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Restaurant battle continues
September 29, 2013
ST. CLAIRSVILLE — The battle over the installation of a Panda restaurant outside of the Ohio Valley Mall continues....
I was looking forward to Panda coming into the area; there really aren't any good Chinese places in the area. I went to Osaka once and haven't been back since; the food and service was horrible and we were the only people there. I can understand where the owners of Osaka are coming from, but if you had a decent product it wouldn't be something you'd spend a lot of time worrying about... if people like it, they'll come, if not, they won't regardless of what else is in the area. And I could be wrong, but I never see very many people at Osaka.
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The Panda restaurant chain offers excellent meals at reasonable prices. Two, three and four entrée meals. Wish I had an investment in them. A Panda is near where I live and is excellent. That's probably the main reason the current restaurant owner is upset. I don't blame him since Panda will probably pull a great deal of his business.
I hope they get their 25% reduction in rent since they'll probably lose that much business and it seems only fair if they put it in a written agreement. The courts will probably ultimately have to decide.
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Dont see how that Chinese rest. at the mall can even staying in business with their outrages prices..$6.99 for LUNCH, when the other Chinese rest. have the buffet for the same price and eat all you want..
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Members of the media who wish to reach students, faculty, staff, or a spokesperson of the College, please email Media Relations or call 802-440-4399.
Bennington College
Office of Communications
One College Drive
Bennington, VT 05201-6003
All readings are free and open to the public, and will take place at 7:00 pm (with the exception of the reading on Thursday, June 17, which will take place at 7:30 pm) in the College's Deane Carriage Barn.
Thursday, June 10 Amy Hempel's most recent book, The Collected Stories of Amy Hempel, was a finalist for the PEN/Faulkner Award and one of the New York Times' 10 Best Books of 2006. She has published four other collections of stories: The Dog of the Marriage, Tumble Home, At the Gates of the Animal Kingdom, and Reasons to Live. Ms. Hempel received a Guggenheim Fellowship in 2000 and the PEN/Malamud Award in 2007. She is currently a contributing editor to Bomb magazine.
Ed Ochester's books of poetry include Unreconstructed: Poems Selected & New, The Republic of Lies, The Land of Cockaigne, Changing the Name to Ochester, Miracle Mile, and Dancing on the Edges of Knives. Mr. Ochester has received fellowships in poetry from the NEA and the Pennsylvania Council on the Arts. Educated at Cornell, Harvard, and the University of Wisconsin, Mr. Ochester has taught at the University of Alabama at Birmingham and the University of Pittsburgh.
Friday, June 11 April Bernard is a poet, novelist, and essayist. Romanticism, her new book of poems, will be published this month. Her previous books of poems are Blackbird Bye Bye, winner of the Walt Whitman Award from the Academy of American Poets; Psalms; and Swan Electric. Ms. Bernard was educated at Harvard and has taught at Barnard, Yale, Columbia, Amherst, and Bennington. She is the recipient of a Guggenheim Fellowship in Poetry and the Stover Memorial Prize in Poetry. In the fall of 2009 she joined the faculty at Skidmore College as Director of Creative Writing.
Brian Morton is the author of the novels Breakable You, The Dylanist, A Window Across the River, and Starting Out in the Evening, which was a finalist for the PEN/Faulkner Award and was made into a motion picture. Mr. Morton has received an Academy Award in Literature from the American Academy of Arts and Letters and a Guggenheim Foundation Award. He teaches at New York University and Sarah Lawrence College, where he also directs the graduate program in fiction.
Saturday, June 12 Timothy Liu's books of poems include Bending the Mind Around the Dream's Blown Fuse; Polytheogamy; For Dust Thou Art; Of Thee I Sing, named a 2004 Book of the Year by Publishers Weekly; Hard Evidence; Say Goodnight; Burnt Offerings; and Vox Angelica, winner of the 1992 Norma Farber First Book Award from the Poetry Society of America. He holds a BA from Brigham Young University and an MA from the University of Houston and currently teaches at William Paterson University.
Lynn Freed's books include six novels: The Servant's Quarters, House of Women, The Mirror, The Bungalow, Home Ground, and Friends of the Family; a collection of stories, The Curse of the Appropriate Man, and a collection of essays, Reading, Writing & Leaving Home. She is the recipient of the inaugural Katherine Anne Porter Award from the American Academy of Arts and Letters, and has received fellowships, grants and support from the National Endowment for the Arts and The Guggenheim Foundation. Born in South Africa, she now lives in northern California.
Sunday, June 13 Susan Cheever's newest book is Desire: Where Sex Meets Addiction. Her previous book, American Bloomsbury was on The Boston Globe bestseller list for three months. Ms. Cheever's work has been nominated for a National Book Circle Award and won The Boston Globe Winship Medal. She is a Guggenheim Fellow, a member of the Authors Guild Council, and a director of the Yaddo Corporation. Ms. Cheever holds a BA from Brown and has taught at Yale, Hunter College, and elsewhere.
Dinah Lenney is the author of Bigger than Life: A Murder, a Memoir. She has taught acting at various institutions and currently teaches nonfiction at the University of Southern California and the Rainier Writing Workshop in Tacoma, Washington. A working actor, she's played in film, theatre, and primetime television. She holds a BA in American Studies from Yale, a certificate of acting from the Neighborhood Playhouse School, and an MFA from the Bennington Writing Seminars.
Monday, June 14 Bernard Cooper's books of memoir are The Bill from My Father and Truth Serum. Maps to Anywhere, a book of essays, was published in 1991. Mr. Cooper has also published a novel, a book of short stories, and has appeared in the Best American Essay series five times. He has received writing fellowships from the NEA and the Guggenheim Foundation as well as the PEN/Hemmingway Award and an O. Henry Award. He holds a BA and an MFA from the California Institute of the Arts.
Amy Gerstler's books and chapbooks of poems include Dearest Creature, Ghost Girl, Medicine, Crown of Weeds, Nerve Storm, Bitter Angel, White Marriage & Recovery, and Yonder. Bitter Angel was awarded the National Book Critics Circle Award in 1991, and Crown of Weeds received the California Book Award in 1998. Her chapbooks of fiction are Primitive Man and Martine's Mouth. She received a Durfee Artist Award in 2003. Ms. Gerstler holds an MFA from Bennington College.
Tuesday, June 15: no readings
Wednesday, June 16 Martha Cooley first novel, The Archivist, was a national bestseller and has appeared in translation in eleven languages. Her second novel, Thirty-Three Swoons, was published in the U.S. and Italy. Ms. Cooley's short fiction, nonfiction, and translations of poetry have appeared in A Public Space, AGNI, Washington Square, and elsewhere. She has taught in the M.A. programs in writing at Boston University and Manhattanville College. Ms. Cooley is an Associate Professor of English at Adelphi University and lives in Brooklyn, New York.
Wells Tower is the author of Everything Ravaged, Everything Burned, a collection of short fiction. Tower's fiction and journalism have appeared in The New Yorker, Harper's, McSweeney's, The Paris Review, GQ, The New York Times, The Washington Post Magazine, The Best American Short Stories and elsewhere. Tower is the recipient of the Plimpton Prize from the Paris Review, two Pushcart Prizes and was named Best Young Writer of 2009 by the Village Voice.
Thursday, June 17, 7:30 pm (note later start time) Lynne Sharon Schwartz is the author of 21 books, including novels, short story collections, non-fiction, poetry, and translations. Her new memoir, Not Now, Voyager, was just published by Counterpoint. Her first novel, Rough Strife, was nominated for a National Book Award and the PEN/Hemingway First Novel Award. Other novels include The Writing on the Wall; In the Family Way: An Urban Comedy; Disturbances in the Field; and Leaving Brooklyn, nominated for the PEN/Faulkner Award. Ms. Schwartz has received grants from the Guggenheim Foundation, the NEA, and the New York State Foundation for the Arts. Her stories and essays have been reprinted in many anthologies, including The Best American Short Stories, The O. Henry Prize Stories, and The Best American Essays. She has taught writing and literature at colleges and universities here and abroad. She lives in New York City.
Jane Hirshfield, a former core faculty member, is the author of six books of poetry, most recently After, which was named a "best book of 2006" by The Washington Post, The San Francisco Chronicle, and England's Financial Times. She has also published Nine Gates: Entering the Mind of Poetry, a now-classic collection of essays, three of which were given during an earlier visit to Bennington as visiting faculty. Her honors include fellowships from The Guggenheim and Rockefeller foundations, the NEA, and The Academy of American Poets. Her poems and essays have appeared in The New Yorker, The Atlantic, The New Republic, Poetry, The American Poetry Review, Orion, Tricycle, The Pushcart Prize Anthology, and five editions of The Best American Poems. Her seventh book of poems, First Light Entering Cirrus, will appear from Knopf in August 2011.
Friday, June 18 Bret Anthony Johnston is the editor of Naming the World: And Other Exercises for the Creative Writer and the author of Corpus Christi: Stories. His many honors include a National Endowment for the Arts Fellowship and a National Book Award for writers under 35. His fiction and essays have been published in The Paris Review, Esquire, The New York Times Magazine, and Tin House. A graduate of the Iowa Writers' Workshop, he is the director of creative writing at Harvard University.
