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Zynete's page

RPG Superstar 2009 Top 8. Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 888 posts (2,572 including aliases). 7 reviews. 1 list. 1 wishlist. 11 Pathfinder Society characters. 3 aliases.

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Add Brick: $127.92 $115.13

Add Booster: $15.99 $14.39

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Standard for Price

I only picked up one box so I am not sure if what I get was a great example of the set, but I wasn't particularly impressed with what I picked up. In my pack was a sun elf druid, wood elf druid, a quickling, and a wyvern.

The shape and sculpt of the minis looks fine, but I'm not particularly excited by any of the paint jobs. A lot of it feels a tad sloppy when looking at them in my hands. Bits of the hair painted over with the flesh color. Gold trim on the cloak spreading over into the rest of the cloth. Even with that none of the paint work looks particularly complex. The wood elf wears a dark brown glove which holds a completely dark brown staff that has some dark brown rings near the head. On his back he has two swords still sheathed. The hilt and scabbard are also the same dark brown throughout.

The size of the box is another issue I had. After removing the plastic packaging and putting the minis back in the box, it feels very empty. The box is a lot larger than the Pathfinder Mini boxes nearby, but the size of the minis I got are as small as if not smaller than what I might expect from the Pathfinder box. I presume that the larger box size is to account for some of the dragons or other wing creatures with larger wing spans, but for the wyvern I got, the box ends up feeling very empty afterwards (this is also true for the Pathfinder mini box, it is just was much stronger with this product).

There is nothing horrible here for the price, but it certainly isn't outstanding and I probably won't be picking up another box given my other options.

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Highly Recommended Low Level Scenario

****( )

This is a scenario with one heavy roleplay encounter. Depending on the party and GM pacing this portion of the adventure might take a lot longer than expected to complete.

There were a decent mix of creatures that I really enjoyed. I like seeing fights that are consistent with one another, but don't involve the party fighting the same exact creatures. It could have used a bit more variation, but there was enough changing resistances and vulnerabilities that it worked perfectly fine. There is one common immunity here, but there are a few other creatures in play that I think make up for the common immunity.

The chase mechanic is used to good effect here. I suspect some GMs might breeze past the changes this scenario makes to the chase mechanic and end up making it much harder, but that isn't the fault of the scenario. The chase could have used some scaling rules for four players though.

The biggest issue I have with the scenario is that it offers a mystery over the course of the scenario, but offers no method of resolution for the players and it doesn't leave enough of a hook to make players remember the bits of this mystery months from now.

This is a good scenario that I would recommend easily.

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Not Recommended for Convention Play

***( )( )

Edit: I've thought about this more and I decided that I let my own bad experience push my review of the adventure lower than I should. I still believe everything else I have written, but I think that this adventure does work for what it does.

If you have a group of friends that you like to play with and you are all looking for the challenge, this will likely work well for you. But if you are going into a convention, there is so much variation that can happen with number people at the table and with party composition to make this adventure a fun romp or, as it was with me, one of the worst gaming experiences one may have.

Below is my original review.


Even over a year later now, this still is the absolutely worst scenario experience I have played in. I blame part of it on convention staff, but in the end many of the problems are built into the scenario itself.

The scenario starts off with a bit on the challenge level of the scenario, but I find there are enough missteps within the scenario to make that warning itself misleading and pointless.

I was very much irritated to find out after our brief run into Bonekeep that it didn't scale for four players. This is ridiculous for a scenario that intends to challenge a party. It is obvious that what will challenge a six person party will be different from a four person party. Now, to the scenario's credit, it is meant to play as part of a special event with several tables to allow every table to be full for the run into Bonekeep. That is one place that I have to lay the blame for this experience at convention staff. I love you all for everything you do, but we don't know the scenario. When you saw a four person party with no idea of what was inside Bonekeep, you should have told us that it was meant for six person tables and that you were not scaling it down for us. I would have been fine with that, I would have found a different event. Instead you lead me to believe that this would be a challenge to our characters rather than the slog that it was.

For the half of the encounters, one class has it's damage dealing class ability negated. Our GM either accidentally also negated that same class ability in the first encounter or the adventure added that random immunity out of spite. Even in favor of the scenario, you shouldn't be negating any class ability that many times during a scenario. It doesn't make it challenging, it makes it either ridiculously hard if you have characters relying on that class ability.

