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Every game needs opposition for the characters to fight against, and Qin: The Warring States is no different. This book concentrates on the mystical side, being filled with supernatural creatures, tragic ghosts, terrifying demons, corpses hungry for human flesh, animals wiser than most men, and, of course, dragons... for if you are in the slightest bit familiar with Chinese myths and legends, you'll know that these are constant companions and challenges to any hero.
Every creature is provided in a standard format for ease of use. Firstly the scene is set with a paragraph or so of fiction, there are ideas for the GM on how to use that particular creature, myths and legends revolving about it and the necessary game mechanics and statistics to use it effectively. Throughout, new spells, martial techniques, weapons and powers are introduced - you can, of course, lift these out to use elsewhere in your game. If your game is to be fantastical in nature, head for the fabulous creatures, if you are after a spot of horror, well, Chinese ghosts can be pretty terrifying. Perhaps in the legends you are creating, the boundaries are blurred and nobody's quite sure which creatures are natural and which are not...
We start off with Fabulous Creatures and Terrifying Monsters, which is subdivided into ghosts, revenants, and the living dead, demons; monsters and marvels, and celestial and fabulous beings. Throughout, the way they are presented maintains the mystical and lyrical style of ancient China making it easy to bring it out in your game.
Next are the Yao, animals which have transcended their original animal nature and become almost human... and often wiser than the average human being at least in certain areas. Sometimes they are feared or mocked, other times they are revered. Whatever, they provide for unforgettable encounters and help promote that uniquely Chinese legendary feeling. There's a lot of detail about where they are to be found, what they are likely to be doing and how they fit in to society; and then the discussion gets down to specifics with different types of yao classed by original animal. Plenty of examples and stories to get you started.
If your fancy has been taken by any individual (as opposed to the 'monsters') mentioned in the text, a delight is a collection of full details for several of them, complete with stat block, which may be used as NPCs in your game.
Then there are three scenarios to run. One involves a series of killings in a township during a festival (involving vengeful spirits), another works best if the main NPC is the first yao the party has met, and the last provides a mystery for the party to solve. All are atmospheric and entertaining, providing you and your group with a glimpse into legendary China.
Finally - and we hope your party will not be needing them - there is a section on Funeral Rites, including the ritual for an important person's death and information about tombs. Perhaps the party will be tasked with overseeing the funeral of an important patron?
This is a lot more than a mere Bestiary. It's jam-packed with flavourful material... and does not neglect game mechanics either. Any GM should be adding this to his collection.
Opening with an almost lyrical description of a combat between three adventurers and a couple of ball-and-chain wielding giants, this book contains details of higher-level abilities in Taos, Martial Arts and Magic, as well as magical items and an adventure. This material will help characters rise to even more legendary heights, all in keeping with the style of the game.
Firstly, The Power of the Taos looks at taking a character's power beyond the four levels described in the core rulebook. Legendary indeed will be the things that a character can do. Next comes The High Levels of the Martial Arts which offers new combat techniques that will indeed have their practitioners talked about in epic accounts, perhaps compared to the gods themselves, with additional lower level ones as well as probing the heights of level five and six. Plenty here to enable each character to define and perfect their distinctive style and to give those minstrels and story-tellers something to write about!
This section also covers the costs (in experience) of taking any skill to Legendary or God-Like levels, not just combat ones. There is also a wealth of information about the combat styles honed over generations by the leading martial families - perhaps out of favour at court these days, but if fighting is your thing, potent indeed and redolent with cultural richness. To learn a particular technique, a character must already be skilled in the associated martial art. Many such techniques and styles are well-known and a connoisseur can recognise them from the distinctive stance and movements of the practitioner. Of course, to learn these, the character has to find a master and persuade him to teach... not as easy as looking up a local dojo and paying for training!
Each style is introduced with its history and the mechanics of actually using it in play. Then the different techniques incorporated in that style are described in detail, flavour and game mechanics wrapped together in an elegant and logical package. This approach makes it easy for players to describe what their characters are doing as well as to handle the mechanics of the combat. They are all dressed up with colourful names too, after all, practising the Style of the Mortal Kiss of the Metal Butterfly sounds a lot more legendary than saying you are pretty handy with a dagger!
Next, The Magic of the Gods provides the same service for magic as the preceding chapters have for Taos and Martial Arts, taking it to the next level. There are many higher-level (legendary and godlike) spells and techniques for the aspiring magic-wielder to study and master. Then Treasure of Men, Gifts of the Gods introduces a method for creating legendary items and presents a selection of example items to get you started. Whole adventures could be written around such items, and it's easy to see how those who possess them can themselves gain legendary status. They do not just have a list of abilities or effects, each has its story that tells of its origins, describes its appearance, and makes it into a true artefact to be quested for or treasured. If that wasn't enough, we also have Celestial Objects which are crafted, it is said, by the gods themselves and bestowed on mortals who have gained favour in their eyes.
