawling away... to be gather by one of her snatchers later. While the snatcher grabs her, something drops to the floor. If the pc investigate the finding later, they will find something that gives a clue to her "other hide-out".

I'd go with something along the lines of the above. Basically dump them out near a shattered and permenantly crippled (but not dead) Chirurgeon, let them see her get carted off with plenty of clues as to where she is being taken (as she'll be too mangled and out of it to notice them amongst the other bodies, and the snatcher is too focused on getting her to safety). Also let them find a few other clues/things that would have been destroyed/lost if they hadn't been blown down the shaft.

For clues:

The Churgeon could actually murmur the destination to the RedEye. "Lift me up and bring me to the old transit wagon depot in the north". A huge "Sub District Level" complex, of course, filled with derelict wagons. Some Dregs could have made housing here (providing clues for where to search the Churgeon in this huge and dark complex) ...

"Lad, you should stay away from the area over there. Bad things happen. My old friend Carl whent there. These monsters in the dark got him and beated him to bloody pulp. Literally! ...what? No, I AM afraid of them..but they do not come here... and since even the narcos stay away from this place, it is a good place to stay..as long as you keep away from THAT area..."

...the churgeon could have some snatcher around guarding the place... and perhaps has installed some traps to disencourage intruders. Of course, this place is huge and a view dregs simply stayed down here.