Once I entered, I found myself bound to stick with the party until the rest of the party realized we couldn't handle this scenario. It was obvious to me following encounter 1. I couldn't leave though because other members wanted to continue forward. This is ridiculous for a special that will be gathering random groups of people into parties. I could have stayed by the entrance, but based on the murderous nature of the scenario, I felt like it would kill me as soon as we split the party.

Boring encounters. All the encounters I was exposed to were honestly boring. They were hard, but not hard in that I had to think of new tactics. They were ten to twenty round slug fests that just bored the hell out of me.

No roleplaying. I know, silly for this sort of event, but even bad scenarios can have some enjoyment created from basic roleplaying encounters. Since this one doesn't have them, it has to rely on the encounters being enjoyable. When the encounters fall flat, that leaves nothing fun about this scenario.

Encounters scale up poorly. The scenario spells out that we can leave any time, but with each encounter being so capable of killing any party member it feels so pointless. There wasn't a sense that we ran out of resources and couldn't keep going. Ever encounter was "wow, if we didn't get lucky there someone could have been killed." There was nothing we could do to gauge if we would be able to take on the next room.

Rewards metagaming. Almost all the encounters can be described as such. "Are you prepared for [blank]? If you are, then you beat the encounter!" All scenarios are like that to an extent, but this one seems to expect it.

This is only the first part. Because of the horrible experience with the scenario, there is none in this line I ever want to experience and in fact I will continue to warn people away from these series of scenarios in the future.

I can easily say to anyone I meet that given the option to play in any Bonekeep special or any other game, that they should go with the other game. The other game will be more likely to be fun even if they lose.

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Red World Adventure

**( )( )( )

I have just played and prepped for this scenario so maybe it will play better than it did for me and will be a lot more fun, but this scenario was a bit of a disappointment for me.

I've been looking forward to this scenario for the longest time and it was the main reason I was pushing so hard to play through scenarios (unsanctioned or not) just to see how the adventure played out. Of all the locations that the series takes the party to, this was one that I absolutely was looking forward to.

In the end though, there was little interaction to be had from the scenario to make me feel like it was it was set on this location rather than any other. Maybe due to the restriction on length, but it didn't feel like there was really an opportunity to explore or play on this world, but that may be because I was hoping for a larger adventure here that the scenario couldn't support.

Barring that, the encounters came on pretty strongly, maybe I was unlucky to be hit with a crit but it killed my character right in the first encounter followed by another player's character. Since I was the only healer in the group and the scenario throws the party in such a place that they can't get any real options for raise dead, it would have been the end of the scenario if were playing this as a sanctioned scenario. The adventure just jumps to the next encounter and into the next. After losing two PCs in the first or second encounter, the game can't continue and the scenario doesn't give any way to recover from that aside from quitting.

Since we were not playing a sanctioned game, the dead character were brought back at a penalty and the game continued. The second encounter starts as soon as the first ends. If the party was having trouble with the first encounter, the second would finish them off given they have no time to heal between battles.

The adventure continues with a rush and gives high DCs to near impossible DCs to actually complete the adventure. While in our case this made it feel somewhat of a challenge that we had to do awesome to beat, if we replaced one character in the party it would have meant the end of the adventure.

It feels like there are too many abrupt ways this adventure can just end as well as there doesn't seem to be as much interaction with the world as I hoped.

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Two Short Scenarios in One

***( )( )

This adventure was entertaining, but lacked some of the strength of the prior scenario. This adventure takes place in two very disparate parts of Golarion and have little to do with one another aside from a couple of the friendly NPCs having a connection to one another.

Because of that, it almost feels as if this is two smaller two encounter scenarios connected into one. The major villains seem somewhat disconnected from the overall plot of the retirement arc and while the final villain is entertaining, there is very little build up for them within the scenario causing them to come nearly out of nowhere right before the party drives him off.

This was an entertaining scenario, but left me wanting more. I would been happier if the scenario was a bit longer in each section and gave more of a feel of each of the areas than what could be seen with a couple encounters. The first half was significantly better if only for the additional NPCs to interact with, but the second half felt more like a series of skill checks that you had to pass in order to get to the next encounter.

For difficulty, two encounters were very easy for the (five person) party two deal with, while the other two were somewhat threatening, but never really put the party in incredible danger.

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