Finally there is a scenario called The Treacherous Prince, which is intended to follow on from the scenario in the core rulebook and forms the opening of the "Tiàn Xia" campaign. Or of course you can use it in your own campaign as you see fit. It deals admirably with character growth, starting with the ostensibly simple task of escorting a bride to her new home… then finding themselves embroiled in growing tensions between townsfolk and barbarian tribes that lead to demands that very important heads should roll or all-out war might result! It presents plenty of atmosphere, the sense of being at the centre of affairs and, of course, opportunities to start forging your own legends.
The additional rules material is well-nigh invaluable and the scenario exciting – what more could you want?
Opening with a short but atmospheric piece of fiction that tells of a young girl who survives a bandit raid on her village but flees straight into a dragon's lair, this is a game set in a semi-historical China, mysterious and exotic. If you enjoy shows like Monkey and The Water Margin you will feel right at home here (and if you fancy the game but don't know these shows, try to track them down!). There is a brief outline of the concept and an even briefer one of 'what is role-playing?', and that's the Introduction.
Next comes The History of Heaven and Earth. This is written in a gentle lyrical style, true in nature to the way such myths are told in ancient Chinese literature. These are the stories that children might grow up with, learning of the formation of the world and everything that is in it. Everyone should read this, it will help players get into the right frame of mind as well as providing background that would be familiar to their characters. Sweeping through dynasties, explaining religious belief and more, this sets the scene and the tone.
Mood set, next come a selection of pre-generated characters. Use them as exemplars or leap in and play them if you want to try the game out before getting to grips with character creation. A swordsman, a soldier, an exorcist, a taoist, a renegade, a spy, and a highwayman await your pleasure, each with a backstory, full stats and an illustration.
This is followed by Characters, which explains how to create your own from the ground up. Even if you want to use the pre-gens, read though this to get an idea of how they work from a game-mechanical standpoint. Starting with a concept - a brief pen-picture of what you have in mind - you distribute 14 points between the Aspects (Metal, Water, Fire, Wood and Earth), select a Gift and a Weakness and purchase Skills with a further 15 points. Then you have yet another 15 points to assign to Combat Techniques, Taos and Magic. Then you can make up his background, what got him to where he is. Bear in mind that your character is intended to be a hero from the outset, with luck he should become a veritable legend.
There are plenty of notes to explain what all these terms mean and guidelines to aid you in picking the right ones to suit the concept that you have in mind. It's all quite straightforward and easy to understand, but couched in the style of mystic China, making it easy to slip into character. Once he is ready for play the next chapter, The Rules, puts all this detail into context showing how to use your character's abilities to effect. However, there's a note recommended that in some ways the rules should be a last resort, to be turned to only when it is not clear what the outcome of an action might be. They make use of the Ying-Yang Die, which is actually two D10s of different colours rolled together, subtracting the lower result from the higher to get your result, which needs to exceed a 'success threshold' based on the difficulty of whatever you are trying to do. You add Aspects and Skills to your roll as well. That's pretty much it, but there is further explanation and examples to set you up for play.
Next come chapters on The Taos, Martial Arts and Magic. These give the game its unique flavour, particularly the Taos. The Taos are the decrees of Heaven that govern the operation of the universe, and particularly the world of men. Some exceptional people - like your characters of course - are able to bend the Taos to their will. It seems a bit complex and daunting at first glance, but persevere - it's well worth it! You may think of them as feats which verge on the supernatural - leaps that appear to defy gravity, for example. Martial Arts deal with all manner of combat. It is the norm for people to tend to specialise in a single weapon, but to strive to become exceptionally good with it.
We then move on to understand the world in which the game is set, with The Warring States describing recent history, governance, justice, geography and the like; then Life in the Warring States discussing what it is actually like to be there - family life, morality, social conventions, clothing, food and so on. We then learn of Jiang Hu: The World of Martial Arts, a semi-mystical world on the margins of society where people can get a second chance and where martial arts reiqn supreme. Other chapters look at The Hundred Schools of Thought (prevalent philosophies), Religions and Superstitions, and finally Living in the Warring States, which covers weapons and equipment, and other costs. This concludes the 'player' section of the book.