Nick Flynn's most recent book is The Ticking is the Bomb, which the Los Angeles Times calls a "disquieting masterpiece." His previous memoir, Another Bullshit Night in Suck City, won the PEN/Martha Albrand Award, was shortlisted for France's Prix Femina, and has been translated into thirteen languages. He is also the author of two books of poetry, Some Ether, and Blind Huber, and a play, Alice Invents a Little Game and Alice Always Wins, for which he received fellowships from, among other organizations, The Guggenheim Foundation and The Library of Congress. His film credits include artistic collaborator and "field poet" on the film Darwin's Nightmare, which was nominated for an Academy Award for best feature documentary in 2006. Each spring he teaches at the University of Houston, he then spends the rest of the year in Brooklyn, NY.
For more information, contact 802-440-4452, or e-mail firstname.lastname@example.com.

subset: commoncrawl


text:
I saw a movie a few years back (more than 5-6 years for sure, but the movie could be older).
All I can recollect is,there's a teenage girl who was simple and sober in the beginning but later on she went somewhere(I don't remember where,maybe a hostel or something). She may have lost her dad or something, perhaps he was killed, I don't remember.
A few years later (this is the scene I can remember), she is sitting in front of her mom, smoking and talking abusively.
The good part is, I am sure the movie sounds something like "oriander" or "coriander" (sorry for those funny words).


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Top Definition
To use two condoms at once.
John paused and remarked, "I bet she's got a cabbage patch snatch, you'd better double bag it."
作者 mihailoff 2005年2月20日
Trending Now
To use two condoms when banging a bitch.
Double-bagging it with that dirty ho saved me from getting AIDS and syphilis, but unfortunately I still ended up with gonorrhea, herpes, hepatitis B, C, P, and W, crabs, lobsters, and shrimp.
作者 Nick D 2003年12月03日
Putting two rubbers on your cock before fucking a dirty whore (if you don't want any of the bitch's diseases)
A smart guy would double bag it before fucking Lindsay Hohan!
作者 MOCO & P-Phat 2008年2月11日


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Wednesday, March 10, 2010
So Much To Love
10 comments:
- livelaughlove4ever said...
Oh my goodness! What a cutie! Love those chubba legs ;)
- March 10, 2010
- Sukhmandir Kaur said...
Oh look at that little baby chub so adorable.
- March 10, 2010
- Amy said...
AHHH! I just want to smoosh her! And sniff her!
- March 10, 2010
- designHER Momma said...
those thighs give Gage's baby thighs a run for their money. love.
- March 10, 2010
- Stacey said...
adorable! I have one that is a little chubster like that too. I love it!
- March 10, 2010
- Shash said...
I love the chubby legs!
Follow me on Twitter
- March 10, 2010
- Tania @ Larger Family Life said...
Look at her beautiful chunky, chunky legs! I got the same kind! Just not as cute!
- March 11, 2010
- Angie @ Just Like The Number said...
Well that just made my day. Thank goodness warmer weather is just around the corner - everyone needs to see those chunkalicious legs!
- March 11, 2010
- Kork said...
I love that her rolls have rolls! My Captain was the same way, and I LOVE how smooshy they seem when they're roly-poly like that...
- March 11, 2010
- janelle said...
Love the chubby legs. Dylan's are chubby like that too! Now that he enjoys standing on my lap they're thinning out.
- March 12, 2010


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text: Channing Tatum (born April 26, 1980) is an American actor, film producer, dancer, and former model, I best know him for his roles in Step Up (2006), G.I. Joe: The Rise of Cobra (2009), Dear John (2010), The Vow (2012), and 21 Jump Street (2012), which I all loved (and many more films). (Wikipedia Notes) I hope you enjoy this tutorial. Please fav, show your love, and comment. Thank you all. Peace and love to you.


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We used to think "flower power" was little more than tie-dye and peace signs. This rose wrap made us think again. Pulverized olive pits and rose petals first rid us of bumps and flakes, priming our skin for the rose body cream and snug linen wrap. As our therapist stroked our soles, we wondered, Is it too late to become a flower child?
Los Angeles Body Treatments
8440 W. Sunset Blvd.
Angel Rolón
By appointment
Rolón never puts clients—including high-powered entertainment execs—through the same paces twice. He mixes spinning, weight training, and boxing with beach runs.
Aqua Day Spa
1422 2nd St., ground level, Santa Monica
The design of this brand-new spa is based on the Roman Baths—two levels for swimming; six giant jacuzzis; a steam room; a sauna; rooms for facials, massage, and wet treatments; two cafés; a conference room; and an atrium. It's made for group relaxation, so bring friends.
8358 Sunset Blvd.
We're hardly shrinking violets, but in terms of stripping down in front of men, we're bashful. So when we heard that "Lee" would be our therapist, we gave a silent prayer that he was a she. No such luck. But after prepping our bath and administering a "ScrubWrap" and foot and scalp massage, we marveled at our glistening skin and how maybe, we aren't so shy after all.
3680 Wilshire Blvd.
We consider ourselves body-treatment veterans, but we have to admit a twinge of shyness when our therapist, Miss Kim, brought us to a room with not one but three tables—two of which were already occupied by other women in various stages of scrub. We lay under a towel as Miss Kim alternately rubbed our skin with a rough sponge and doused us with hot water. She spoke limited English, so communication consisted of emphatic gestures—as we rolled off the table with newly soft skin, we gave her two enthusiastic thumbs up.
Mihaela Corcoz
230 South Robertson Blvd., Beverly Hills
The giggly Mihaela Corcoz won't disclose her celebrity clients, but she will give you one of the best bikini waxes in town. Her more natural-looking shape is "clean all the way, but more feminine. I was looking at old paintings in Italy, and I said to myself, 'That's how it's supposed to look!'" she says with a laugh.
8599 Santa Monica Blvd.
Spinning instructor Janet Fitzgerald recently opened this fitness studio for those who want to work out in a serene, totally ungymlike Japanese setting, complete with waterfalls and bamboo ceilings. See high-powered movie-studio execs work on their yoga poses with Tom Morely, spin with Fitzgerald, or train one-on-one with John Terlingo.
Catherine Parks
Many a tense jet-setter has called Parks from the air to schedule a deep-tissue massage for right after landing at LAX. Parks spent her first seven years working on patients in a physical-therapy clinic, so she's no stranger to bad backs. "I give a meat-and-potatoes massage," she says humbly of her home visits—and it's one that many athletes and showbiz people are hungry for.
204 Bicknell Ave.
Mocha-colored skin lasts for ten days. The chocolate-bar parting gift is just as sweet.
Chocolate Sun
204 Bicknell Ave.
Plenty of women say they're chocolate addicts. After our experience at Chocolate Sun, we are, too. Determined to avoid the dreaded "O" word (orange), owner Susie Hatton developed a universally flattering tanning formula, one laced with aloe, grape-seed oil, and antioxidants. Clients can also add a fragrant essential oil to the spray. Nice, but we care more about the results. The bronze made our teeth look whiter, our eyes bluer, and even our muscles more defined. Hatton guarantees, "This is the only chocolate that can make you feel thinner."


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iPad Apps (Idea Flight, Flipboard, Edmodo)
By Amanda Richards, Instructional Development Services Lab Assistant
Idea Flight
The application Idea Flight is an iPad application that you can download for free and use to share your ideas. This application allows you to change the dynamics of any meeting by allowing you to connect to up to 16 other iPads. Once you share your presentation [...]


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Showing 1-48 of 48 items found in Sports & Gaming
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Volo Auto Museum
The most under priced attraction in the area! 36 acres of family fun. See 300 classic, antique and muscle cars, including the country's largest display of Hollywood TV and movie cars! Experience the Military Combat Zone, a life-like battle scene with rare military vehicles and weapons. Shop 5 Antique Malls. Take a Haunted Trolley Tour. Enjoy great food in a Betty Boop themed diner and more. All in one location!
Grand Victoria Casino
The biggest, the grandest, the most stylish and the most comfortable casino in all of Illinois. Over 80,000 square feet and two decks of fun and excitement.
Paddock Hills Equestrian Center
Imagine a golden ball of Midwestern sun breaking on the horizon. As the night dew still clings to the vines and the grass in the pastures, a farm comes to life with the sights and sounds of morning. Hot coffee steeps in the pot. Hard-working farm-hands begin the daily chores. Horses whinny as the cool rush of morning air fills their lungs. The gently rolling hills are aglow with another new day. This is the beauty of horses and the magic of a vineyard. Paddock Hills Equestrian Center is located with Prairie Orchard Farm vineyard in the majestic countryside of Union, IL, and is minutes from the I-90 expressway, but miles away from the hustle and bustle of the city and suburbs. Whether, attending one of our many horse shows, riding lessons, clinics, or programs, we are sure that your time with us will be well spent.
Sears Centre Arena
A new 11,000 seat arena located in Hoffman Estates featuring world-class entertainment including concerts, family shows, and sporting events. Home of the Chicago Slaughter Indoor Football (IFL) and Chicago KICK Indoor Soccer (MISL).
CITY:Hoffman Estates
WhirlyBall Vernon Hills
WhirlyBall is a combination of basketball, hockey, lacrosse and bumper cars all rolled into one exciting sport. The Lake County location also includes a two-level laser tag arena, climbing wall, video games, pool tables and a sports bar. A second suburban outpost is located in Lombard.
CITY:Vernon Hills
Golf Club of Illinois
Hailed by Golf Digest as "The best example of target golf yet built," the Golf Club includes pot bunkers, double greens, fescue-covered mounds and water hazards.
