You rush through the town streets, making your way back to the clocktower.

Each player makes a skill check - any stat, and tell the other players in your party what you do to help your way to the tower.

Any player who rolls less than 12 marks a fail on their sheet.

When you get to the clocktower, the smoking crown is shaking violently. With a last push, the crown slots back into the tower, and you watch the clocktower spring back to life. It’ll need repairs, but it’s back in order!

The next few days are a blur. The trial of the artificer (whose motivations were pure, but unfounded). The celebration of the town, and the congratulatory speech of the mayor. A phrase from his speech rings in your mind - and is the last step of your adventure:

Do all the good you can.