Pathfinder Module: Daughters of Fury (PFRPG)

3.50/5 (based on 6 ratings)
Pathfinder Module: Daughters of Fury (PFRPG)
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Unleash Your Fury!

When devils slay the knightly leader of Arwyll Stead and orcs from the Hell's Fury tribe attack the town, all hope seems lost for the brave people living on Lastwall's border. The coincidental arrival of the mysterious half-orc Vegazi also raises unsettling questions, and it's up to the heroes to make sense of these events and end the Hell's Fury tribe's threat to Arwyll Stead once and for all. What does Vegazi have to do with the raiders' diabolical plot? Who will rally Arwyll Stead now that the town's icon has been cut down? And who is the mastermind orchestrating the orc tribe's alliance with devils from beyond?

Daughters of Fury is a deluxe adventure for 3rd-level characters, and includes 64 action-packed pages of exciting battles, enticing social encounters, and new monstrous foes, plus a gorgeous double-sided poster map featuring an overview of Arwyll Stead and a miniatures-scale battlemap! The author of this adventure, Victoria Jaczko, was the winner of the 2014 RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module, and in addition to her adventure, this book contains a host of new monsters and magic items designed by the contest's runners-up.

Players can expect to reach 6th level upon completion of this adventure—if they can survive the onslaught of hell-tainted orcs and deadly devils!

ISBN-13: 978-1-60125-706-2

Pathfinder Society Roleplaying Guild Sanctioned Content
Daughters of Fury is sanctioned for use in Pathfinder Society Roleplaying Guild.

Download the rules and Chronicle sheets — (405 kb zip/PDF)

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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3.50/5 (based on 6 ratings)

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A solid module that requires some extra preparation

4/5

I wrote a rather lengthy review for this module, but I fear something went wrong and it disappeared. I’ll keep it brief this time: I ran this module in three sessions for the same group of players and I can safely say I do not regret this at all. I enjoyed portraying the different NPCs and enemies. They all have a different, yet familiar twist to them. Given the tight time-schedule I had to somewhat limit the role-play opportunities with the main NPC. Still, they felt engaged enough with her to support her no matter the hardships thrown her way. I can easily see other groups interact with her more often and I do believe that this module really suits players with that mindset.

The variety of NPC’s and challenges made it a lot of fun. Some memes were born or given new life, plenty of laughs were had and at times the players felt sufficiently challenged in some of the combats. Indeed, some of the combats really left a lasting impression and on a couple occasions they were surprised they lived. This is balanced out by the fact that some combats were relatively easy, but it still meant they could never lower their guard.

I liked the storyline, though I did notice that the players struggled a little to put the pieces together. I’m not sure whether that was me or the module, but it’s something for other GMs to take note off. They should also not be scared to introduce the items or monsters that are lovely extras in this module. They seem rather fun and are sure to create a unique experience.

The only points of criticism that I have, are the creatures in part one, the fact some maps are missing and the final battlemap. The creatures, to begin with, are a bit repetitive, which admittedly is a common thing in modules and adventure paths. GMs might want to consider swapping in a few different opponents. The battlemap, finally, is a bit hard to read for players and, more importantly, has squares that are too small for miniatures. Luckily we had some other ways to represent our characters and opponents, but it did ruin the immersion a little bit.


Fit nicely in Giantslayer

5/5

I’m reviewing this a player in a group of 6 that had the Gm adapt this to fit into her Giantslayer campaign. So with this review, know that there was probably a lot tinkered with and altered to fit her campaign.

First of all let me get into the characters, most memorable for me were the lead half-orc female Vergazi. Our GM seemed to have a lot of fun player her off several of the PCs as a withdrawn and somewhat shy character but she had us rallied around her till the end… and even after. Terrin Shaw the scout master was actually introduced to us at the end of Giantslayer book 1. She played him off as a heroic but also something of a sexually aggressive character which certainly played with expectations as my character tends to be something of a womanizer. As such I got a taste of my own medicine from another playa, who happened to be of the same gender. The bad guy characters were quite interesting, especially the Devils who always seemed interested in cutting shady deals that might divide the party and our NPCs, by the end of the story, one of the PCs actually flipped on us.

