Those of you who read the post The Edge of Night ideas might recall that I'd made the mysterious 'F' (Dr Festus) the main nemesis of this part of my campaign, and the PCs have followed his dastardly plans from Horror at Hugeldal to Edge of Night (where he is responsible for the plan to corrupt the masquerade ball with doses of Green Pox).
This evening the PCs are entering the sewers of Ubersreik where they'll find his abandoned lair (not to mention a Beast of Nurgle and an insane, diseased watchman out of whom will explode nurglings, but that's another story...)
The only thing I'm stuck on at the moment is how to get the PCs, after this adventure is finished, to Faulgimere and the start of The Witch's Song, where I might run the final confrontation with F (or not ...) I need to leave some kind of clue to prompt them in that direction. I already mentioned the Cursed Marshes in th note to Dr Verfullen in Hugeldal, and the PCs will meet Matthia Kruger the witch hunter in the market square of Ubersreik (after they've chased the nurglings out of the sewers into the square, where they cause a mass panic and a mob forms to march on the von Bruner mansion, but that's another story ...), but I'm lacking some good thematic link to explain why Dr Festus nicks off to Fauligmere, and to get the PCs twigged onto following him.
Any brilliant ideas folks?
Should he leave Ubersreik when the ball begins, with his plans in the hands of underlings, to return to his main lair outside of Fauligmere? Or should the PCs somehow get to meet him during or after the ball (he must escape however).
Oh, here's the main lynchpin to it all by the way, which I'm quite chuffed about. Dr Festus is Noseless Brandt, the sewerjack. He's actually leading them into the sewers so they can find his old lair; not to mention so he can get to know his PC nemeses. It's the perfect cover - he's smelly, 'orrible looking, hangs around in the sewers all the time, and the PCs would never suspect him as a cult leader mastermind.