Sever the Conduits — Expose the Heart
Sever the Conduits — Expose the Heart
Three visible conduits surround the central root basin. An individual conduit may be cut by physical attacks (AC 18, Hardness 3, HP 12), or disrupted by a two-action trained Nature or Crafting DC 20 activity. Each conduit has its own progress and is disabled only once. Two severed conduits expose the seed and block Splinter Pulse. No time-consuming lockpicking mini-game is required to finish the boss.
Nature DC 20 — Interrupt a Living Conduit (2 actions)
Crafting DC 20 — Interrupt a Living Conduit (2 actions)
Same degrees of success as Nature; dislodge the binding resin and cut the engineered channel.
Finisher — Seed-Neutralizer
When the core is exposed (two conduits severed or node at 47 HP or fewer), use two Interact actions in total while adjacent to the node to open and deliver a seed-neutralizer. No skill check or attack roll; the node ends immediately. The antidote prepared for contaminated water intakes is not interchangeable.
Scouting benefits: Each of the first two completed primary water treatments may instead start one conduit severed; the third reveals the hidden seed location. The user-facing GM should openly communicate earned preparation benefits.