Chicago Slaughter
The Chicago Slaughter is a member of the Indoor Football League, which has teams in over 25 cities nationwide. Come see an exciting game and cheer on your team! Headed by Coach Steve "Mongo" McMichael and William "The Refrigerator" Perry, former Chicago Bears.
CITY:Hoffman Estates
Bonnie Dundee Golf Course
Offering good par fours with difficult par threes, this course is architecturally classic and slightly rolling, with medium-size greens.
Whisper Creek Golf Course
This beautiful course is set on 240 acres rich in bluegrass, protected wetland environments, and even magnificent rock formations with casading waterfalls.
Wing Park Golf Course
Accessible and perfect for a quick nine, Wing Park's greens are small and hard to hit. The course is a manageable length for beginners and seniors.
Vernon Hills Golf Course
This golf course has been ranked as one of the top ten 9 hole golf courses in Chicagoland. Situated in Vernon Hills, this challenging 9-hole municipal course boasts small greens, rolling terrain, tight fairways and seven holes featuring water. Golfers of all skill levels will appreciate both the playability and the eye-catching views. The full-service clubhouse features a varied lunch menu, which is served all day and a full-service bar. Banquet facilities available for up to 80 people.
CITY:Vernon Hills
Brunswick Zone
Bowling, cosmic bowling, video arcade, Pizza Hut Express and more.
Bowl - Hi Lanes
Enjoy bowling as well as karaoke every Friday and Saturday.
Elgin Lanes
Round Lake Beach Sportscenter
CITY:Round Lake Beach
Features a distinctive entertainment and dining venue. Celebrate "sophisticated fun" in our warm and inviting 45,000 square foot indoor/outdoor facility complete with 20 bowling lanes and 10 bocce courts, exceptional Italian-American bistro with wine cellar, outdoor patio, fireplace, and beautifully appointed event and party room that can accommodate groups from 20-600.
CITY:South Barrington
Espo's Country Lanes
Elgin's finest 40-lane bowling center.
Antioch Bowling Lanes
Antioch Bowl is back with 28 premier Brunswick Synthetic Prolanes, AMF's Elite scoring system, and good folk in great leagues. Birthday parties, arcade games, cosmic bowling and Quick Strike snack shop.
Liberty Lanes
McHenry County Pirates Football
Catch all the summer gridiron action of this minor league football team during Saturday night home games played at Jacobs High School in Algonquin.
Country Lanes
Good old-fashioned family fun.
Swanhills Golf
This beautiful 18-hole golf course is enjoyable for all levels of golfers, located just minutes from Rockford in Belvidere.
Pinecrest Golf Club, Restaurant and Banquet Facility
Pinecrest Golf Club, Restaurant and Banquet Facility is open to the public and operated by the Huntley Park District. Pinecrest Golf Club features 18 holes of championship golf for all skill levels, driving range, sand/chipping area and putting green.
Chapel Hill Country Club
Enjoy the delightful rural atmosphere at this semi-private facility located near the banks of the Fox River in lovely McHenry. Accept the challenge to play the longest hole in Illinois, measuring over 700 yards.
Crystal Woods Golf Club
This beautiful par 72, 18-hole golf course in a scenic rural setting features a driving range and banquet facility.
Kristof's Entertainment Center
Complete entertainment for all ages and interests. Bowling, mini golf, Go Karts, redemption arcade, batting cages, birthday parties and a haunted house. Lunch and dinner served daily. Bar and billards with various night time entertainment. A safe and fun environment for all members of the family. Kristof's is a smoke-free facility.
CITY:Round Lake Beach
Oak Club of Genoa
This picturesque, 18-hole watered course winds through wooded and lowland areas along the meandering Kishwaukee River. Oak Club is rated among the region's top 20 courses by Chicagoland Golf.
Norge Ski Club
The Norge Ski Club features a 70-meter ski jumping scaffold situated high on a hill overlooking Fox River Grove. There are also four smaller scaffolds for ski jumping training, member cottages and a clubhouse.
CITY:Fox River Grove
Boone Creek Golf Course
This course has 27 holes, rated at a par 71, along with nine holes at a par 35.
Marengo Ridge Golf Club
Built in 1985, this 18-hole golf course offers a clubhouse, driving range, golf lessons, pro shop and a putting green.
White Deer Run Golf Club
Built on the well-known Cuneo Estate in Vernon Hills, White Deer Run Golf Club is an 18-hole public course sprawling over 240 acres of rolling terrain and picturesque lakes with bent grass greens and fairways. Able to accommodate small and large group outings and banquets.
CITY:Vernon Hills
Rolling Knolls Country Club
This 18-hole course is tree-lined, with 10 water holes.
The Quarry Cable Park and Grille
The Quarry Cable Park & Grille is located on the 32-acre North Lake of Three Oaks Recreation Area in Crystal Lake. Enjoy wakeboarding at this next-generation cable wake park complete with a Full-Size Six-Tower cable system with jumps and features for experienced riders and two System 2.0 Two-Tower cable systems for beginners. Stay a little longer and enjoy the lakefront tap & grille, fire pits, live entertainment, sand volleyball, baggo, and open-air yoga. While promoting recreation and relaxation, The Quarry aims to provide a new approach to staying active for visitors near and far and invites everyone to unearth their potential.
CITY:Crystal Lake
Craig Woods Golf Course
Take a swing at this challenging par 34, scenic nine-hole course.
Chalet Hills Golf Club
This championship 18-hole golf course with 6,950 yards offers bent grass fairways, and beautiful rolling hills and vistas. Power carts are required Friday through Sunday and holidays.
Streamwood Oaks Golf Club
Championship 9-hole course. Water comes into play on all 9 holes -- a challenge for any golfer. Full-service pro shop. The club house has a beautiful central fireplace and exterior patio.
Deer Run Golf Center
This golf center features a driving range, chipping green, putting green and adventure golf.
Red Tail Golf Club
This 18-hole championship golf course has been rated 4 stars by Golf Digest, 4-1/2 stars by Chicagoland Golf, and has been voted one of the best values in all of Illinois.
CITY:Crystal Lake
Golf Club at Timber Pointe
This 18-hole golf course is open to the public, and includes a practice facility and full-service clubhouse.
CITY:Poplar Grove
Bowes Creek Country Club
Bowes Creek delivers a private club experience to the public golfer! It offers annual memberships for a day, or just enjoy Porter's Pub - an English inspired eatery.
Spartan Meadows Golf Club
This course is a challenge for all levels, with competitive rates and a friendly staff.
Leaf's Ice Centre
A state-of-the-art ice training facility featuring figure skating, hockey for every age and skill level, goalie training, meeting rooms and concessions.
CITY:West Dundee
Randall Oaks Golf Course
With undulating and quick greens, the course's front nine rolls and winds through 200-year old oak trees, while the back side is longer, with more water and strong winds.
CITY:West Dundee
Brae Loch Banquets and Golf Club
The golf course has 18-holes and it is a par-70 course. Brae Loch Banquets feature a bright space in a country setting overlooking the fairways at the Lake County Forest Preserves Brae Loch Golf Club. A fine balance of food, location and people are the three ingredients that an event at Brae Loch brings together for a truly memorable experience. The banquet facility comfortably seats up to 165. The menu includes appetizers, entrees, and desserts that are almost too beautiful to eat, but too wonderful to skip.
Countryside Golf Club
At Countryside Golf Club, play two challenging, award-winning 18-hole golf courses. The Prairie course, with bentgrass tees, wide-open greens and sand bunkers offers golfers a chance to challenge their game. The Traditional course, with bentgrass tees and tree-lined fairways, offers golfers scenic and challenging rounds of golf. Also try out the driving range.
Dave & Buster's
Eat. Drink. Play. Watch. Over 40,000 square feet of fun!! With more than 200 games in the Million Dollar Midway. Win tickets playing the games and turn them in for great prizes in the Winner's Circle. Grab an appetizer at the bar, or head into the dining room for awesome dishes. With a full menu featuring burgers, steaks, seafood, pasta, salads and more, everyone will find something that satisfies. Watch sports on big screens and enjoy great deals on signature cocktails, beer and wine. Specials: 1/2 Price Games Wed - open to close. Eat & Play is $16.99 at this location, restrictions apply. House Policies: Under 18 need a parent or guardian. 6 minors per adult. Kiddie call 11pm.
CITY:Vernon Hills
Hunter Country Club
This 18-hole, par 72 championship golf course has a restaurant on the premises. Carts are not mandatory, as this is a walking course.
Knotty Pine Farm Inc
Knotty Pine Farm began as a vision in a 7 year old little girl's head many years ago: a farm filled with animals of all sorts to learn about, care for and love. That vision is now a reality! Children of all ages can enjoy horses in a comfortable and safe environment. We are a family owned and operated equine center offering a variety of animal related activities. Located north of Woodstock, IL in beautiful McHenry County. We offer english and western riding lessons, horse camps, pony rides, petting zoo, girl/boy scout outings and a party facility.
CITY:Wonder Lake
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The Game Master's Kit consists of two components: a GM screen and a 32-page booklet which contains an adventure. A screen's a screen, right? This one has loads of useful combat charts on the GM's side and a sort of aerial view of a cityscape (Hive World, perhaps?) on the other side - not wildly exciting considering the scope of the setting, but reasonably fitting and not too distracting.
