Your PCs are heading in the wrong direction. They think they’ve had a brilliant idea, but you know they’ve made a big mistake. ENnie Award-winning RPG designer Justin Alexander shows you how to get your game back on track.
Your PCs are heading in the wrong direction. They think they’ve had a brilliant idea, but you know they’ve made a big mistake. ENnie Award-winning RPG designer Justin Alexander shows you how to get your game back on track.
This clue list provides an authoritative reference for every clue in The Vladaam Affair and where that clue can potentially lead the PCs in their investigation of the family.
It should be noted that this is in, fact, organized as a clue list, not a revelation list. For more information, check out Random GM Tip: Using Revelation Lists. (The revelations found here consist almost entirely of the node list for the scenario, which equates to the table of contents. If you want a revelation list, you can easily convert this clue list to one. Keep in mind, however, that Part 4: Gathering Information provides alternate vectors to many of the nodes in The Vladaam Affair.)
Some of the clues in The Vladaam Affair point to organizations or locations in Ptolus which are not part of the Vladaam deot. They are indicated with page references on the table.
Clue | Location | Indicates |
---|---|---|
Crate of arrows | Abandoned Temple | Guild – Dreadwood Grove |
Dagger of the Black Sapphire | Abandoned Temple | Guild – Surveyor’s Headquarters |
Black Lotus note | Abandoned Temple | Alchemical Lab – Poisoner’s Guild |
Black Lotus note | Abandoned Temple | Fleet of Iron Sails |
Alchemy Order from Navanna | Alchemical Lab – Bodyworks | Oldtown Apartments |
Note from Kilana to Grui | Alchemical Lab – Bodyworks | Alchemical Lab – Shadowworks |
Shipping container | Alchemical Lab – Bodyworks | Undead Shipping Warehouse |
Letter from Guildmaster Essetia | Alchemical Lab – Bodyworks | Guild – Surveyor’s Headquarters |
Bill of Shipping Right / Taxes Paid | Alchemical Lab – Poisoner’s Guild | Fleet of Iron Sails |
Unfulfilled Order for Poison | Alchemical Lab – Poisoner’s Guild | Undead Shipping Warehouse |
Shadow Detector Research Notes | Alchemical Lab – Shadowworks | House Sadar (Ptolus, p.99) |
Inventory for Shop on Guilder St. | Alchemical Lab – Shadowworks | Alchemical Lab – Storefront |
Shipping crates | Alchemical Lab – Storefront | Alchemical Lab – Bodyworks |
Shipping crates | Alchemical Lab – Storefront | Alchemical Lab – Poisoner’s Guild |
Shipping crates | Alchemical Lab – Storefront | Alchemical Lab – Shadowworks |
Interrogation: Apprentice Alchemist | Alchemical Lab – Storefront | Curse Den – Guildsman District |
Interrogation: Slaves | Curse Dens | Slave Trade – Ships |
Interrogation: Slaves | Curse Dens | Slave Trade – Warehouse |
Interrogation: Apprentice Alchemist | Curse Den – Guildsman District | Alchemical Lab – Storefront |
Letter from Marcus Corellius | Curse Den – Oldtown | Curse Den – Rivergate |
Note in Dreadwood Quiver | Curse Den – Oldtown | Guild – Dreadwood Grove |
Imperium from Archmage Ustallo | Curse Den – Oldtown | Guild – Red Company of Magi |
IOU from Korben Trollone | Curse Den – Rivergate | Killravens – Korben Trollone (Ptolus, p. 335) |
Report on the Debt of Dilar | Curse Den – Rivergate | Slave Trade – Warehouse |
Dragonscales set | Curse Den – Rivergate | Curse Den – Oldtown |
Crate of Hellsbreath Rifles | Guild – Founders’ Workshop | Shuul Foundry (Ptolus, p. 127) |
Other Crate of Hellsbreath Rifles | Guild – Founders’ Workshop | Abandoned Temple |
Bill for Repairs to a Spiked Pit Trap | Guild – Founders’ Workshop | Undead Shipping Warehouse |
Bill for Repairs to a Spiked Pit Trap | Guild – Founders’ Workshop | Alchemical Lab – Poisoner’s Guild |
Inscription on the Golden Disc | Guild – Red Company of Magi | Guild – Surveyor’s Headquarters |
Letter from Gattara to Tiant | Guild – Red Company of Magi | Slave Trade – Warehouse |