The encounters varied from squash matches to OMG are we going to live!!! I liked that there were features to the combats that involved more than standing in place exchanging swords blows such as when facing some winged critters later on in the game. Additionally in the middle there were several encounters that hinged heavily on RP with homesteaders that resulted in something akin to skills challenges. So that was a pleasant mix between RP and combat.

The story was interesting and heavily involved with the relationships the PCs make with the NPCs. So to that extent there certainly seemed to be a necessary level of PC buy in to make this whole thing work. Luckily my group is highly motivated on the good side and as I said before with the characters, they were interesting enough to draw us in. I love the setting and that it was able to fit into Giantslayer with ease. The stakes were not world ending but localized which was fine. There is also an abundance of really strong female characters which is nice and worked really well for our female GM. She was able to talk in a girl voice, even if it was often an Orc girl voice.

Overall I had a great experience with this. Our GM took what was written and was able to adapt it to her own campaign in a way that allowed everyone at the table to have a very enjoyable couple of weeks of play.


Fun adventure with some interesting characters

5/5

I picked up this module because the plot looked pretty interesting. The party I'm running the game for is about 2/3 of the way through the module so far, and we've been having a lot of fun with it.

I definitely like the plot, which has a lot of interesting goings-on. I enjoyed the relationship mechanic in Jade Regent, so it was neat to see it make a return here (although I've found it works better a bit more loosely-knit in practice). It does require a little bit of extra prep to fill in the gaps for the town of Arwyll Stead and its inhabitants, so this might not be for you if that isn't your thing. I personally like the extra flexibility it gives the GM that way.

The adventure might go off the rails a bit if the party doesn't take to Vegazi right away (mine did, so I didn't have that problem), but that could be remedied with extra rewards/personalized hooks depending on your players.

All in all, we've been enjoying it a lot.


A story that makes little sense

1/5

In theory, the end of this adventure should be fantastic, but the confused story that leads up to it sinks this adventure. Entirely too many WTF moments, and motivations and decisions that don't make sense and that contradict existing lore. The lack of a proper description of the personality of the main NPC is a massive oversight. Not recommended.

Full review here: Merric's Musings


Good adventure (with some additional preparation) - useless battlemap!

3/5

THE GOOD:
Victoria Jaczko has clearly put some work into this.
The enemies are well developed and so are the items the players can find.
The story is interesting and diverse.
The 4 new monsters are all very usable.
The 32 magic items are mostly useful and cool.
Great interior pictures of characters and landscape.
Solid city map.

THE BAD:
The city of Arwyll Stead is underdeveloped - the church is mentioned but not shown, where does the mayor live etc.
Also you need the NPC Guide for the stats of most NPCs and there are only a few.
The maps are very simple and ugly most of the time.

THE UGLY:
The squares on the battlemap are too small which makes the miniature-scale map side absolutely useless!
No scale or squares (as mentioned) on the surroundings map!
The player handout 2 is shown from a stupid angle.
It is only mentioned in one sentence in the middle of the book that someone important was gay and has been together with an important NPC.
Also the same dead person could easily be resurrected with his money (as shown at the end).

If you have some time to develope the city this adventure is for you.
If you want to play without extra preparation it is not.
Also worth it for the very useful magic items.


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Liberty's Edge

4 people marked this as a favorite.

So I was considering on integrating in Arwyll Stead into my Giantslayer campaign, when all manner of difficulties presented themselves with doing so.

Never mind the main plot, my problem is where the hell to put Arwyll Stead.