The adventure is called Desolation of the Dead, and follows on nicely from the one in the back of the core rulebook. It's set on Hive Desoleum and deals with corruption - and worse - amongst the Carrion Guilds (read: undertakers) in the depths of the most impoverished parts of the Hive. As you might expect, it begins with investigation - undercover is suggested but that's up to the Acolytes, however the denizens of these desolate deprived slums are none too keen on talking to anyone representing authority - and continues with a perilous journey to the prime suspect's lair with the likelihood of combat to thwart his evil schemes once they get there. There's plenty of opportunity for interaction and role-playing, with a lot of descriptive material to help the GM make it all come to life - reading it I can almost imagine the smells, fortunately there's no way to recreate those! There's some advice on how to keep the investigation flowing, but you will have to find your own way to ensure that enough clues are discovered to keep the Acolytes on track. Suggestions for follow-up adventures are included.
Even if you and your players do not fancy a squelch through the slime (it certainly doesn't present as a nice place to visit although it does sum up the underlying decay and foulness that pervades the Imperium well), the second part of the book may be of interest. It discusses the concept of the Nemesis, a recurring enemy who may be behind more than just the small-scale plots starting Acolytes deal with. There's often a sense of a lot more going on in the background, and this section discusses how to create the NPCs behind these vaster conspiracies, looking at who they might be, how they operate, and what their ultimate goals are... thoughts that could shape a series of adventures or even a whole campaign. Several samples are provided to use as is or as inspiration for your own creations.
The adventure is a bit linear, but exciting for all that provided the Acolytes can retain their lunches (perhaps writing the review whilst eating mine wasn't the best idea!) but the material about designing a nemesis and building a plot arc around him is excellent if you enjoy designing your own adventures.
Opening with a vivid and atmospheric piece of fiction that encapsulates the rich and ancient sweep of the Warhammer 40K setting, this is a revamp of the original Dark Heresy rules. The presentation, the artwork, mirrors this style well, combining to suck you in and want to know more...
When I say 'revamp' in some ways this is more of an augmentation. Many of the original rules pertaining to character generation and task resolution are little changed (if you own Dark Heresy 1e materials it will take little modification to use them with this ruleset), and new rules have been added to handle things like investigation, social interaction, and vehicle combat. However, it presumes nothing and opens with an overview of the universe in which this game is set, thus making it equally valuable to a newcomer to role-playing in the 41st century. An interesting feature is that this time, the default setting is a new sector, the Askellon Sector, rather than the Calixis Sector used in Dark Heresy 1e, so if you have been playing there you now have a whole new place to explore, with its own dark secrets to discover.
Introduction done and scene set, Chapter 1: Playing the Game explains the game mechanics, showing how characteristics and skills are brought together for task resolution. It's a good way of giving a feel for the game before players settle down to create their characters, giving them a solid grounding on which to base their choices. As Chapter 2: Character Creation comes next, they will be able to apply their knowledge straight away. Here you are led through the process step-by-step, with the options at each stage presented clearly. If reading the PDF version, hyperlinking has been implemented well to enable you to refer to apposite information quickly. As each option is explained, you also learn more about life and places in the 41st century, it's well worth reading the lot even if you have a clear idea of what sort of character you want to play before you start. The main choices are homeworld, background (what you did prior to becoming an Acolyte) and role (which is as much about how you see yourself, your approach to life, as it is a statement of what you do). All give various advantages and combine to create the character.
Whilst much of character creation is about making choices, there's an interesting twist in which a twist of destiny is added in by means of percentage dice. The result gives a 'prophecy' - couched in suitable terms - with an associated game mechanical effect, which may be beneficial or otherwise. Once you have a bunch of characters, it is time to establish them as a warband in service to an Inquisitor. You may choose to play out their initial assembly, or begin your game with the warband already established and comfortable with one another, having worked together for some time. It's likely that the GM has already designed the Inquisitor that they serve, but if not there is scope for collaboration here, and plenty of detail is provided about how to create (and run) an Inquisitor character. One day, those Acolytes who survive may aspire to such dizzy heights, after all.
Although the full character creation process is covered in Chapter 2, following chapters contain some essential details you will need when generating your character - the full skill list (Chapter 3: Skills), talents and traits (Chapter 4), equipment (Chapter 5: Armoury) and finally Chapter 6: Psychic Powers. They make interesting reading as well, with information on how to use them mechanically as well as in role-play, and continuing to build up the rich panoply that is the 41st century. Next comes that pivotal element of any game in Chapter 7: Combat. The nature of the setting is such that combat will be inevitable, so here the rules and options are explained. Mechanically-speaking combat is conducted in rounds with each participant having a turn to act, and certain actions which can be performed during that turn.
This is followed by Chapter 8: Narrative Tools. Here other aspects of the game, other things that will take place apart from brawls, are covered: social encounters, investigations, exploration, travel and more. It's a mix of description and rules material demonstrating what can be done and providing the necessary mechanics to moderate the outcome. There are some fascinating concepts here like influence and subtlety, how to use them and track them, a creative mix of role-play and mechanics to model all manner of interaction. Plenty of examples are provided to make everything clear. There's an extensive discussion of investigation and the investigative process, something likely to feature quite large in the adventures of a group of Acolytes who will be sent to find out what is going on and then deal with it a lot of the time. Fear, madness and other mental aberrations are also covered - much of what the Acolytes will have to deal with is by its very nature terrifying and mind-wrenchingly wrong. The operation of fate - which can become significant - and the sort of people that might be sent to reinforce a team of Acolytes as the need arises round out this chapter.
Next is Chapter 9: The Imperium and the Inquisition. This augments the information that has already been presented concerning the setting. There is a wealth of detail here depicting a rich, sweeping, ancient, decaying yet vigorous galaxy swarming with life, trapped in the grasp of the overarching Imperium. Those who have followed Warhammer 40K since its inception as a miniatures skirmish game will see much that is familiar, those who have arrived later will be fascinated by the depth and detail of the setting as told through the organisations and factions to be found there.
This is followed by greater scrutiny of the game's new home in Chapter 10: The Askellon Sector. History, worlds, and the people who dwell on them are laid out in dizzying detail, a ready-made backdrop for your adventures.
Then we reach the final portion of the book, which is the domain of the Game Master, and the GM alone. Of course, this makes the assumption that only one of your number will assume that mantle, although it does make sense that whoever will run the adventure at the end is the only person to read it beforehand! First up, Chapter 11: The Game Master provides all manner of useful help and advice to support whoever is running the game, from determining what sort of adventures to play to how to prepare for and run them. There's quite a lot on creating and playing the Inquisitor to whom the Acolytes answer and on running different aspects of the game, especially encounters with particular reference to those which end up in conflict. There are ideas on creating adventures and campaigns, and how to weaver ready-made adventures and your own designs into a coherent whole, and a lot about how to make an investigation work on the table-top. All good stuff, and worthy of study.
After Chapter 12: NPCs and Adversaries, which provides instruction on how to create your own as well as ready-made ones, the final chapter comprises an adventure, Dark Pursuits. Designed to introduce the core themes and concepts of the game, it involves a complex web of intrigue around the trade of items proscribed by Imperial law (and probably common sense) which the Acolytes must unpick. Whilst investigation is at its core, there is plenty of scope for action and it is written so that there are several routes to success, leaving the Acolytes feeling that their choices and actions really make a difference.
In this work, Dark Heresy comes of age in a stylish and robust game that should provide years of collaborative entertainment.
Designed to enhance your enjoyment of Gypsy Knights Games's Traveller setting, the Clement Sector, this book concentrates in the main on creating characters that will fit right in. As it is a fairly self-contained region of space, if you run it as written all your characters will have been born and raised there, so the selection of backgrounds provided ought to be useful.
Opening with a couple of pages of fiction to get you into the mood, the first part of the book consists of an extensive series of tables to use - in standard random Traveller manner - to create a past for your character. You can follow through the random process as directed, or if you prefer (and your Referee permits) choose the option that appeals the most. After you have rolled up your characteristics (UPP) according to the core rulebook, the tables here will let you determine which planet in the Clement Sector is your homeworld, and then you can find out the background skills you would have learned growing up there. Note that you are going to need a set of percentile dice as well as D6s. Once you know where you come from, the next step is to determine your native language - Clement Sector was fairly recently colonised from Earth, and people tend by and large to use the language they spoke 'back home'. There's a note on translation technology to ensure that everyone can (more or less) communicate with each other, though.
Next comes the beginnings of the 'lifepath' backstory, beginning with their youth modelled by two rolls to determine significant events in ages 4-8 then 9-12. Some of these are good, some less so. Events for the teenage years are resolved with another two rolls (or, of course, choices - but rolls are more fun and more in the spirit of Traveller character generation). As in real life, next you deal with time in college or university (should your character choose to attend and manages to gain admission). By the time you've finished all this and are ready for a career, you will have a vivid thumbnail sketch of your character's formative years... even if, rather ominously, the final table in this section is Prison Events!
The rest of the book is taken up with Clement Sector careers. There's a list of careers in other Gypsy Knights Games books, useful if you have a good collection or it might even inspire you to pick something up if you like the sound of some of the careers in it, and of course there are plenty more here. You can even be a celebrity or a professional sportsperson, never mind more likely careers such as being a merchant or in the military. Each career has the normal set of tables to help you build a solid backstory.
For those who like things a little less random, a series of Character Packages are provided. These give the skills accrued and other details, but not quite as detailed a personal history. Most are military careers but there are some civilian ones such as journalist, orbital construction worker... and you can still become a celebrity by this route. Finally there's a section on new skills and specialties.