Letter from Gattara to Tiant | Guild – Red Company of Magi | Curse Den – Guildsman District |
Reports from Crossing Street | Guild – Red Company of Magi | Oldtown Apartments |
Tithe Payment of Rent | Guild – Surveyor’s Headquarters | Oldtown Apartments |
Cutting from Seedling of Galiel | Guild – Surveyor’s Headquarters | Abandoned Temple |
Thoth’s Incense | Guild – Surveyor’s Headquarters | Alchemical Lab – Bodyworks |
Report on the Erthuo/Sadar Affair | Guild – Surveyor’s Headquarters | Fleet of Iron Sails / House Sadar (Ptolus, p.99) |
Letter from Essetia to Ulloth | Guild – Surveyor’s Headquarters | Abandoned Temple |
Correspondence Regarding the Hand | Guild – Surveyor’s Headquarters | Vladaam Estate |
Letter of Thanks from Godfred | Guild – Surveyor’s Headquarters | Vladaam Drug Running |
Sextant/Telescope Guild Mark | Guild – Surveyor’s Headquarters | Guild – Founders’ Workshop |
Letter from Grui to Aliastar | Oldtown Apartments | Alchemical Lab – Bodyworks |
Note on Alchemical Supplies | Oldtown Apartments | Alchemical Lab – Storefront |
Letter: Founder’s Guild to Morsul | Slave Trade – Ships | Guild – Founders’ Workshop |
Shipping Address | Slave Trade – Ships | Alchemical Lab – Shadowworks |
Letter to Guildmaster Arzan | Slave Trade – Ships | Guild – Red Company of Magi |
Threat Concerning Dilar’s Debt | Slave Trade – Warehouse | Curse Den – Oldtown |
Secret Door to Slave Market | Slave Trade – Warehouse | Ennin Slave Market (Ptolus, p. 399) |
Business of the Slave Warehouse | Slave Trade – Warehouse | Ennin Slave Market (Ptolus, p. 399) |
Business of the Slave Warehouse | Slave Trade – Warehouse | Curse Den – Guildsman District |
Business of the Slave Warehouse | Slave Trade – Warehouse | Curse Den – Oldtown |
Business of the Slave Warehouse | Slave Trade – Warehouse | Curse Den – Rivergate |
Dark Leaf badges | Slave Trade – Warehouse | Dark Leaf (Ptolus, p. 108) |
Interrogation: Slaves | Slave Trade – Warehouse | Slave Trade – Ships |
Interrogation: Slaves | Slave Trade – Warehouse | Ennin Slave Market (Ptolus, p. 399) |
Letter from Aliastar to Arquad | Undead Shipping Warehouse | Oldtown Apartments |
Request from House Sadar | Undead Shipping Warehouse | House Sadar (Ptolus, p.99) |
Letter from Gathar to Arquad | Undead Shipping Warehouse | Dark Reliquary (Ptolus, p. 237) |
Letter of Caution from Urasta | Undead Shipping Warehouse | Dark Reliquary (Ptolus, p. 237) |
Vats of Holy Water | Undead Shipping Warehouse | Abandoned Temple |
Letter from Thornai to Arquad | Undead Shipping Warehouse | Alchemical Lab – Poisoner’s Guild |
Bill for the Ratling Arrows | Undead Shipping Warehouse | Guild – Dreadwood Grove |
Drug Runners | Vladaam Drug Running | Curse Den – Rivergate |
Note: Most of the illegal operations of House Vladaam have a small chance of having a large shipment of money about to be delivered to the Red Company of Goldsmiths.
Go to Part 4: Gathering Information
Iristul Vladaam is not currently located in Ptolus, and is not further detailed here. Each Vladaam heir, however, is detailed with:
Along with any additional details that are relevant.
FAMILY SCHEDULES
Schedule information is given below for each family member. If a specific investigation is made into the schedule of a specific heir, a Charisma (Investigation) check (DC 15) turns up one piece of information plus one additional piece of information for every 4 margin of success.
Use the following table to determine what sort of scheduling information is gained:
1d4 | Type of Schedule Information |
---|---|
1 | Regular Activity |
2-3 | Recent Activity of Interest (random table) |
4 | Upcoming Planned Activity (random table) |
Note that the same random table is used for both recent activity and upcoming planned activity. Some of these activities may be one-time events; others might be something that happens semi-regularly. (Use your best judgment to determine whether or not to repeat certain events.)
