Daughters of Fury


GM Discussion

3/5

Pathfinder Battles Case Subscriber

So... I'm prepping Daughters of Fury to run in PFS mode (vs campaign mode) and have some general questions about running modules as well as specific questions about Daughters of Fury.

Questions:

1) This module is split into 3 chapters each with a chronicle sheet. If chapter one is completed and the player is given the chronicle, can that character play in other PFS sessions before playing Chapter 2? I plan on running the module across several weeks, and want to clarify if the PC is locked from module start to finish, or from chronicle to chronicle.

2) This is somewhat tied to #1... Lets say the players find "item of awesomeness" in chapter one and it appears on their chronicle. The "item of awesomeness" is extremely useful for defeating X in chapter two or three. Running in non-campaign mode, I would assume once the chronicle for chapter one is issued, "item of awesomeness" is removed from inventory, and players would have to purchase "item of awesomeness" to use it in chapter two/three. Is that correct?

3) "Use the map on page 20 and the rules for Overland Movement in Chapter 8 of the Pathfinder RPG Core Rulebook to determine how long it takes the PCs to travel between Arwyll Stead and the various homesteads. In general, most characters can walk along the Path Road and its branching trails at a rate of just over 2 miles (or 2 squares on the map) per hour." Ummm.... There are no squares on the map on page 20, nor is a distance bar provided. Any clue how big this area is supposed to be?

4) Sorry to whomever drew it, but the map of Eiseth's Roost is just bad. 45 degree angle view is less then ideal for tactical combat, and to have the printed copy included with the book overlaid with a grid smaller then 1 inch so it physically can't be used for minis just adds insult to injury. Has anyone re-created this from an overhead view?

Scarab Sages 4/5 5/5 ** Venture-Captain, Isles—Online

2 people marked this as a favorite.

1) if you finish a part and issue the chronicle, then they are no longer 'locked in'

2) yes they would have to buy the item

3) see this post

3/5

Pathfinder Battles Case Subscriber
chris manning wrote:
3) see this post

Thank you!

Owner - Kapow Ltd Comics, Cards and Games

Anyone run this as Society? How long did it take? Our local VI wants to run it as a weekend event. Can this be done?

Silver Crusade 4/5

We ran two tables of it not too long ago. It took my table one ~4.5 hour session each for parts one and two, and two sessions for part 3 (so 4 total). I believe the other party took either 5 or 6.


Anybody feel that "FREEDOM TOWN" is "ARWYL STEAD?"


gmoyer87 wrote:
Anybody feel that "FREEDOM TOWN" is "ARWYLL STEAD?"

When comparing Maps, it appears Freedom Town is a little SE of where Arwyll Stead would be.

Grand Lodge 5/5

In Part 3, Sacrifice, the eidolon appears to be built incorrectly. As a pre-unchained summoner, Yvogga is a CL4 and the eidolon shows 10 evolutions instead of 8 (7 from the table @ CL4 and +1 for Yvogga's Extra Evolution feat). Am I missing something somewhere for the other 2? Hmm.

For example:
evolutions: (1. basic magic [acid splash], 2. bite, 3. claws, 4. climb, 5. improved damage [bite], 6. improved damage [claws], 7. limbs [legs, 2], 8. magic attacks, 9. pounce, 10. tail)

However, for PF1e, the summoner switched to unchained summoner in 2015. Therefore, the encounter is invalid.

For PFS1e, the F4 encounter needs some updating, especially including changing the eidolon into an unchained one, most likely of the devil subtype. Also, beyond the base evolutions and appropriate body type, it should only have 3 additional evolutions per the unchained table at unchained summoner CL4.

Anyway - just a heads up to GMs.

Grand Lodge 5/5

Below is a modified stat block for an unchained version of the eidolon, if anyone wants to use it. It is approximately the same, but with fewer appendages, now medium size, no pounce, no jumping or trip bonuses (biped), no size bonuses, and fewer evolutions (esp. no magical ones). Wherever possible, I tried to make it match the original stat block, albeit with changes and corrections. Also, when paring down evolutions to match the unchained requirements, the script for the eidolon is direct combat. So, at level 4 a 1x/day acid splash and magical attacks serve no purpose. In addition, there is no improved claw damage or tail. In a cave setting and in terms of matching the original intent, mobility (climb) outweighs extra claw damage, especially since the unchained version is slightly stronger.

Skill rank allocation (12) is as follows: Acrobatics: 1; Bluff: 0; Climb: 0; Disable Device: 4; Perception: 3; Stealth: 4; no bonus INT ranks

Extra class skills are: Acrobatics, Climb, Disable Device, Escape Artist (EA is my choice/not specified, etc. and there were no additional ranks to use anyway.)

I think the stat block below should be correct for unchained, but please post any changes, as needed.
----------------------

Shelzeba (Yvogga's Eidolon) CR 2
Unchained Eidolon (devil)
LE medium outsider (extraplanar, evil, lawful)
Init +5; Senses Darkvision 60 ft.; Perception +6
----------------------
DEFENSE
----------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +2 armor, +4 natural)
hp 19 (3d10+3)
Fort +4, Ref +2, Will +3; +4 save vs. poison
Defensive Abilites evasion; Resist fire 5, acid 10, cold 10
----------------------
OFFENSE
----------------------
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d8+3), 2 claws +6 (1d4+3)
Special Attacks none
----------------------
TACTICS
----------------------
During Combat Yvogga’s eidolon protects its master diligently, making claw and bite attacks against PCs and providing the summoner with a flanking bonus whenever it can.

Morale Shelzeba fights to the death alongside Yvogga.
----------------------
STATISTICS
----------------------
Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3, CMB +6, CMD 17
Feats Improved Initiative; Weapon Focus (bite)
Skills Acrobatics +5, Bluff +8, Climb +11, Disable Device +8, Perception +6, Stealth +8; Racial Modifiers: +8 Bluff (skilled), +8 Climb (climb speed)
Languages Common, Elven, Infernal, Orc, Varisian
SQ base form (biped - claws, limbs[arms], limbs[legs]); base evolutions (resistance[fire], skilled[bluff]); 3 bonus evolutions at CL4 (bite, improved damage[bite], improved natural armor); extra evolution feat (climb), link, share spells

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