Illustrated throughout with some atmospheric artwork (some of the poses are a bit awkward, but the scenery and spaceships are good), this provides a solid grounding for any character who is going to be played in the Clement Sector.
Designed as a proper introduction to the Warhammer 40K setting of the Dark Heresy game, this can either be used as the opening adventure in a campaign with characters created using the core rulebook or as an extensive taster using the quickstart rules provided herein. It's not the short scenario so many offer, this is a full adventure that ought to take several sessions to complete. Both this adventure and the original demo adventure Shattered Hope, which was released in advance of the pulication of the core rulebook, work well to get a campaign going before playing the adventure in the core rulebook, Illuminations, or launching into your own scenarios. Indeed, it's possible to play both if you want.
It opens with some flavour text that gives an idea of the scale and style of the universe that is about to become your virtual reality, a sweep of rich grandeur with a hint of decay in which individuals do not matter - yet the actions of the Acolytes (the party) can make a profound difference. It sweeps swiftly on into the adventure introduction for the GM, noting that the adventure text contains plenty of hints and advice for novice GMs so that it should be easy to run for those new to GMing as well as to this particular game... and this is no idle boast, everything is explained clearly with tips on how to run the game as well as details of what is supposed to be going on.
The adventure itself comes in three parts, beginning with the Acolytes being instructed to investigate a murder... and whilst violent death is not unusual, bodies that show quite so much surgical tampering and illegal organ grafting are! The trick is to discover who is engaging in such heretical science without falling victim to them, of course. The Acolytes will have to delve into the dead man's life and past, and if successful their investigations will lead them to a confrontation with the rogue surgeon...
The main NPCs are introduced with neat pen-portraits that make it easy to play them, and the adventure itself is laid out clearly. Atmospheric descriptions abound, and - this being intended as an introduction to game mechanics as well as setting - opportunities to use the rules are signposted with notes on what needs to be done at each point. The investigation will lead them into an industrial 'hive' and the descriptions here paint a vivid picture of what the place is like, while the game notes allow the Acolytes to do pretty much whatever they please to further their investigation whilst giving the GM all the information he needs to accommodate their actions and provide them with the clues that they need. Again, once they find the villain's lair, it will be up to them how they deal with the situation. And, should they survive, there are notes on how best to further develop the adventure.
Appendices cover some quick-start rules for those who do not have the core rulebook, complete stats for all NPCs involved and a player handout. The rules are well explained, and this part could make a useful handout for new players who do not own the full rules. Six pre-generated characters are supposed to be available for download separately from the Fantasy Flight Games website - but if they were when this first came out in 2008 they aren't there now!
Overall, this gives an excellent impression of Dark Heresy and the adventure is a good one, mixing a lot of investigation with the opportunity for at least one good fight at the end. If pure combat is your thing you may find this a bit dull, but those who enjoy a mix of interaction and violence should be satisfied.
Knowledge is a funny thing, especially in the 41st century. Much has been lost completely, other bits are deemed too dangerous to know... and a lot is kept firmly in the grip of the Adeptus Mechanicus, who regard technology in a sacred light as they worship the God-Emperor as the Omnissiah, the Perfect Sum of All Knowledge. Not for nothing are they called the Cult of the Machine God. Within the Calixis Sector, they are concentrated on the Lathe Worlds, and this book serves to convey a wealth of information about both the Adeptus Mechanicus and the three worlds on which they congregate.
Chapter 1: The Cult Mechanicus starts off by presenting their origins and history, with special emphasis on their role within the Calixis Sector. Going back to the earliest times it seems that Mars, in the Earth system, saw their very beginning and that it was here they established their first forges - for they control all production facilities for virtually all technology especially that of a warlike nature, and claim ownership of every discovery, be it new research or the finding of long-lost technological items from the distant past. It is said that they were established on Mars even before the God-Emperor came to prominence on Earth and were amongst the first to recognise his importance, if not divinity. Their hierarchy and organisation are covered before a discussion of their quest for knowledge and and their holdings in the Calixis Sector. Ritual is integral to everything that they do, and quite a good overview is given of that - as it underpins virtually all use of technology this is well worth understanding. Like any organisation, there are factions and sects amongst them, and some heresy as well.
Next, Chapter 2: Servants of the Omnissiah provides all the game mechanics necessary to creat characters (and, of course, NPCs) who are members of the Adeptus Mechanicus - a goodly array of new options, backgrounds, career ranks and more. This will enable you to model adherents of the different factions and bring much more depth to Adeptus Mechanicus characters wherever they are encountered in your game.
Then Chapter 3: Dominions of the Lathes looks at the Lathes system, reviewing the planets, artificial stations and indeed the vast array of holdings that the Adeptus Mechanicus has here. There's a lot of information in this section, and it will enable this area of space to come to life whenever the party happens to visit. There are even more sects and factions specific to the Lathes system for those who enjoy intrigue, and the whole chapter is liberally supplied with adventure seeds... not to mention it spawns quite a few just as you read through the information herein!
Finally Chapter 4: The Light of Reason is an adventure that will send Acolytes to investigate psychic disturbances in the Lathe System... who is dabbling in what dangerous areas and can they be stopped in time? They will have to pick their way through faction politics, explore the darker corners of the Lathes system, and perhaps may come to understand why the Adeptus Mechanicus thinks the way it does. There's plenty of support for the GM, from environmental hazards to atmospheric descriptions, and whilst linear in concept the adventure is constructed in such a way that the party will feel like they can find their own way through it to the ultimate climax.
With technology and the religious approach to it being so embedded in the Imperium, this is a useful book to have for general background: if you want the Adeptus Mechanicus to feature large in your adventures, you'll need it.
Interesting, this. So far in Dark Heresy the focus has been on maintaining religious purity rather than law and order, albeit the two get a bit blurred in an undemocratic empire where the head of state claims godhood. Here, however, is a glimpse of real law enforcement, and how it is conducted within the Imperium (or at least, in the Calixis Sector) by the Arbitrators of the Adeptus Arbites. If investigations and mysteries feature large in your games, this is a resource worth reading.
First up, Chapter 1: Calixian Law discusses the work of the Arbitrators in the Calixian Sector, including some of the notable individuals involved. Their role is to uphold and maintain Imperial Law - the galaxy-spanning Dictates Imperialis - which seems to serve the Imperium much more than it does its citizens. Meanwhile, local Enforcers attend to more mundane matters such as murders and theft according to the laws laid out by each individual planet. There's a lot here from recruitment and organisation to methods, quite enough to let you bring them alive whenever the party encounters them. The other side of the coin is here as well, the Calixian Underworld.
Then, Chapter 2: Bound to Law is full of character options on both sides of the law: Arbitrators and Scum. Useful for building NPCs as needed, it may also offer interesting side careers for existing characters or bring something unusual into the party.
Next, Chapter 3: Arbites Armoury is the 'gear chapter', with all the kit an Arbitrator might want as he goes about his business. Here you will find melee and ranged weapons, armour, utility items, cyber-mastiffs and servitors, along with drugs and cybernetics. The cyber-mastiffs and other creations are an invaluable aid to the dedicated enforcer of the law.
This is followed by Chapter 4: Investigation. Mainly intended for the GM, it explains how to create investigative adventures and run them to effect. It goes through the process in detail, from introducing the investigation into the game, the elements of an investigation, weaving events into the story, finding clues, bringing in complications, and the all-important wrapping it up at the end. It mixes ideas and concepts seamlessly with game mechanics, and provides a solid base upon which to construct your own adventures of this nature.
Chapter 5: Calixian Most Wanted then introduces a rogues gallery of notorious criminals and some of the crimes that they have committed. It also presents a dark settlement, Hive Subrique, currently languishing under martial rule - which is doing nothing to deter the criminal underbelly of the place, however!
Finally, Chapter 6: Jurisdiction is a complete ready-to-play adventure that will take a ready wit to unravel. When a smuggler and general rogue is allied with a Bishop, things tend to get messy...
This book puts a lot of context into the game, and is is worth reading as background to the rich panolply of the 41st century Imperium even if you are less enamoured of investigation-based adventures. If you do like them, waste no time in adding it to your shelves... and the adventure is fun and convoluted and may even convert those who normally avoid investigations into individuals with a keen nose for a mystery.
To most citizens in the 41st century, daemons are to be feared - outsiders constantly attempting to force their way into their very minds summoned from the Warp by cultists and heretics. What of those who stand guard against them: the Inquisitors of the Ordo Malleus and Space Marines of the Grey Knights? This book seeks to tell you everything that you might want to know about them, including rules for playing them, and other ways of involving them in your game.
This being Dark Heresy, the main focus is of course on the Ordo Malleus, the Inquisitor-led body whose job it is to hunt down sorcerers and the daemons they would summon. In Chapter 1: The Ordo Malleus we can read a wealth of information about the history of the Ordo, about its holdings in Calixis sector, and even meet some of the notables amongst the leadership. Much of its history is shrouded, the nature of the threats they face being held so terrible that records are routinely destroyed. Being a pretty big organisation, it has various sub-groups which you can also read about. The threat may be universally acknowledged, how to deal with it has attracted many opinions, all held fervently by their adherents. Of course, there are frequent notes as to how to play certain individuals or where different facets of the Ordo may fit into your game - but just reading through this material spawns plenty of ideas.
Next, Chapter 2: Hunter Careers turns to more game mechanical material with new options for Acolytes including the Banisher career, individuals capable of battling daemons face to face. There are also new background packages and alternate career ranks, optional routes of progression which bring both benefits and disadvantages to an Acolyte wishing to pursue them. There are some fascinating options here.