ALIASTER VLADAAM
APPEARANCE: Bushy sideburns down to his jowls. A man in his fifties. Six fingers on each hand (and six toes on each foot).
ROLEPLAYING:
BACKGROUND: Aliastar is on friendly terms with Navanna and has no interest in vying with her for control of the house. He manages only those concerns within the deot that he finds personal interesting (primarily matters of magic or alchemy or, lately, chaositech).
Aliaster helps his half-sister with her schemes by casting spells on her or for her in the simple hope that she will leave him alone and not actually force him into a dangerous situation.
STATS: Ptolus, p. 101
CONNECTIONS
Aliaster is part of the thoughtstone network. (Ptolus, p. 158)
RESPONSIBILITIES
Aliaster handles anything magical or alchemical in the family’s portfolio. This includes:
SCHEDULE
Regular Activity: Visits Haven’s Haven every Fireday to shave and trim his beard.
1d6 | Random Activity |
---|---|
1 | Crown Theater (Ptolus, p. 268): Attending Lothian Ascendant, an experimental opera sponsored by Adlam Theobald. |
2 | Tess’ Cauldron (Ptolus, p. 313): Aliaster is trying to convince Tess Essani to join the Red Company of Magi. (It’s possible he’s romantically interested in her.) |
3 | Winsome Galleries (Ptolus, p. 277): Aliaster dabbles in magical sculpture (pieces that move; pieces that create charm effects; compositions of magical light; magic mouth statuary; etc.). He will occasionally deliver some of these pieces to the Winsome Galleries for sale. |
4 | Attending a guild meeting of the Red Company of Magi. |
5-6 | Oldtown Apartments: He’s here most days studying the askara or artifacts Navanna is pulling out of the Banewarrens. |
Aliaster’s Arcane Sigil
GATTARA VLADAAM
APPEARANCE: A round face and shoulder-length, dark brown hair with reddish tints. She wears scandalously revealing garments and large, glittering jewelry much of the time.
ROLEPLAYING:
BACKGROUND: Once thought a promising wizard, she gave up her studies to serve as a priestess to the Galchutt. She maintains a fancy of opening a temple to the Galchutt in the Temple District (perhaps even using the Abandoned Temple of the Great Mother, see Part 6), but there is nothing concrete to any of it.
She has some contact with the chaos cults, but no direct contact with Wuntad. (He was initially intrigued, but he considers her madness and her irrational fervor too much of a liability.) Gattara has convinced Navanna to provide supplies to the chaos cults through various parts of the Vladaam deots.
Despite her madness (or perhaps because of it), she serves as something of the “family sage.”
STATS: Ptolus, p. 608
CONNECTIONS
BALACAZARS: Gattara has been good friends with Malkeen Balacazar (Ptolus, p. 103) since childhood. Rumors of them being lovers are false, but Malkeen will regularly consult with her regarding sorcerous matters – particularly those of the macabre or sadistic bent that he knows she will enjoy.
MARCUS CORELLIUS: Gattara has a good (and periodically intimate) relationship with Den Master Marcus Corellius (Part 8: Curse Dens). Although Godfred is technically in charge of the curse dens, Gattara liaised with Corellius regularly regarding the slave trade cover operations (Part 16).
THOUGHTSTONES: Gattara is part of the thoughtstone network (Ptolus, pg. 167)
RESPONSIBILITIES
Gattara likes slaves. She really, really likes them. Navanna generally leaves her to it, although she makes a point of regularly checking the books.
SCHEDULE
Regular Activity:
1d4 | Random Activity |
---|---|
1 | Curse Dens (Part 8): Gattara likes to play with the slaves in the curse dens. She favors the Rivergate location, where she can also meet with Den Master Corellius. |
2 | Soaring Idyll (Ptolus, p.276): Gattara likes to use the Idyll for her sexual liaisons. (There is a 50% chance this involves Den Master Corellius.) |
3 | Shadow Theater (Ptolus, p. 310): Gattara has been regularly attending performances and has been going backstage in an effort to learn the shadow-magic arts of the performers. She has also met Renn Sadar (Ptolus, p. 99) in the audience on a few occasions. (Note: Tellith’s father is the manager of the theater. She’s somewhat estranged from him because he’s terrible at business and left her and the mother in poverty for much of her childhood. See the Ghostly Minstrel, Ptolus, p. 194.) |
4 | Onyx Spider (Ptolus, p. 203): Meeting with Malkeen Balacazar. |
GODFRED VLADAAM
APPEARANCE: Tall, dark-haired, and pale, with extremely broad shoulders. Thick hair and bushy eyebrows. A long scar down one side of his often unshaven face.
