At last, the orc nation of Belkzen is on the offensive! As their ally Ardax gathers his army, the PCs scout ahead to clear the way and infiltrate Wyvernsting, capital of orc traitors. To sneak into the city, they must liberate the Drowning Sands orcs and borrow boats able to cross a quicksand sea. Once inside Wyvernsting, the PCs must sabotage the defenses, motivate rebellious factions to rise up against their enemies, and finally join Ardax’s forces in besieging the city. Yet when the dust clears, the PCs identify the root of the undead uprising that’s ravaged the land: a haunted divinity that dwells high in Belkzen’s mountains.
Destroyer’s Doom is an orc-focused Pathfinder adventure for four 9th-level characters. The adventure concludes the Triumph of the Tusk Adventure Path, a three-part monthly campaign in which an eclectic band of dignitaries become battle-hardened survivalists fighting for orcs’ homeland and independence. This volume includes opportunities to continue the adventure, an exploration of orc faiths, a gazetteer of the treacherous city of Wyvernsting, new magic items, and an assortment of new creatures that haunt Belkzen’s mountains and silt seas.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign.
Written by: Kendra Leigh Speedling, with John Compton, Michelle Y. Kim, and Genevieve Rudat Olejnik.
ISBN-13: 978-1-64078-634-9
The Triumph of the Tusk Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle Sheets are available as a free download (664 KB PDF).
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Ran this AP at home with a dedicated group over the last 4 days. Everybody had fun!
All 4 players were familiar with the PF2e System, everybody started at level 3. Group was Lizardfolk Animist, Minotaur Exemplar, Gnoll Ranger and Orc Barbarian. The party was basically melee characters, with the Animist doubling as blasting caster and healer.
The players were familiar with a lot of the non-combat mechanics; making the roleplaying elements go smoothly. (Influence, Infiltration and overland travel systems).
The players played together before, and were able to work well on teamwork aspects of the game.
What a wonderful conclusion to the series! Hex Travel introduced in the last chapter. Kept the feel consistent in this book as well. The players ended the game content that they had an impact on making Belkzen better and safer!
Seems like Zagresh exists post his death at Uldreth Grask's hands in some sort of spirit form and hence why shop blurb talks about "a haunted divinity"
Just received my shipping notice as well and downloaded the files. Have noticed that all three volumes of the Interactive Maps are very pixelated/very low quality. I did not get Curtain Call, but my files for Wardens of Wildwood were fine. I know early APs had this issue, but thought it had been fixed. Wondering why the reduction in quality for Triumph of the Tusk?
I enjoyed the lore in the Belkzen Faiths section personally. provides some clarifications, adds some mysteries, gives room for more orc deities in the future outside of a huge event shake-up. but I'm a huge theology fan, so that's my bias speaking lol
Multiple aspects of this book were very samey. Book 2 ended with PCs quashing a huge ancestor storm. Book 3 opens with PCs quashing a huge ancestor storm. Then you infiltrate and liberate a town, only to immediately infiltrate and liberate another town.
One of the things I was most looking forward to about this AP was "borrow[ing] boats able to cross a quicksand sea", but the adventure glosses over this almost entirely. If I were to run this AP, I would remove the first town and replace it with some encounters while crossing the Drowning Sands.