So it's time to be a bit pedantic here, because the overwhelming majority of the time, Paizo gets its topography right as it builds on to the MASSIVE imaginary land of Golarion. But this is not one of those times when it comes to Arwyll Stead.

The shifting locations and topography of some of the settlements and geography in this area - and even the name and length of a river - are inconsistent and require revision at some point.

Here's how we get to the (pedantic) problem...

On the original map of Golarion in the 3.5 Campaign setting, the River Esk and the Kestrel rivers do not exist. The Path river stops a good deal short of where its headwaters are now drawn.

Fast forward to when Belkzen was first detailed in the AP line - and we find it the subject of an article in Pathfinder #11 - Skeletons of Scarwall in an article by Jamers Sutter. A map is included in that article, and both the Esk and Kestrel Rivers are added to the geography as depicted in the Map of the Inner Sea Region that came with the 3.5 Campaign Setting.

At the time of Skeletons of Scarwall, Freedom Town is not located on the branch of the Path river at all, but appears to be in the plains, beyond the borders of Lastwall and not quite in Belkzen proper. A sort of no man's land. It's described as such, too.

By the time of the Inner Sea Map Portfolio, the Path River is redrawn again, this time to go right by Freedom Town which is no longer in the plains, but the town is moved to the shores of the newly drawn and lengthened Path River.

Giantslayer Vol #2, The Hill Giant's Pledge concurs with the placement of Freedom Town on the borders of the now lengthened Path River. Belkzen, Hold of the Orc Hordes concurs that Freedom Town is within the boarders of Belkzen, but omits any reference to the river on the area map in that product. However, on the map of the town included in the same book at page 24, a map of the town is provided and the name of the river changes from the "Path" to the "Aren".

Daughters of Fury changes the topography again, by placing the town further up the headwaters of the now lengthened Path River. Yet somehow, Arwyll Stead is clearly described in the appendix to Daughters of Fury as being within the borders of Lastwall. Problem is, Freedom Town -- which is closer to Vigil, indeed, only two days ride from the town, is not within those borders. It's in Belkzen and this is discussed in the context of the politics of Chieftain Uldeth and the Empty Hand in Urgir.

So, one (or more!) of these things is wrong, or alternatively, the borders have changed and some event has brought peace and Order to Freedom Town. That would be a definite violation of a basic premise to Golarion's design where events in a given AP are not assumed to have happened and the mutually independent "Theme Parks" of each of the stores in the world have not happened and all is "at rest".

Problem is, the map in Giantslayer Vol 2 clearly tells us that Freedom Town is in Belkzen and beyond the borders of Lastwall. Indeed, the criminal scum of Freedom Town play a role in the 1st volume of that AP and its location within Belkzen is noted.

So, all by way of saying, I must conclude that this map of "where on Golarion" Arwyll Stead is located is messed up and just wrong.

Arwyll Stead needs to be closer to Vigil and on the Path River, or the Aren, or whatever the hell you want to call it - just near Lastwall's border so as to leave Freedom Town beyond it within the borders of Belkzen, as also depicted in Giantslayer, Curse of the Crimson Throne and Belkzen, Hold of the Orc Hordes.

I suggest Arwyll Stead should be properly located on the Aren River (that name makes sense for that tributary), located essentially in the area under the letters "F" and "r" in the word "Freedom Town" on the one part Inner Sea Poster Map.

Sovereign Court

1 person marked this as a favorite.

Great investigation: deserves an FAQ.


1 person marked this as a favorite.

Love the Nightbane Quiver from this module. Makes for a great stop-gap if you cannot afford or find the Starbow yet...or even complimentary if you want both.


1 person marked this as a favorite.

Module is still not PFS sanctioned = sits on shelf collecting dust.


roysier wrote:
Module is still not PFS sanctioned = sits on shelf collecting dust.

I almost bought the hard copy at local store today...then recalled that its not PFS sanctioned. /sigh

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, PF Special Edition Subscriber; Starfinder Charter Superscriber
Aventhar wrote:
Eru the One wrote:
Chris Lambertz wrote:
lacker wrote:

I have seen the comments on the slowness of the PDF and am experiencing it too.