We then enter Game Master territory. It's always a bit puzzling when everything is packed into one volume - are players expected to buy a book and not read half of it? How many people only play a game and never GM it anyway? Every group I've been in, there was generally almost a fight over the GM's chair. Anyway, here we find The Bestiary - a fine collection of monsters from fact and fable with which to beset your party, The Powers Behind The Throne (which deals with Gods and dragons...), notes on handling experience and renown and on setting the scene for your players. Plenty of useful information and advice here. Finally there is an introductory scenario, Towards a World of Forests and Lakes, This serves as an introduction to your campaign, with the characters coming of age and beginning their adult careers... and of course nothing quite goes to plan, with ghosts from the past and portents of a troubled future threatening to disrupt their chosen lives almost before they have begun. Pains are taken throughout to show how the rules work to effect, thus providing an introduction to game play as well.
Altogether this is a fascinating embodiment of legendary China, a place that never was but could well have been... and remember, do not despise the serpent for having no horns, for who is to say that he will not grow into a dragon!
The book opens with a brief overview of what Mindjammer is all about and an excellent concise summary of how the Fate ruleset works. Even if you do not intend to play Mindjammer, this is almost worth picking up for the Fate overview alone - excellent for introducing new players to the game mechanics. However for those who will be playing Mindjammer, comments relating to the game are woven through it, so again even if you don't need the introductory adventure, your players might find it a useful quick reference to the rules.
Next, four pre-generated characters are provided to enable you to jump right in and play - the rules summary doesn't explain how characters are created, it concentrates on how to actually play the game. They are carefully interwoven to create a coherent group with reasons to be together at this time and place, a nice example of how to create a party for this game... although they may or may not want to form a longterm relationship, as two of them are fugitives who have been captured by one of the others! One is a sentient ship, complete with a synthetic human analogue avatar for those occasions when being a starship in inconvenient.
Finally, there's the introductory adventure, which takes the party to Yand, a rediscovered world on the edge of the New Commonality of Humankind's sphere of influence. It is hotly contested by both the Commonality and a neighbouring (and hostile) bunch called the Venu. There's a lot of background about the planet itself and its current situation crammed in here. It's a fascinating and well-developed system. The adventure itself revolves around retrieving a kidnapped agent of the Commonality, and spreads over eight scenes - although you don't need to play all of them. For example if you only have a short playing time, like a convention slot or a single evening, you could get by with three scenes. There's a detailed timeline to help you stay on track. The adventure is exciting, and also demonstrates how the Commonality operates which - as it is all-pervading - is a good guide as to whether you and your players are going to enjoy playing Mindscape. There's a lot going on, a lot to keep track of, and the GM should study the adventure thoroughly before play begins to be able to stay on top of it. If the party is successful, other published adventures make for good follow-ons, assuming the party stays together, giving you the beginnings of a campaign as agents of the Commonality.
This is an excellent introduction to this game which makes the most of its particular character and should give your group a good idea if this is a system they'd like to play longterm.
There's no beating about the bush here, this product just jumps in with both feet and opens with the listing for the first wonderous item - an aberrant mask. That's pretty wierd, so I think I'll move on swiftly to the next, which is rather neat: animated caltrops. You all know what caltrops are, right? Four spikes so arranged that one is always pointing upwards - very bad for horses' hooves or anyone going around barefoot. These ones come in a box and by use of various command words they will distribute themselves according to your desires and even tidy themselves away back into the box afterwards.
With each item there's a description of what it does, often an illustration, and three novel things: optional quirks, optional flaws and a quote that sums the item up quite neatly. So for the aforementioned caltrops, the quirk is that the user tends to expect everyday objects to do what they're told and the flaw is that some of the command words are tricky to pronounce and you may have to repeat them a few times before the little beggars respond to you. Not nice if someone is chasing you...
It's all about providing something a bit out of the usual. Perhaps it is a passing huckster who tries to sell the item to the party, or something they see someone else using or something to make a stash of loot more interesting. There are some neat and flavourful ideas here, and many could spawn an interesting backstory that the party could research or may even become objects of desire that they might hear about and seek out, to the level of being the focus of an adventure.
Used sparingly, these can enhance your game and make the party think about the things that they find. Don't over-use them, though, or they will think that they are exploring a joke shop not a dungeon.
This adventure is aimed at beginning PLAYERS as well as at first-level characters starting out on a adventuring career. Thus, as the author explains in his foreword, some of the encounters may seem a bit simplistic to more experienced role-players. It's also quite low on role-playing, presumably on the grounds that it's all that die-rolling stuff that's novel and needs practising - anyone can talk after all, even when imagining that they are someone else! There is a cut-down version of the usual Raging Swan 'masterclass' on the anatomy of an encounter along with notes on reading stat blocks, so I guess that it's expected that the GM will know what he is doing, even if his players are learning the game.
