Pathfinder Adventure Path: Hoof, Cinder, and Storm (Triumph of the Tusk 2 of 3) publisher_SquarehexHaving bested an orc hold and proven theyre no mere dignitaries, the PCs are invited to the mighty orc city of Urgir to quell the raging ancestor storms and protect the invaluable aurochs herds that sustain Belkzens people. Yet many would exploit the ongoing chaos: orc rebels in the vertical mining city of Blisterwell, Shoanti raiders answering old vendettas, and more. The PCs must repel these attacks, turning foes into friends in Belkzens ongoing
how will the US find its way out
a worker placement game
the Cohors Arcana will face primordial forces
but the dino who survives it all wins the game
and all the details that GMs and players need to carve their names in the shadows
then dash to the exit
This core set accommodates 1-2 players
gaining tactical advantages and vying for control of the republic
4 Town Square cards: Gomorra
Take to the skies as a sailor
Over three weeks (rounds)
but is vulnerable and brittle