To aid them we find the resources of Chapter 3: Malleus Armoury - a collection of ancient and powerful weapons and much more to support the fight against evil. This extensive catalogue includes ranged and melee weapons, armour, force fields, gear, tools, drugs and ammunition, as well as a select array of 'anointed weapons' - holy relics that have legendary status. However, there's detailed information on how to make them too.
Chapter 4: Daemonic Incursions looks at the minions of the Chaos Powers. It's a primer for the GM on how to harness them to good effect within a campaign, providing loads of advice and examples. There are plenty of adventure seeds here too - this is a chapter best left for the GM's eyes, or at least one that players need to keep separate from their in-character knowledge.
Finally, Chapter 5: The Grey Knights provides background information and the rules you'll need if you want to play one of the Emperor's chosen warriors, the Grey Knights Chapter of the Adeptus Astartes. These are the guys you call in if the Ordo Malleus do not manage to contain a daemon threat, providing the overwhelming force necessary to prevent the destruction of an entire world - or more. Now, when the original concept of a role-playing game for Warhammer 40K was first proposed, a lot of people thought immediately of the iconic Space Marines and Dark Heresy must have been a bit of a surprise with its focus on Acolytes combatting heresy rather than Marines thumping anything that moved. Here at last are the secrets of those ultimate warriors, the Grey Knights, complete with information to create Grey Knight characters or NPCs. They are rare, but potent and deadly. It takes a special situation indeed for any Inquisitor to think of sending for one.
This all makes for a fascinating read, and empowers you to unleash the powers of darkness into your campaign. This, children, is why you never ever tamper with heresy... lest a daemon come, with the Ordo Malleus and possibly even a Grey Knight hot on its heels!
This is the third and last part of The Apostasy Gambit trilogy of adventures, pitting the Acolytes against a sector-wide plot to cause chaos with the aim of restoring religious purity through all-out holy war! It can, however, be run as a stand-alone scenario - you'll just have to explain some of the backstory so that they'll know just why Saint Drusus has apparently risen from the dead to muster an army with which he intends to sweep through the Calixis Sector, purifying it of sinners and heretics with fire and the sword, or indeed any weapon that comes to hand.
Unlike the preceeding episodes, which have combined investigation and combat, this adventure is primarily about combat, including psychic combat and battles of will as well as plenty of brawling. There still is scope for the less combat-orientated members of the party to play a role, but those who cannot take care of themselves will be at a disadvantage. Notes are provided on how to source new recruits should existing party members fall in battle or go completely insane.
The adventure is made up of four parts, beginning with the Acolytes leading a siege at the head of an element of the Canopus Heavy Foot Regiment, seeking to destroy armaments factories and root out senior cultists and Drusian followers. Assuming they survive that, there's a captive psyker to rescue and a daemonic assassin to evade before the climax in yet another Cathedral leads them to a visit to the Warp itself and a stand-off with a daemon...
Each stage is presented in detail, the scene set in vivid prose complete with detailed NPCs and everything you'll need to make it all come to exciting life during your game. There's also useful material for both you and your players: for example, in the first part there's a list of specific equipment for besieging to issue - including a book of tactics that can be used to pass on helpful advice to those unfamiliar with 41st century siege warfare - so that everyone can play a full part in events. By their very nature, some of the combat sections are fairly linear, but in other parts there are opportunities for the Acolytes to take the initiative and have more of a free rein - plenty of resources and options are provided to help you respond appropriately.
By the end of the adventure, the Acolytes will know that they've been in a fight! They also should (if all went well) have a real sense of achievement, that they have adverted a great danger to the Imperial Church and the entire Sector. They will have witnessed things nobody should see and ventured where no-one in his right mind would go, seen the Warp from the inside and hopefully survived to tell the tale. Again, a rich and heady sweep through dubious places provides stirring and memorable adventure, a worthy climax to an exciting trilogy.
This book introduces a fascinating world to explore as well as a full-blown adventure. The world of Olkennedy was colonised a long time ago and has been out of touch for ages, the Commonality has just made contact with them and both sides are quite fascinated. Olkennedy is interesting in its own right, with a single massive crater being the only inhabitable place and several hominid species coexisting with more recognisable 'humans'... but of course, change is not always for the best and it may all blow up in everyone's face!
It's all about culture shock. The Commonality, of course, wants to 'reintegrate' Olkennedy, but there are various ideas of what that might mean or how it is to be accomplished. And then there's the various peoples of Olkennedy: what do they want? Things are likely to get worse before they get better, and a civil war is quite probable. The adventure is designed to accommodate characters of a wide range of types, and can be run as a one-shot or as a more extended sequence.
First, though, there is a detailed run-down of Olkennedy itself. Its remarkable geography is outlined in a very believable manner, along with the history of its colonisation (and before) and even some of the local wildlife such as land clams and sailfins (which are flying reptiles, not fish). Everything you need, in short, to run your own adventures here. Scenario hooks and other encounters are provided here, along with maps, city plans, and details of the various peoples you'll encounter.
Next, we get on to the adventure itself with a discussion of how, depending on who they are, you can get the party involved. They might be diplomats or military, operatives of one agency or another, traders, scientists or... let them come up with their own reasons for being there when things begin to go awry. There's a default plot thread and a sequence of events that will happen no matter what, and it is up to you and the party how they will interact with what is going on. It gives an excellent feeling of reality, with things happening for different reasons than just because there is a group of player-characters standing around! The impression is that, party or no party, these events will take place... it is just that the characters have the opportunity to influence the outcomes and may even - should they so wish - be able to bring peace and avoid civil war. Or they might find it to their advantage to forment it and take sides!
The adventure section is jam-packed with useful stuff: NPCs, locations and events. Each event can go in several directions, depending on what the characters decide to do. It's made up of four main episodes and an epilogue, and should provide the characters with a memorable visit to Olkennedy, whatever their reason was for going there in the first place... and it all begins with them being caught up in a riot!
Here are a wealth of resources that should provide your group with some memorable adventures, something to get a Mindjammer campaign off to a flying start or provide a solid sequence of events somewhere during an existing campaign. Every action will have consequences, and the party will have the opportunity to make a meaningful contribution to Olkennedy's history - will it be war, war or jaw, jaw - a civil war or a negotiated peace? Run this adventure and have a blast finding out!
Thank you, Kabuki Kaiser, for putting together such an interesting themed bundle and making it both easy and pleasurable to donate to such a good cause - the people of Nepal need all the help we can give them right now.
[Note: purchased with my own money, not a Featured Reviewer freebie!]
Product reviews will follow shortly...
Thank you, Point of Insanity Game Studios, for putting together this bundle and making it both easy and pleasurable to donate to a worthy cause - the Red Cross is already out there helping the people of Nepal!
(Note: purchased with my own money, not a Featured Reviewer freebie!)
Product reviews to follow shortly...
This adventure is the second part of The Apostasy Gambit trilogy, which pits Acolytes against a conspiracy buried deep within the Imperial Church. If you have already played the first part, The Black Sepulcher, the Acolytes should have discovered that the next stage in uncovering this conspiracy is to investigate a very senior churchman, but if you haven't and do not intend to other ways of presenting them with the information that they need are provided. The adventure will take them to some fascinating (and, of course, dangerous) places, and involves both investigation and combat aplenty. They'll need to poke around a cathedral (another cathedral if you've already played The Black Sepulcher!), an underground complex and a spaceship out in the black before everything comes to a climax in a tomb...
The adventure breaks down into three phases. The first seems straightforwards enough, checking up on that senior clergyman by visiting his cathedral, ostensibly to look at relics. This bit is quite free-form, with the Acolytes able to explore the place as they see fit and hopefully gaining the information that they need.
Things then get a bit more hairy, as their investigations lead them to an underhive swarming with rival gangs. Bloodshed will be inevitable as they seek the person they need to speak with, although again this part of the adventure is free-form, letting the Acolytes handle the situation as they see fit as they roam the subterranean setting.
Once they have gleaned the final piece of information that they need, the final part of the adventure involves a space voyage to visit the tomb of a saint... and that's when all hell really breaks loose. The adventure is quite dangerous, so notes are provided on how to work replacement characters into the story at various points.
Throughout, evocative and atmospheric descriptions are provided for the places to be visited and the people to be encountered there, with many individuals receiving detailed write-ups so that you can play them convincingly as they interact with the Acolytes. The vivid richness of it all makes locations and inhabitants really come alive. There are also trouble-shooting notes to help you keep things on track - there's a lot for the Acolytes to find out including several crucial clues along the way that they need to discover to reach the next stage of the adventure, so hints as to how to deal with them missing them are useful! Likewise, events in the underhive culminate in a massive pitched battle and there is good guidance on how to control this and deal with all possible outcomes.
Overall, this is another exciting adventure that should grab your players' imaginations, thrusting their characters deep into the intrigues and violence that hover around the Imperial Church and the work of the Inquisition.
This adventure is the first part of The Apostasy Gambit trilogy, but it works quite well as a stand-alone adventure, although you might want to tweak the final revelations to suit whatever you will be doing next, as they lead into the next part, The Church of the Damned. As you can imagine from the names, it centres about evil lurking at the heart of religious institutions which the Acolytes will have to uncover and thwart if peace and order are to be maintained.
There's a good backstory to help the GM understand what is going on, suffice to say that like so many things, it all began with well-meaning but misguided individuals who wanted to save, rather than destroy, the Calixis Sector. The adventure itself breaks down into four major sections.