There's a map which shows the area in which the adventure takes place. Interestingly it is depicted as over the sea to the southwest of the Lonely Coast, Raging Swan's default setting. The overall concept of the adventure is that there is a valley that the locals won't go near, many believing it is haunted, and for some reason - perhaps sheer bravado, perhaps one of the hooks provided - the party decides to go there and take a look around. As the adventure begins in the town of Dulwich, there are opportunities to gather information before setting out for the five-mile journey to the south, partly through thick forest, to reach the valley. There is no direct path, they'll have to go cross-country. Some minor events are provided to enliven the trip, but a major brawl is unlikely...
Once there, the above-ground part of the adventure is sand-box in style with a list of locations which the party may investigate as they please, and a few encounters to throw in as the need arises to maintain interest. There's also an optional encounter to use if your players seem to like the role-playing aspects of the game - but be warned, if they go in looking for a fight things are likely to end badly for them.
The below-ground part of the adventure is provided by the three tombs situated in the valley. Two are sealed and appear undisturbed, the third is a creature's lair and actually seems to be a natural cave formation rather than a tomb. Each 'mini-delve' is well-constructed and coherent, with traps and monsters to deal with and items to loot... all the thrills of being an adventurer encapsulated!
Everything is quite open-ended, the party will be able to come and go as they please, but the whole gives the impression that life is going on as normal whatever they decide to do. For follow-up adventures, one suggestion is that the Shadowed Keep on the Borderlands adventure from the same publisher (and author!) could be located nearby. This is an excellent introduction to classic adventuring and should give new players a fair impression of a hobby that hopefully will give them years of fun.
Set near a 'frontier' town, this adventure is perfect if you have a low level party (say around 5th-level) who have begun muttering that maybe they ought to establish a home base for themselves. You see, said local town knows of a keep nearby that they are willing to give to a party if only they'd just clear out the unsavoury folks who are squatting there!
There's a fair bit of background, some of which the party might be able to find out in advance... and one item they won't discover until long afterwards but which ought to put a smile on their faces! The adventure itself falls into three phases: the township, the road to the keep and the keep itself.
A few hooks are supplied to get the party involved, and there are some basic details about the town. You might want to flesh this out a bit if the party does decide to settle in the neighbourhood. The road is dealt with briefly, but if you want to throw in any enounters along the way you will need to come up with them for yourself.
Finally the keep itself, which is built part-way up a cliff into which a mine has been dug. There's a basic plan of the place and descriptions, along with notes about who is where and what they'll do when their home is invaded by the party. It's likely that most of the inhabitants will want to fight (and, for that matter, that the sight of them will make the party want to fight too), but they are quite an interesting and varied bunch and the fights should prove entertaining. In the event of party success, a couple of follow-on options are provided.
It makes for an interesting if straightforward adventure, with the possibility of providing the party with a new home. What's not to like?
This is a neat little adventure to throw into your campaign some time after your party has thwarted the evil plots of someone who managed to get away from them, or just have proven themselves a bit of a nusiance to someone... and what party doesn't manage to put backs up at least somewhere that they go in your campaign world? For this adventure concerns vengeance, vengeance wreaked against the party when they have managed to irritate the wrong people once too often.
The first part of the product describes the members of the Council of Wrath, a bunch of mercenaries who specialise in vengeance. You pay them, they'll deal with whoever has annoyed you. They are a well-developed bunch of ruffians, with varied and complimentary skills honed to their preferred line of business.
A few running notes are supplied to aid the DM, particularly in the opening phase, when the Council runs a surveillance operation on the party to determine exactly what they will be up against prior to determining the best opportunity to attack. Very paranoid parties might pick up on this, but it's unlikely - these guys are good at what they do. They also make sure they have an escape plan ready during the final stages of their investigation, when they attempt to engage the party in conversation, often asking about past exploits - it all sounds like casual conversation in a bar to the unwary.
In the next phase, they really show their professionalism, convincing some other group to take the party on just so they can watch them in action. You can draft in whoever you feel are appropriate, but some additional NPCs are provided in case you do not have suitable ones of your own. Their next move is just as impressive - they kidnap someone the party is known to value as an insurance policy... or to use as bait. And only then do they mount their attack, generally trying to draw the party into an ambush, possibly as they try to rescue whoever got kidnapped.
Should the party survive, it's likely they will want to know what was going on, and ways for them to accomplish this are also provided.
This is a neat idea, impressively presented. Keep it handy for when the need to take the party down a peg or two arises...
As an interesting and quite thought-provoking adventure, Gibbous Moon makes an attractive side-adventure to slot into an existing campaign, or indeed to run as a one-shot game (perhaps using the pre-generated characters suppied).
