Orcs rule right? Of course, they do! Triumph of the Tusk is a Pathfinder Adventure Path that takes 3rd-level characters on a journey that focuses on orcs and their culture. Spanning three books (The Resurrection Flood, Hoof, Cinder, and Storm, and Destroyer’s Doom), Triumph of the Tusk offers an epic yet personal journey that helps everyone understand orcs a little more.
What’s Inside?
Each of the three books in this Adventure Path offers something unique while maintaining a cohesive narrative.
- The Resurrection Flood (Book 1): Introduces players to Belkzen, as they navigate an orc council gathering and confront the events that set the stage for the story. This book includes reputation-building encounters, early alliances, and a climax that elevates the party to protagonists in the conflict.
- Hoof, Cinder, and Storm (Book 2): This book has the party negotiating with key factions, resolving a decades-long feud, and securing safety for Belkzen’s aurochs. This chapter emphasizes diplomacy.
- Destroyer’s Doom (Book 3): The finale features intense missions and moral dilemmas. It’s an epic finish that forces players to make tough decisions in the face of looming defeat.
Storytelling & Themes
Triumph of the Tusk succeeds in making the journey feel personal. This story focuses on saving a group of people rather than the world, and it leads to excellent character moments.
The series is particularly effective in exploring the complexities of orc culture, challenging stereotypes, and emphasizing themes of unity and resilience. This story makes the setting feel alive and collaborative, where PCs are allies, not omnipotent heroes. They aren’t saviors, they are contributors.
The books also encourage playing orc characters, as their motivations and cultural ties to Belkzen align closely with the story’s narrative beats. However, with creative effort, non-orc PCs can find their place in the unfolding drama if they are willing to justify their deep investment in Belkzen.
Gameplay & Mechanics
The Adventure Path offers a well-balanced mix of combat, exploration, and roleplay. Subsystems like Belkzen Operations add flexibility for GMs to introduce side missions or even parallel campaigns. These moments require careful planning and execution, rewarding teamwork and creativity.
Triumph of the Tusk provides more than enough guidance for GMs while leaving room for customization. Each book is thoughtfully structured, but the series benefits from GMs who are willing to adjust elements to suit their group. This Adventure Path is a little more rigid than most, and players don’t have quite as much freedom as they do in others, but it never quite feels like they are being railroaded as long as they have a flexible GM.
Some sections may feel overwhelming for newer GMs, especially because the backstory of Belkzen and its culture is so deep here. Some research and a lot of prep need to be done to run this adventure path, but it’s worth it.
Artwork & Presentation
As with all Pathfinder releases, the artwork in Triumph of the Tusk is nothing short of stunning. The vibrant illustrations bring Belkzen’s orc holds, landscapes, and characters to life, helping players visualize the setting and culture.
The maps and handouts are practical and detailed, though the inclusion of additional maps for side missions, such as the Belkzen Operations, would have been a welcome addition for newer GMs.
Is It Worth It?
For players and GMs eager to explore orc culture Triumph of the Tusk is a must-buy. The Adventure Path balances gameplay with storytelling, making it an excellent choice for new and seasoned Pathfinder groups alike.
While Triumph of the Tusk isn’t too accessible for new GMs, it’s still an excellent story that gives seasoned storytellers tons to work with.