Triumph of the Tusk

Level Range: 3-11

Player's Guide

After millennia of infighting and exploitation, many of Belkzen’s orcs crave prosperity and reform. Ardax the White-Hair, a bold orc leader, has invited delegates from across the world to visit Belkzen during its most spectacular natural event: the Flood Truce, when meltwater turns badlands into vibrant wetlands, feeding the nation. Yet not all appreciate Ardax’s diplomatic overtures. When disaster strikes, several guests of honor must take up arms against Belkzens’ enemies and help its orcs realize a brighter future.

Triumph of the Tusk is a good adventure path, but suffers from some editing issues and map problems. In this AP, the players take on the role of diplomats who rise to become heroes of a collection of orc tribes that wish to unify Belkzen but are beset by treachery, undead, invasion and the threat of civil war.

Let’s start with the obvious. This is an orc campaign. The AP and Player’s Guide give the usual lip service to other ancestries, but honestly if you don’t want to play an orc, don’t play Triumph of the Tusk. You’ll be missing out on most of the fun. GM’s, if your players don’t want to play orcs, look for another AP!

Okay, with that out of the way, let’s dig into this. The greatest strength of Triumph of the Tusk is that you get to play orcs! In addition to that, there are some awesome set piece battles, lots of opportunities for role-playing and some very interesting opponents. The final combat is one of the more memorable in any AP.

Highlights:

  • Good Combination of roleplaying and combat
  • Interesting set piece encounters
  • Drawbacks: