I love this book just as much as I love Inner Sea Gods, and it has seen a lot of use in my games. It is full of evocative and flavourful information that can form the basis of all kinds of characters and adventures. I particularly like that it uses its full space for this information and doesn’t feel the need to include numerous new feats and spells. I now have ideas for about fifteen new campaigns that I will probably never have time to run, but it’s fun to have the ideas anyway!
The House on Hook Street is a phenomenally good adventure. I’ve recently started running it as part of my Curse of the Crimson Throne campaign (it’s actually relatively easy to modify it to take place during the adventure path instead of several years after), and my players and I have been enjoying it immensely so far. I highly recommend it!
These days, it can take a lot for a book focused on new feats, spells, etc. to impress me. I’ve reached a saturation point. There are so many options now that I can’t keep track of them all, and most new ones get forgotten soon after I read them. Adventurer’s Guide is one of the few books that stays in my mind and keeps pulling me back to it. I can’t recommend it enough!
The adventure is a little too similar to the previous adventure, The Hill Giant’s Pledge, in that both involve sneaking into a similar giant-controlled location (and The Hill Giant’s Pledge does it better). Following up one adventure with another that does virtually the same thing runs the risk of making things stale for the players. However, there are things to make this adventure more unique, and good GMs should be able to make it into a memorable experience.
Overall, Inner Sea Races is a very good and useful book. The first three chapters contain a wealth of information about the various races inhabiting the Inner Sea region, and although some of this information comes from previously published books, much of it has been updated and expanded upon. Importantly, it compiles all this information into one easy-to-reference book. The fourth chapter is the weakest part of the book, but there is still much in the chapter that is useful to people creating characters for the setting. The book is already a frequently referenced source for my own games and is likely to be for many other people’s games as well.