The first part sees the Acolytes involved in regular Inquisition activity, sent to raid the estate of a noble who has gone to the bad and amassed a whole load of dangerous texts and artefacts... one of which should lead them to realise that they need to visit a place called the Haematite Cathedral, where an even greater evil lurks and must be eradicated. It starts almost in media res, with little time for more than a quick visit to the armoury to gear up before the party finds itself leaping out of a Valkyrie transport with grav-chutes, crashing through a glass roof as the raid begins. Notes for scaling combat encounters are provided to accomodate various levels of characters, and other advice is provided as appropriate to help you keep things on track.
The rest of the adventure, which is fairly free-form in nature, covers the exploration of the Haematite Cathedral and investigation of what's actually happening there. It's set up so that the Acolytes can choose their own approach and route through the place, with plenty of activity, events and discoveries awaiting them whichever way they turn. Eventually, climactic events will ensue leading them to discover terrible dark secrets... secrets that leave death and destruction in their wake.
The adventure mixes investigation and combat well, with plenty of activity to keep the Acolytes on their toes. As well as the central theme of secrets to be discovered, it also deals with moral corruption, ill-advised alliances and sheer desperation. The discoveries to be made are spectacular and awe-inspiring if well-handled, and the resources provided should enable you to describe them appropriately.
There's an impressive Appendix of hand-outs and maps, although some are a bit jumbled and the page borders remain - these rather spoil the illusion and you may want to cut the various documents and maps out (if you are using print-outs from the PDF - just what you do with a print version is left up to you, most people don't like ripping pages out of a book).
Overall it is an exciting adventure from start to finish, one that should give the Acolytes a real sense of discovery, of making progress as they investigate... and a good lead-in to the next events you have in store for them.
If your objective is the prevention of heresy, it's worth while being sure about the truths you seek to protect. This work looks at the core faith of the Imperium: belief in the immortal God-Emperor. This is led by the Adeptus Ministorum, or Ecclesiarchy - the priests who minister to the faithful and spread the word across the galaxy. Whether you intend for the characters to interact with the faithful and their religious leaders or want to run a game in which they take on such positions themselves, there's a wealth of information here to get you started.
The first chapter, A Million Worlds, One Emperor, sets the scene. Starting with the basics, it discusses the Imperial Creed, looking at how it developed and how the faith operates today in the 41st century with particular attention to how it is organised in the Calixis Sector. In essence, it's quite reminiscent of the role played in mediaeval Europe by the Catholic church, not just providing a belief system but serving as a controlling force establishing order.
Next, Chapter 2: Paths of the Righteous provides the game mechanical information you'll need to run characters who are part of the Ecclesiarchy - everything from new homeworlds and backgrounds to new ranks to reflect the specialist careers available. There's more too, the different slants that various people take on the common faith and how they have formed factions and cults that each put their own spin on commonly-held beliefs.
Then Chapter 3: Brides of the Emperor presents the Adepta Sororitas, or Sisters of Battle. Some may have felt a lack of good opportunities for female characters so far in this game, here is a chance for them to come into their own. Here you can read about what they do, and find all the rules necessary to create a Sister character.
In Chapter 4: Faith and Fury there are rules and game mechanics aplenty to moderate how faith works within the game. For some people, you see, faith is so strong that it manifests itself in physical effects - in game terms, these individuals have the Pure Faith Talent and can access specific faith powers. There's overlap with material in other supplements, particularly The Inquisitor's Handbook, and if you are already using those you'll have to decide if you want to mix and match them with these rules, which have been designed as a stand-alone system. If you want both, don't worry, they willl work together.
Next, Chapter 5: Reliquary provides loads of weapons, armour and gear for Ecclesiarcy members... after all, they do say that when you go to preach, take a big cudgel! It's not just weapons, though there are some quite nasty ones, this section also has devotional books, religious trinkets and much more. Or perhaps a character wants his armour decorated with religious symbols? Then there are strange servitors and somewhat more normal retainers, and services that you may wish to purchase - such as a baptism or a blessing for a weapon or person. The chapter ends with a discussion of relics and their uses.
Finally, Chapter 6: Ecclesiarcy Campaigns has a wealth of information and ideas about how to weave Ecclesiarcy themes through your campaign, as well as several senior Ecclesiarcy figures in the Calixis Sector to use as allies or enemies to your party. Learn how to make faith an integral part of your game and devise encounters and adventures with a religious theme. Despite the game's name, there's more to it than chasing down heretics and beating off aliens!
A thought-provoking book that really brings home how pervasive faith is throughout the Imperium, it makes for good reading to understand the setting further, even if you do not choose to use the rules herein, preferring to stick to 'straight' Acolytes and Inquisitors.
Describing itself as a book about power, it is really a book about ambition - and how to empower your characters to reach even more dizzying heights than even they might have dreamed about. For this book contains the tools you need to play full Inquisitors and sets the scene in which they operate: unbridled power and freedom to act, full of politics and intrigue... and the consequences that such responsibility brings. It's a mix of solid game mechanics and insights into how to play (and game master) characters at such exalted levels.
It starts off by presenting the necessary mechanics to take characters beyond the eighth rank in their chosen career and introduces a new system of Influence to model how characters at this level wield their authority. From here it moves through various other aspects covering the transition from Acolyte to Throne Agent and beyond - skills, new career paths, psychic powers and even a visit to the armoury. These chapters give you all the information you need to make this transition happen.
The second part of the book looks more at the 'what' of the transition to power, this ascension, than the 'why' that has already been covered. Key here is a chapter on 'Serving the Inquisition' that explores the very nature of the body in which characters are aspiring to take a leading role, and the ways in which such senior individuals can exert an influence.
As Acolytes, characters serve best by following orders (however much latitude they may have in interpreting those orders and figuring out just how to accomplish the tasks they've been given). As Throne Agents they are far more independent, empowered to initiate their own missions and give rather than receive orders, working alongside (and perhaps becoming) Inquisitors rather than serving them. The whole dynamic changes. In essence, the power now available to a Throne Agent is boundless, once a situation is assessed it is up to the individuals concerned how they deal with it... and you can forget any ideas of the rule of law or due process, even though some Inquisitors like to dress up their operations with a veneer of legality. Technically, they answer only to the High Lords of Terra and the Emperor Himself, but there are many whose rank in other branches of the administration place them at a similar level, and it may be politic or expedient to treat them with respect.
Ensuing chapters focus on the Game Master, with one on how to GM at this level and the sorts of games you can run, a good collection of appropriate adversaries and finally a complete adventure, The Red Wake, to test ascended characters' mettle.
This book marks a significant advancement, both as a vehicle for characters to progress further than hitherto possible and in developing further the exposition of the setting and in particular the operation of the Inquisition. Game Masters are advised to study it well in advance of their players being ready to elevate their characters to this level, it will provide potent opportunities for them to become true movers and shakers of the 41st century.


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Coopetition: The better-together approach
Large corporations have benefited from a business strategy called coopetition. Learn how you can make it work for your small business.
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Japanese Courts Interpret the 'Algorithm' Limitation on the Copyright Protection of Programs
Dennis S. Karjala
Arizona State University College of Law
Jurimetrics Journal, Vol. 31, p. 233, 1991
The Japanese Copyright Law provides that copyright protection in computer programs does not extend to algorithms used in making programs. In March of 1989, the 29th division of the Tokyo District Court, which specializes in intellectual property cases, had occasion to consider how far beyond the literal code of a computer program the scope of protection would extend, in the context of a motion for preliminary injunction against alleged infringement of the copyright in several computer programs in Systems Science Corp. v. Toyo Sokki K.K. Implicitly, the court dealt with the algorithm limitation on the scope of protection. The case was then appealed to the Tokyo High Court, which issued an opinion in June 1989 expressly relying in part on the statutory algorithm limitation.
While the two courts differed in their views on whether an injunction should be issued with respect to programs that were admittedly copied by the defendants, both courts used strong language in denying plaintiff's claim of infringement with respect to another program that was not literally copied. Both opinions stand in sharp contrast to the famous Whelan Inc. v. Jaslow Dental Laboratory, Inc. decision in the United States, which held that the copyright in a computer program protects only against literal copying of code but also against copying of structure, sequence and organization. The Japanese case strongly suggests that courts in Japan will take a more moderate approach to the protection of computer programs under copyright law than have courts in the United States.
Number of Pages in PDF File: 13
Keywords: Systems Science Corp. v. Toyo Sokki K.K., Japanese Copyright Law, Whelan Inc. v. Jaslow Dental Laboratory, Inc.
Date posted: May 29, 2009
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(CNN) -- First, Iran said it would produce its own cinematic response to "Argo." Now, Tehran plans to sue Hollywood filmmakers who contribute to the production of such "anti-Iran" propaganda films.
State-run Press TV reports that Iranian officials have talked to an "internationally-renowned" French lawyer about filing such a suit.
"I will defend Iran against the films like 'Argo,' which are produced in Hollywood to distort the country's image," said Isabelle Coutant-Peyre.
Ex-Iran hostages hope 'Argo' win boosts quest for reparations
"Argo," directed by Ben Affleck, who also played the lead role, is about the rescue of U.S. diplomats during the Iran hostage crisis. The film, released in 2012, garnered Affleck a Golden Globe as director and also took the prize for best drama movie.
The film claims to be based on a true story rather than to constitute a scrupulous retelling of what took place, and its deviations from reality have been documented.