ROLEPLAYING:
BACKGROUND: Youngest of the heirs and Iristul’s favored, but Iristul is smart enough to know that the boy isn’t capable of being in charge.
Godfred is a master of the greatsword and wields the only hungersword Iristul has yet found.
STATS: Ptolus, p. 102
CONNECTIONS
None of note.
RESPONSIBILITIES
Navanna has handed over responsibility for the drug-running activities of the Vladaam deot to Godfred and, with them, the family’s shipping concerns. This is ideal because these aspects of the deot largely run themselves (either through the Fleet of Iron captains or the Red Company of Surveyors), and she also figures that if these activities were to ever blow up, she could lay the whole thing on Godfred and call it a day.
SCHEDULE
Regular Activity: Godfred’s entire schedule is relatively predictable. The White House, Lady Cardie’s, and the Waterfall are all basically daily activities for him. The Arena is only irregular because it largely depends on when his fighter is scheduled.
1d8 | Random Activity |
---|---|
1 | Arena (Ptolus, p. 292): Godfred has been sponsoring a fighter named Cardric Dragonkin. |
2-4 | White House (The Mrathrach Agenda): He’s been gambling here regularly. |
5-6 | Lady Cardie’s (Ptolus, p. 313): Visits this brothel on most nights. (It is also a front for the Vai, and he’ll use the visits to arrange for assassinations and hits. See Ptolus, p. 131.) |
7-8 | The Waterfall (Ptolus, p. 324): Godfred’s favorite bathhouse. |
NAVANNA VLADAAM
APPEARANCE (GLAMERED): A black dress with burnished armlets which send patterns of magical shadow writhing up her arms. A large glittering ruby in a simple fixture of taurum has been affixed directly to her breastbone. All of this stands out starkly and sharply against her dusky skin.
APPEARANCE (ACTUAL): Short-haired, pointy-chinned, extremely fit and thin. Her hair is dark brown and her skin is extraordinarily black – almost blue. Her teeth are bright yellow and she has four tiny red horns on her forehead right at the hairline.
ROLEPLAYING:
BACKGROUND: While Iristul is away, Navanna runs House Vladaam. Like her siblings, she is wicked and cruel – but she is also extremely devious and painstakingly cautious. She is not the most powerful of the family, nor the eldest, but she is the best leader.
KEY INFO: Navanna is constantly accompanied by at least four of the Twelve Claws (her personal werewolf bodyguards; see Part 5: The Vladaam Estate).
STATS: Ptolus, p. 101
CONNECTIONS
RESPONSIBILITIES
Navanna officially runs the deot of House Vladaam while Prince Iristul is away. Although certain aspects of the deot are handed off to her siblings for daily operations, she still oversees everything.
SCHEDULE
Regular Activity:
1d8 | Random Activity |
---|---|
1 | Aristocrat’s Table (Ptolus, p. 284): 1 in 4 chance of meeting Red Company leader, otherwise she’s dining alone. |
2 | City Courts (Ptolus, p. 318): She’s seeking reparations from the city for their “occupation”of the Oldtown Apartments (Part 15, this is dependent on events from the Night of Dissolution). |
3 | Meeting with Menon Balacazar. |
4 | Meeting with Renn Sadar. |
5 | Meeting with Adlam Theobold: She’s interested in the church’s involvement with the Banewarrens. (This is dependent on events from the Banewarrens, otherwise re-roll.) |
6 | Arena at the Dark Reliquary (Ptolus, p. 237): PCs can try to wrangle an invitation by making a complex Charisma (Investigation) check (DC 20/4/3). For each failure, someone becomes aware of their attendance (Vladaams, chaos cults, Lilith, Vai assassins, etc.). |
7-8 | Tends to disappear (or at least become unaccountable) for large stretches of time. (If she has become aware of the Banewarrens, these periods have increased in frequency since that time.) See “False Identities,” below. |
NAVANNA’S FALSE IDENTITIES
Navanna maintains a number of false identities in the city. She is constantly discarding old identities and creating new ones as opportunities and needs arise.
