![gurps 3rd edition character sheet j scott pittman gurps 3rd edition character sheet j scott pittman](https://i1.rgstatic.net/publication/5418300_Fluorinated_Polyhedral_Oligomeric_Silsesquioxanes_F-POSS/links/5c1042d192851c39ebe6aa75/largepreview.png)
I could bring down the ceiling during the ceremony too if it comes to that. I'll have to structure that entire segment around it. The interrupted sacrifice will be a brilliant set piece, one that the players have already witnessed and therefore will know what is about to befall the poor victim. With an immediate focus for their anger, the people are not (yet) demanding action against the carnival people. The newspapers loved him and the steaming masses do too. Besides, there is a more plausible baddie in the axe-murdering wildman. Nobody in power wants a riot until the evidence is firmly in. The reticence of the Police to act lies in the jurisdictional issue and the percieved need to keep the peace above all else. Word would get out about the boys being kidnapped and no doubt someone on the police force would have spilled the beans about the investigators' stories of what that place has been doing. I'll have to think a bit about that aspect. There might be plenty of scope for an accidental fire or some townie vigillanteism. I think the BOTW would not be planning to quit and would have no idea the other faction will be so willing to flee, so they wouldn't deliberately set a fire. On reflection, although a fire looks good I don't think it works either, as it would undoubtedly uncover one or more secret entrances (admittedly hours later). I'll confine them to the ex-boss's house, particularly the places he formerly stashed cult treasures (the traps would be left for anyone trying to take the reins of the cult as a piece of vindictiveness).
![gurps 3rd edition character sheet j scott pittman gurps 3rd edition character sheet j scott pittman](https://www.rpgpub.com/data/avatars/l/0/591.jpg)
Yes, I take you point about booby-traps. This might be the most simple to run and yet seem very complex to the players, and that has an appeal all of it's own. Not only that, the players already suspect the cult is far larger than they at first thought, stretching across the USA and further. That was remarkably similar to my initial thoughts on how things should progress (a few minor differences but the effect would be the same), but I came to the conclusion I wanted to get the players involved in a tense Journey Into Night rather than an abrupt end. We play games here, but we don't talk about them much.