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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
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Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches. The Open Gates condition is optional: If the villain Implacable Beast has not yet been cornered, summon locations as if it had been. When the Implacable Beast would be encountered, instead banish it and you may attempt to close the location it came from. Box Runners: If your table is close to cornering the Implacable Beast, you may choose to ignore this condition. If you feel this condition will help your table, you are free to implement it. Note that when you build the extra locations, some aspects of the scenario get harder. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box. ![]()
Pathfinders and Wave Riders board the last of the Silent Tide’s command ships. Only a moment later, the ship veers, crashes, and begins to sink, joining the Flotsam Graveyard’s wreckage. The Sunken Ships condition is now in effect: For the rest of the adventure, add 1d6 to your checks against ships. ![]()
Pathfinders and Wave Riders board the last of the Silent Tide’s command ships. Only a moment later, the ship veers, crashes, and begins to sink, joining the Flotsam Graveyard’s wreckage. The Sunken Ships condition is now in effect: For the rest of the adventure, add 1d6 to your checks against ships.
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