This is three maps; Port Peril, the Shackles and the Shackles "cool" map with compass rose, monsters, and other details. It's foolish, but to see the pirate map, and plot our path made this game much richer. It's not the value of say Kingmaker's map, but it's worth it none the less. See my full review: Skull & Shackles Poster Map Folio
This was one of my player's favorite arches; I can see why...there is a great mix of diplomacy and dungeon crawl, and the big bad...*shudder.* See my full review: The Varnhold Vanishing
Normally I consider map folios a huge rip off. However with Kingmaker, and it's kingdom building, and mass warfare, it is absolutely vital. Check out my full review: Kingmaker Map Folio
A unique dungeon, unlike any I have seen since Advanced's "Land Beyond the Mirror." Still, one quibble; it didn't seem to fit the rest of the other five. It felt a bit like making an Owlbear with taxidermy...outside of that, it was brilliant. Check my full review: Sound of a Thousand Screams
War of the River Kings does one of my favorite things ever; it punishes hack and slash killer gamers with natural consequences. No moral judgement, just, you don't have as big an army as you could have. Check out my full review: War of the River Kings
Now that the Characters have a kingdom, it's time for outside invasions! A really fun arc in the Kingmaker Adventure Path. Check my full review:Blood for Blood
The second installment of the Kingmaker Adventure Path gets down to the nitty-gritty of building a barony. This can be almost as much fun as slaying the trolls! Check my full review: Rivers Run Red
Kingmaker's sandbox approach was very new and innovative, and made for a very different experience. I love that my players had to pause and think, "If I waste him with my crossbow, how will he pay taxes?" Read my full review: Stolen Land
I was pleasantly suprised by Pirate's Honor; I was expecting it to be entertaining, but it was also pretty well written, with some surprising depth. Check out my full review: Pirate's Honor
This is the shattering conclusion to what I have found to be the best adventure path thus far. I have a thing for pirates (Rum, buggery, and the lash!) but the game itself is beautifully written and a cunningly balanced mix of action and intrigue. Never had this much fun in a campaign before. Check out my full review: From Hell's Heart
The Scallywags now have the chance to settle the score with Captain Harrigan. Of course, Harrigan intends to settle the Scallywags into a watery grave as well. This adventure has to be one of the most deeply satisfying I have ever played. It is well constructed, but more importantly, tells a great tale. Check out my full review: The Price of Infamy
This is a rip roaring good yarn, with lots of exploration, exploitation, violence, and diplomacy all thrown together. If you enjoy "building" in Pathfinder, this one is for you. Check out my full review: Island of Empty Eyes
This leg of the adventure path is where the characters prove themselves worthy of leadership. It combines both daring-so, in the form of the Regata and the test for the title Free Captains. There is also a mystery portion which will either delight of frustrate your players. It's a hard balance to hit; we found it too easy. I have seen others miss the most obvious clues...mysteries are hard to balance. Still, this is a great continuation of my favorite Adventure Path thus far. Check my full review here: Tempest Rising
This was probably the section where we had the most fun; just being pirates, scanning the horizon, looking for a ship to take. An awesomely well written adventure (Greg A. Vaughan, what else would it be?)it's the high point of the Skull & Shackles. Read my full review here: Raiders of the Fever Sea
This was right up my alley; I have always loved pirates; both Hollywood and real. Now I got to be one. While being a blood thirsty rogue is not for everyone, the game is well written, balanced, and delightfully exotic. Pass the rum, and read me full review here: The Wormwood Mutiny
The first product must be able to capture the market's attention; Rise of the Runelords did that. Now, the six adventure paths are bound together in one volume. I love this, however, I do have two bones to pick; one, some of the articles from the original were extremely helpful, and they are not here. Second, some of the monsters are not detailed, meaning you will require Bestiary 2 and 3. Outside of that...brilliant. Check out my full review: Rise of the Runelords Anniversary Edition
Paizo had a lot riding on this product suceeding, launching the flagship to carry a "obsolete" edition forward. They passed most peoples wildest expectations. Spires of Xin-Shalast challenges even hardened veterans, but makes the pain and torture fun. Check my full review Spires of Xin-Shalast
This suppliment, while not vital, certainly returns your money's worth. With over thirty races covered, hundreds of ways to customize characters, and tons of new feats, spells, and magic items, it's a great way to spark the creative juices. Fixing Drow Noble "Innate" abilities makes it worth the cover price all by itself. Check out my full review Advanced Race Guide
This setting is perfect for the Dungeon Master who likes to slip in historical fact into his fantasy. For everyone else, who doesn't love Vikings? Check out my full review: Lands of the Linnorm Kings.
The threats have been getting taller; goblins, cultists, ogres, then giants. Now the real enemy is the character's own weaknesses and the sins that rule them! Great adventure: read my full review: Sins of the Saviors
This awesomely useful book; how often have you needed to make a cast of villains for a game later that night? This book did the work. Check out my full review: Rival Guide
Along with its sister publications, Faiths of Purity and Faiths of Corruption, this volume is a must have for creating a cleric. Rich in detail, broad in scope, and just frakin' neat. Check my full review: Faiths of Balance
Indispensable with the Kingmaker Adventure Path, The River Kingdoms reads like a fantasy novel sampler kit; look who wrote it after all. My only complaint? Why did they limit it to 64 pages? This could easily have gone much bigger...adventure path sized. Check my full review Guide to the River Kingdoms
Dungeons of Golarion may not be as useful for novice GMs who are running things from premade adventures, but it is a slice of heaven for the Build Your Own Total Party Kill Adventure Crowd! Check my full review Dungeons of Golarion
This is a great suppliment made to spark the fevered imagination of the most Jaded DM back to sadistic life! Check out my full review: Classic Horrors Revisited