Navanna will use her ruby of disguise and then simply teleport out of the Vladaam House Estate. Some of her identities maintain rooms at the Soaring Idyll across the street (so she simply teleports there). She also rents a room in Oldtown almost directly below the House Estate and she can teleport there.
ELLA FENRIS: A swarthy-skinned half-orc. Master Delver of the Delver’s Guild (Ptolus, p. 108). Rarely goes on actual delves, but uses guild contacts to find out the latest discoveries beneath Ptolus.
IDORU: As Idoru, Navanna works as a freelance representative of the Eight Shadows (Ptolus, pg. 377). In that role, she either approaches (or is approached by) would-be clients of the Eight Shadows (either for vile fantasies at their brothel or, more likely, their job as drug dealers, assassins, spies, and enforcers). The Eight Shadows are part of the Balacazar criminal cartel, but neither they nor the Balacazars know that Idoru is secretly Navanna.
NICALON REGELIS: A new member of the Knights of the Golden Cross (Ptolus, p. 120). Spread story of being recently imprisoned by the Vladaams and would speak out strongly against the House in order to find out what her enemies have to say. She sacrificed this identity (blowing months of work) in order to identify the Hand of the Banelord and steal it from the PCs. See Banewarrens, p. 42.
OALA: A hostess at the Onyx Spider (Ptolus, p. 203). The owner of the Spider knows that Oala is an agent of House Vladaam, but doesn’t realize she’s actually Navanna in disguise. Navanna finds it useful to be able to move freely through the crowds here, eavesdropping wherever it seems wise.
Whether you’re talking about Jaroo Ashtaff, the Level 7 Druid, from AD&D, a Goblin Wizard 14 from 3rd Edition, or a 5th Edition Archmage, the trickiest bit of creating an NPC spellcaster is filling in their spell list.
For example, let’s take a closer look at the 5E Archmage’s spellcasting capability:
Cantrips (5, at will):
1st Level (4 slots):
2nd Level (3 slots):
3rd Level (3 slots):
4th Level (3 slots):
5th Level (3 slots):
6th Level (1 slot):
7th Level (1 slot):
8th Level (1 slot):
9th Level (1 slot):
Now, obviously, in this case we can actually use the default spells provided in the Archmage stat block. But wouldn’t it get a little boring — in a game teeming with hundreds or thousands of amazing spell options — for every Archmage to cast the exact same set of spells?
And so here we are, picking out twenty-five spells one by one.
It’s laborious.
And particularly daunting if you’re creating a spellcaster on the fly in the middle of a session: The PCs zigged in an unexpected direction or zagged by unexpectedly picking a fight. Quick! Pick a dozen (or two dozen!) spells in the time it takes the players to roll initiative!
THE BLANK TEMPLATE
If you take a second peek at the blank Archmage template above, you’ll see the technique I use when this situation comes up at the table.
(Which, of course, it inevitably does.)
Rather than listing the spellcaster’s spells, I just list their daily capacity.
Then I’ll grab a copy of the Player’s Handbook (or its local equivalent; similar techniques work in a wide variety of games) and flip it open to the appropriate spell list.
When it comes time for the NPC spellcaster to cast a spell, I’ll simply choose whatever spell feels appropriate and add it to the previously blank template. Over time, the template fills in.
The drawback to this technique is that it requires a bit more system mastery, since you’ve just multiplied their spell selection each round from a list with a handful spells on it to literally every spell in the book. But it’s not like you need to actually memorize every spell in the book: with just a little familiarity, you can rely on the spells you’re familiar with, grab anything else that looks particularly cool or appropriate as the need arises, and slowly expand your repertoire.
Plus your Player’s Handbook is already flipped open to the right page, so thumbing over to the description of a spell you’re not completely familiar with should be fairly easy.
CONSTRAINING CHOICE
Another effect of this technique, obviously, is that if you play it for maximum mechanical advantage your spellcasters are significantly more powerful than they were before! After all, “they” get to pick any spell they want at the very moment they need it! That’s not fair!
First, good sir or ma’am: ARE YOU A GAME MASTER OR AREN’T YOU?