Iran plans to fund a movie titled "The General Staff," about 20 American hostages who were handed over to the United States by Iranian revolutionaries, according to a report by Mehr News, an official Iranian agency.
Press TV has detailed its objections to "Argo."
"The Iranophobic American movie attempts to describe Iranians as overemotional, irrational, insane and diabolical while at the same, the CIA agents are represented as heroically patriotic," it complained.


text:
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Double Take: Alina Szapocznikow
In our Double Take series, Ohio State faculty from two different fields offer their perspectives on Wexner Center exhibitions. Join us as Julia Nelson Hawkins from the Department of Classics and John A. Vaughn, M.D., from the Department of Family Medicine discuss ancient and modern thinking on illness and healing as reflected in the work and life of Alina Szapocznikow.
Nelson Hawkins, an assistant professor, is currently writing a book on medical imagery in Augustan poetry, titled The Poetics of Medicine in Augustan Rome: Therapoetics after Actium. Vaughn is the senior manager of academic engagement for the OSU Student Health Services and executive editor of the Journal of American College Health.
Alina Szapocznikow
Tumors Personified (detail), 1971
Polyester resin, fiberglass, paper, gauze
1 of 15 pieces, 5 15/16–13 inches high
Courtesy Zachęta National Gallery of Art, Warsaw
© The Estate of Alina Szapocznikow / Piotr Stanislawski / 2012 Artists Rights Society (ARS), New York / ADAGP, Paris
Photo: Manuel Versaen, courtesy WIELS Contemporary Art Centre, Brussels, 2011
AdmissionFree to all audiences
Greater Columbus Arts Council
The Columbus Foundation
Nationwide Foundation
Ohio Arts Council


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17 Oct 2010 12:17 PM #1
JsonStore/GridPanel eats cpu
I'm currently working on a fairly basic GridPanel which gets its data from a JsonStore. When I was testing it locally it worked like a charm, but when I uploaded it to our test server Firefox suddenly shot to 50% cpu usage and just hung as soon as I tried to use the scrollbar in the GridPanel. There is also a noticeable increase in the cpu usage (~20-30 %) if I just move the mouse over the grid. I have tried to reduce the number of records to around 20 but it is still noticeably slow. The initial dataset was 120 records which in imho is not very large. I tried reducing the number of columns with the initial dataset, but to no avail. I have also tried to create a version with Livegrid and a BufferView, but it still hangs.
I was therefore wondering if any of you experienced and wise persons out there could take a quick look at the relevant code and give me any pointers? I am at a complete loss here
Initial version
var store = new Ext.data.JsonStore({ root : 'staff', totalProperty : 'results', idProperty : 'username', //remoteSort : true, storeId : 'staffstore', autoLoad : true, autoDestroy : true, fields: [ {name:'username', type:'string'}, {name:'name', type:'string'}, {name:'role', type:'string'}, {name:'email', type:'string'}, {name:'phone', type:'string'}, {name:'picture_url', type:'string'}, {name:'orgunit', type:'string'} ], proxy: new Ext.data.HttpProxy ({ url: '/*********/json', }) }); var sm = new Ext.grid.CheckboxSelectionModel(); var staffGrid = new Ext.grid.GridPanel({ store : store, sm : sm, //disableSelection:true, //width :800, //autoHeight : true, height: 600, frame :false, columnLines : false, renderTo : 'stafflist', loadMask : {msg:"Laster..."}, cm: new Ext.grid.ColumnModel({ defaults: { sortable: true }, columns: [ sm, {header: "", dataIndex: 'picture_url' , renderer: renderImage, width: 55}, {header: "Name", dataIndex: 'name', id:'name', width: 100 }, {header: "Role", dataIndex: 'role', width: 100}, {header: "Email", dataIndex: 'email', width: 100}, {header: "Phone", dataIndex: 'phone', width: 100}, {header: "Org. unit", dataIndex: 'orgunit', width: 50}, ], bbar: new Ext.PagingToolbar({ store: store, pageSize:20, displayInfo:true }), view: new Ext.ux.grid.BufferView({ // custom row height rowHeight: 34, // render rows as they come into viewable area. scrollDelay: false }) }), viewConfig: { forceFit:true } });
{ "results" : "121", "staff": [ { "name": "xNet orcladmin Administrator", "username": "someusername", "role" : "System development", "email": "firstname.lastname@example.com", "phone": "*********", "picture_url": "*******/profile.gif", "orgunit": "Executive Group", "p_doc_id": "2937" }, { "name": "John Doe", "username": "jdoe", "role" : "Arrangementssjef", "email": "email@example.com", "phone": "**********", "picture_url": "http://******/jdoe.jpg", "orgunit": "", "p_doc_id": "4596" } ] }
var sm = new Ext.grid.CheckboxSelectionModel(); var myView = new Ext.ux.grid.livegrid.GridView({ nearLimit : 20, loadMask : { msg : 'Buffering. Please wait...' } }); var livegrid = new Ext.ux.grid.livegrid.GridPanel({ enableDragDrop : false, cm : new Ext.grid.ColumnModel([ sm, {header: "", dataIndex: 'picture_url', renderer: renderImage, width: 55}, {header: "Name", dataIndex: 'name', id:'name', width: 100 }, {header: "Role", dataIndex: 'role', width: 100}, {header: "Email", dataIndex: 'email', width: 100}, {header: "Phone", dataIndex: 'phone', width: 100}, {header: "Org.unit", dataIndex: 'orgunit', width: 100} ]), loadMask : { msg : 'Loading...' }, //title : 'Large table', height :600, store : new Ext.ux.grid.livegrid.Store({ autoLoad : true, url: '/*******/json', bufferSize : 20, reader : new Ext.ux.grid.livegrid.JsonReader({ root : 'staff', totalProperty : 'results', id : 'username' },[ {name:'username', type:'string'}, {name:'name', type:'string'}, {name:'role', type:'string'}, {name:'email', type:'string'}, {name:'phone', type:'string'}, {name:'picture_url', type:'string'}, {name:'orgunit', type:'string'} ]) }), selModel : sm, //view : myView, bbar : new Ext.ux.grid.livegrid.Toolbar({ view : myView, displayInfo : true }), renderTo: 'stafflist' }); console.log(livegrid); livegrid.render('viewport');
Any help is very very appreciated!
21 Oct 2010 4:51 AM #2
You're using a user extension. You should probably contact the author.https://moduscreate.com/wp-content/t...es/favicon.png
Jay Garcia @ModusJesus || Modus Create co-founder
Ext JS in Action author
Sencha Touch in Action author
Get in touch for Ext JS & Sencha Touch Touch Training
21 Oct 2010 11:37 PM #3
Thanks for the suggestion, but the grid behaved identically both with and without the Bufferview (in the standardized version) and with the Livegrid. I worked around it by restricting the number of rows to 10 and adding a Pagingtoolbar, but I'm still curious of why the performance is so horrible?
22 Oct 2010 3:06 AM #4
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Only 120 records and 6 columns? That shouldn't be slow at all, even with a normal gridview.
Which browser/PC are you running this on?
(not IE6 on a something like a P4 Celeron I hope?)
22 Oct 2010 3:09 AM #5
AFAIK livegrid doesn't work with version 3.3 yet, stay tuned for an update.vg Steffen
Release Manager of TYPO3 4.5
24 Oct 2010 5:07 AM #6
Hehe, those specs are luckily long gone. No, I've testet it on IE 8, FF 3.6 and Opera (whatever the newest version is). My computer is a dual Pentium 2 GHz with 3 GB of ram.
I suspect it's something to do with the interaction with the rest of the page because it worked perfectly when I testet it locally on a "clean" page that only contained the grid. When I tried to track this down I tried to find a good memory leak tool for Javascript but to no avail. Do you know if there are any good tools for this out there?
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text: Lucy B. Parker has a problem. Specifically, everyone else's problems. When the advice columnist for her school paper has a little meltdown, Lucy's frister (that's friend + sister), teen superstar Laurel Moses, suggests that Lucy become the new go-to girl for advice! Lucy's not quite sure how that's going to work, considering she's usually the one asking for advice, but with the Sadie Hawkins dance coming up, it seems like everyone in her class needs some help.


text: Chippewa Men's Tough Bark Oblique Steel Toe Logger IQ Style: 55026 Chippewa Boots! Features • Men's 8" Tough Bark Oblique Toe Logger • Goodyear Storm Welt Construction • High Abrasion Nylon Lining • Removable Orthotic Insole • IQ Industrial Quality™ Outsole • ANSI 75 Steel Toe/Electrical Hazard Toe Men's Sizes Available: MED: 6-12,13,14,15,16 EXTRA WIDE(XW): 8-12,13,14,15,16 This Chippewa Men's 8' Steel Toe Oblique Toe Tough Bark lace up boot features an 8' upper of Tough Bark leather along with an ANSI 75 rated steel toe. This boot also features Storm welt Construction by Goodyear with a high abrasive lining of nylon. This boot also features an insole of removable Orthotic along with an outsole of Industrial quality IQ rubber. The sizes that are available for this boot include XW 8-12, 13, 14, 15 and 16 along with M 6-12, 13, 14, 15 and 16. This boot features the Chippewa logo on the heel along with the name across the front tongue. This boot also features silver hook and eye grommets to hold laces tightly. This is one boot that would be great for construction work due to the steel toes. Your feet will walk in comfort and protection while you work. This boot keeps feet happy so you can work longer.