OK, rewards have been divvied up! ...For everyone except Greenmoore and Frenz, Dwarmin & Grimmjow6th haven't posted yet. ^^
IronyOwl chose a Random Artifact, and receives Kraken's Bullets. These can be fired from Claire's pistol, causing the attack to take 2 MP rather than 1, but have a 50% chance of entangling an opponent and lowering their defense rolls by 1d4 for two rounds in addition to dealing damage.
Krath chose to take the Clockwork Armor and a Lightning Artifact, and received the Blitz Rapier. The Clockwork Armor has ratings of +2 Defense and no change to movement. The Blitz Rapier is a rapier with a slightly thicker than normal hilt that houses a small perpetual motion device, which powers an electric mechanism in the blade. On a Massive Success, the blade deals Electric damage to the target and has a 1/4 chance of shocking them, causing them a -2 penalty to their next attack roll. On a Major Success it deals Electric Damage.
Darvi chose +5 HP.
Draignean chose a Demonic Artifact, and receives Infernal Ring. The Infernal Ring gives a boost to all summoning abilities, reducing the cost needed to summon by 1 MP!
Zako chose a Practical Artifact, and receives Advanced Medical Kit. This AMK increases the results of healing rolls by +2.
Talarion chose two Magical Artifacts, and receives the Blue Amulet and Grimoire of the Wanderer. The Blue Amulet has a 25% chance of absorbing magical attacks and dissipating them harmlessly; the Grimoire can be consulted at will to find out more about the situation, whether it be a town, an enemy, a boss, etc, similar to Wymar's Fortune Telling.
Ze Spy chose a Wind Artifact, and receives the Hurricane Earrings. These can be activated to block any non-magical projectiles aimed at Nazara and drain 1MP per round while active.
Ahra chose to improve his Silver Cross. His cross is now the Golden Cross, and attacks twice when used.
Now, back to turn 62. This'll be brief and give the survivors a chance to rest up and prepare before running into Claire and starting the next leg of the journey. (Also, IronyOwl, you can jump in now. :3)
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EVERYONE
After Friar Greenmoore takes the chainsaw, and Pierre takes a new weapon and the Clock Demon's armor, both parties advance forward... and bump into each other around a corner! It turns out both passages lead towards Birchside, a small community at the foot of the mountains. After regrouping, they proceed onwards and find a final room before freedom. Pierre and Wymar work the valves at the far end to open the door while everyone else loots and comes up with neat treasures.
Eventually the door is opened, with Wymar dashing out ahead of everyone so he can be first, and they exit to find themselves in a nearly deserted town. The shadow hanging over the land is more oppressive here, but the seven feel stronger for their trials if saddened by the loss of Marcus.
What would they do now?