Just… don’t do that. Ask yourself, “Does it make sense for them to have this spell?” And, if it doesn’t, don’t use it. If you don’t think you can answer that question truthfully, then flip a coin or roll a die when in doubt.
If you want a different form of constraint, consider defining a spell “theme” for the NPC caster: Maybe they’re a fire mage or a defense specialist or a summoner. Limit their spell selections to this theme: In addition to making the encounter more flavorful, it will place a reasonable limit on you unlimited spell selection and maybe even push you out of your comfort zone, encouraging you to experiment with new spells you haven’t gotten comfortable with yet.
Another constraint might be eliminating 25% or even 50% of their spell slots. For example, we might take our Archmage template and do this:
Cantrips (5, at will):
1st Level (4 slots): X
2nd Level (3 slots): X X
3rd Level (3 slots): X
4th Level (3 slots): X X
5th Level (3 slots): X
6th Level (1 slot):
7th Level (1 slot): X
8th Level (1 slot):
9th Level (1 slot): X
With each X representing a spell they’ve already used today or, alternatively, a spell they’ve prepared that isn’t relevant to the current encounter (depending on edition and spellcasting class). This limited capacity counteracts, to at least some extent, the greater flexibility of their spell selection. Plus, it probably just makes sense more often than not: The NPC was probably just going about their day, casting their spells the way they normally do. It’s actually pretty unrealistic when every NPC spellcaster shows up with their full daily allotment of casting ready to drop on a single encounter.
SAVE YOUR SPELL LISTS
Whether you’re prepping spell lists in your adventure notes or jotting them down desperately in the middle of the session, save the list. Give it a label like “Fire Mage” or “Death By Lightning.” Copy it into a repository or drop it into a file folder.
Over time you’ll build up a valuable trove of spell lists. Eventually, you won’t be left scrambling when the players zig-zag: You’ll be able to grab the most appropriate list, give it a couple of twists, and run with it.
DISCUSSING
In the Shadow of the Spire – Session 31C: The Obstinate Prisoner
“It’s been two days since I had a drink,” the orc said. “Are you planning to kill me?”
“What are you talking about?” Tee said. “I just poured water over you head.”
“Maybe if we tried a nicer approach?” Ranthir said. “Tell us what we want to know and we’ll give you some food.”
“You tore off my ear and killed my friends and you think I’m going to talk for a little bit of food?”
They shut the closet door and withdrew a little.
A bad habit for a GM is to just keep constantly re-making the same check until the outcome swaps. That might be calling for Stealth check after Stealth check until the PCs finally fail a check and the whole compound goes on high alert. Or it might be letting the PCs make Interrogation after Interrogation check until they finally get a success and crack their target.
That’s obviously not how I handled the interrogation in this session. (The orc prisoner remains uncracked.) Instead, I’m using a Let It Ride technique. In its most basic form this boils down to treating the initial check to resolve a situation as a binding result. For example, you can’t just keep making Pick Locks checks until you pick the lock: Your initial check determines whether or not this is a lock that you can pick at this time. (For a detailed example of what this can look like in practice, check out Letting It Ride on the Death Star.)
In this case, the binding check actually took place in the previous session when the PCs first attempted to interrogate their prisoner. I did allow a couple of different checks before “locking” things in, basically modeling your typical good cop/bad cop situation. (These were, in my opinion, sufficiently different approaches that different checks were merited. Similar to how you could still try to kick down the door even if your Pick Locks check failed.)
Players, of course, will continue to push for more checks if they’re trying to escape a failure. That’s good! The key thing, though, is that you want them to be creative. Not just, “I do it again.” (“I pick the lock again.” “I threaten the orc again.”) But creating some new way of thinking about or approaching or solving or overcoming the obstacle. As the GM, you want to hold the line – particularly in muddy social situations – because it will push play forward in interesting ways.
The last thing to note about letting it ride in a social scene, like this interrogation, is that you can – and almost certainly should! – play through the scene. The check determines outcome, but it’s still worthwhile to roleplay through the actual interaction. (And, through that interaction, the players may end up identifying the alternative approach that will allow them to forge a new path.)
With that being said, don’t let the players’ desire to escape failure allow the scene to drag out. If a social scene starts to spin its wheels, you need to wrap it up:
Or, frankly, just cut to the next scene.
Campaign Journal: Session 31D – Running the Campaign: Roleplaying NPC Scenes
In the Shadow of the Spire: Index