I just tried to download the PDF again and it's still taking too long to turn pages.

Has anyone received word from Paizo on a fix?

I'm a new Path Subscriber (Giantslayer) and there have been no problems with my initial PDF.

I'm a little confused why this Fury PDF is not useable.

Any suggestions?

Thank you

I've isolated the issue and the PDF should be fixed soon. An email will be sent out automatically when it's corrected.
It's been 4 months without an update, not sure if this dropped off the radar...
That would appear to be the case... Any chance of an update on this issue?

Module has been out for 12 months, fix was identified 11 months ago, any updates on when?

Liberty's Edge

Duncan7291 wrote:
roysier wrote:
Module is still not PFS sanctioned = sits on shelf collecting dust.
I almost bought the hard copy at local store today...then recalled that its not PFS sanctioned. /sigh

I know...I'm wondering when they'll get to sanctioning Ire of the Storm?


Hurray! Its sanctioned.

Paizo Employee Pathfinder Society Lead Developer

1 person marked this as a favorite.
Qstor wrote:
Duncan7291 wrote:
roysier wrote:
Module is still not PFS sanctioned = sits on shelf collecting dust.
I almost bought the hard copy at local store today...then recalled that its not PFS sanctioned. /sigh
I know...I'm wondering when they'll get to sanctioning Ire of the Storm?

I anticipate it being sanctioned on or shortly after its street date: May 25th.


Anyone have ideas of length of each of the 3 parts of this module?


Yiroep wrote:
Anyone have ideas of length of each of the 3 parts of this module?

Now that some more time has passed...any ideas? :)


Uh, I only played online, but they're not really that long. I'd say each main part is roughly PFS Scenario-length.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Chris Lambertz wrote:
lacker wrote:

I have seen the comments on the slowness of the PDF and am experiencing it too.

I just tried to download the PDF again and it's still taking too long to turn pages.

Has anyone received word from Paizo on a fix?

I'm a new Path Subscriber (Giantslayer) and there have been no problems with my initial PDF.

I'm a little confused why this Fury PDF is not useable.

Any suggestions?

Thank you

I've isolated the issue and the PDF should be fixed soon. An email will be sent out automatically when it's corrected.

This is still an issue, is there any possibility to get this fixed soon?

Note that this also affects the poster map PDF.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Sorry to push this to the top again, but it would really be helpful if the PDFs of this product were usable on Apple devices, which currently is just not the case. It's been more than a year now since Chris promised to get this fixed...


Finally played part 1 of this. It took us about 7-8 hours, and that's with a break factored in there.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Zaister wrote:
Sorry to push this to the top again, but it would really be helpful if the PDFs of this product were usable on Apple devices, which currently is just not the case. It's been more than a year now since Chris promised to get this fixed...

Can I once again ask that the PDFs for this product get fixed. I'll be playing this soon, and the PDF simpy do not work on mbbile Apple devices, and it would really be helpful if they did.

Silver Crusade

I've used and still using iBooks on my iPhone and it's working fine. The only problem was when my old phone started to get full. Solved by getting a bigger phone.

EDIT: just went and checked my PDF of DoF to make sure. Yeah, it is really slow, never noticed that before. All my other Paizo PDFs work just fine. Odd.

EDIT 2: Sent an email.

Paizo Employee Customer Service Representative

Hey folks,

Thanks for letting us know about the trouble with the PDFs! I'll see what we can do to investigate it, but our main PDF expert isn't in at the moment so it might be a little bit until it's resolved. Thanks so much for your patience!

Silver Crusade

Np, Thankies for responding Katina ^w^

Community & Digital Content Director

3 people marked this as a favorite.
Zaister wrote:
Sorry to push this to the top again, but it would really be helpful if the PDFs of this product were usable on Apple devices, which currently is just not the case. It's been more than a year now since Chris promised to get this fixed...

I've already posted in response to the thread in the Customer Service forum, but this simply slipped off my radar. I'm getting it back on my to-do list and hope to have the fix completed and out soon. Apologies once again for the delay, folks!

Silver Crusade

Chris Lambertz wrote:
Zaister wrote:
Sorry to push this to the top again, but it would really be helpful if the PDFs of this product were usable on Apple devices, which currently is just not the case. It's been more than a year now since Chris promised to get this fixed...
I've already posted in response to the thread in the Customer Service forum, but this simply slipped off my radar. I'm getting it back on my to-do list and hope to have the fix completed and out soon. Apologies once again for the delay, folks!

Yay! Thankies!


Steel_Wind wrote:

So, all by way of saying, I must conclude that this map of "where on Golarion" Arwyll Stead is located is messed up and just wrong.

Arwyll Stead needs to be closer to Vigil and on the Path River, or the Aren, or whatever the hell you want to call it - just near Lastwall's border so as to leave Freedom Town beyond it within the borders of Belkzen, as also depicted in Giantslayer, Curse of the Crimson Throne and Belkzen, Hold of the Orc Hordes.

I suggest Arwyll Stead should be properly located on the Aren River (that name makes sense for that tributary), located essentially in the area under the letters "F" and "r" in the word "Freedom Town" on the one part Inner Sea Poster Map.

I was just starting to run into these map errors and thought that before I had to make up my own solution I should check here. Thank-you so much for figuring out which maps were wrong and how to fix them.

Sovereign Court

Chris Lambertz wrote:
Zaister wrote:
Sorry to push this to the top again, but it would really be helpful if the PDFs of this product were usable on Apple devices, which currently is just not the case. It's been more than a year now since Chris promised to get this fixed...
I've already posted in response to the thread in the Customer Service forum, but this simply slipped off my radar. I'm getting it back on my to-do list and hope to have the fix completed and out soon. Apologies once again for the delay, folks!

...

Grand Lodge

Owen K. C. Stephens wrote:
motteditor wrote:
Shaun Hocking wrote:

So if we assume thew 1/4 inch spur from the main road complex to the D6 marker is 1/2 mile, that gives us a scale of 4 miles/inch, or roughly 2 hours of travel per inch if on foot. That looks to match both the idea that these are semi-independent settlements outside of town, and that things like the traitor's camp are far enough away to prevent being casually discovered by folks around Arwyll's Stead.

I am just winding up another run of this fun module, and these are the rough distances I have used in the past:

Spoiler:
0-Point: Arwyll Stead
D1:~2 miles
D2:~5 miles
D3:~7.5 miles
D4:~10.5 miles
D5:~9.5 miles
D6:~11 miles
IC:~11.5 miles
TC:~2 miles (river crossing + crocodile! ^_^), ~6 miles (land)
ER(from TC):~4 miles (land + switchbacks)
DC15 Survival to follow trails off-road based on rough verbal descriptions or DC10/auto with specific orc aid and/or maps.


Owen K. C. Stephens wrote:

So if we assume thew 1/4 inch spur from the main road complex to the D6 marker is 1/2 mile, that gives us a scale of 4 miles/inch, or roughly 2 hours of travel per inch if on foot. That looks to match both the idea that these are semi-independent settlements outside of town, and that things like the traitor's camp are far enough away to prevent being casually discovered by folks around Arwyll's Stead.

I think the math is off on this. If 1/4 inch = 1/2 mile, multiplying each by 4 means 1 inch = 2 miles.

Assuming the map is to scale, I roughly measured distances in mm and calculated the distances and travel times for the homesteads. (I used 6 mm / 1/2 mile or 12 mm / mile.)

If it's helpful to anyone, I put it up online here.

If I'm wrong, let me know so I can correct my calculations.

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