As usual, we begin with information on how to read a stat block and the anatomy of an encounter, classing Raging Swan masterclasses that feature in every adventure (after all, they don't know which one you'll pick up first!). Then we get on to the adventure background: a tragic tale of someone afflicted with lycanthropy who's quite horrified at what he has become and is trying to find ways to live with his affliction.
OK, so how do you bring the party into the mix? As the lycanthrope has been raiding the nearby village, it may just be that the villagers will take advantage of passing adventurers to ask them to investigate just why their cattle are being stolen a few days before the full moon each month. To get them to the village, called Barlow, it may just be on their way to someplace else or they may be on a trip to pick up the bones of a hermit who used to live in a hermitage not far from the settlement.
For most, the starting point will be Barlow itself, however they came to be there. The village and its inhabitants are described comprehensively, with details of demographics, notable people and locations and of course a map. There's plenty to find out here, for those characters who enjoy investigating and asking around. Most inhabitants are either humans or dwarves, and there are some tensions between them - the dwarves are relative newcomers and some of the 'old' residents do not care for their modern ways disturbing a pastoral idyll. With this wealth of information it will be easy to bring the place to life.
The second part deals with the hermitage at Clear Pool... with the hermit dead (else why might anyone be after her bones?) it has provided a refuge for the lycanthrope. Of course, the party has to get there first, and there just might be something lurking in the undergrowth... Once there, the hermitage itself is actually a series of natural caverns in a cliff-face that have been adapted into quite a nice residence. Again it is described in immense detail, making it all sound very 'real', something to bring to vivid life.
And here it becomes interesting. Of course, many parties will just want to fight... but if they are willing to try talking. It may be possible to persuade or intimidate the lycanthrope into changing his ways - and he, of course, would dearly love to be cured of his affliction.
With the neat twist of several ways of resolving the adventure and a few ideas for further exploits - even including taking over the hermitage as a base - this is a fascinating little side-adventure that should prove memorable.
This adventure is intended as a bit of a sidetrek, or something to happen whilst travelling from one place to another, yet has plenty to keep the party interested and occupied. Starting with the customary Raging Swan masterclass in reading stat blocks and the anatomy of an encounter, we soon get to the meat of the adventure, with a background that - without giving too much away - tells of a tribe of orcs advanced enough to actually bury their dead and what happened to the tombs once the tribe was driven off.
If you want a reason for the party to get involved (rather than stumbling into the situation apparently by chance) a local lordling is provided to hire them to deal with a couple of dragons that have been seen flying around some hills a few days' travel away. There's some information to ferret out and a neat additional twist in the shape of a dream/vision for any half-orcs in the party.
Next, we get to find out about the local village, which has been raided by those flying varmints. It's sent on the edge of the Tuskwood and has a shrine to an historic hero that they are trying to build up into a pilgrimage destination. Most inhabitants are either farmers or loggers, and are a mix of halflings and humans for the most part. There's a map of the village and quite a lot of background information to make the place come to life.
The next section deals with the Tuskwood. If nothing else, the party will have to traverse it in order to reach their destination. It's pretty wild and dangerous with boars, wolves and worse to be found there. The party will have to travel through it for 3-4 days to reach their destination, and so plenty of material is provided to make that trip a little bit interesting...
When they reach their destination, they find a small network of caves in a small cliff within the forest. From then on in it is more or less a dungeon-delve, although even here there are opportunities to speak with at least some of the denizens rather than fight with them. Just to make things a little more exciting, part of it has been flooded by an overflowing pool. Rules for moving and fighting underwater are provided at the end of the book for those risking these passageways.
This makes for an excellent interlude, exciting and potentially lucrative, for any party travelling in the area. The whole thing hangs together well, with enough twists in the plot to lift it out of the ordinary.
The usual preamble opens the book, a brief bio of the author, notes on how to use the adventure from a mechanical standpoint (reading stat blocks, the anatomy of an encounter and so on), and then there's a rundown on the Lonely Coast, the wild frontier in which Raging Swan's adventures are set. The default location for this adventure is a remote and insular village by the name of Oakhurst, but it's relatively simple to either use a village in your own campaign world instead, or relocate Oakhurst lock, stock and barrel to a suitable location there. If you do decide to use Oakhurst, it's presented in considerable detail including locations, principal inhabitants and a map.
We then move on to the adventure itself, beginning with the background and a synopsis. Several ideas are provided to intice the party into visiting Oakhurst - they'll be needed as it is a dismal place with hostile and insular inhabitants, not somewhere you'd visit for pleasure. Like many of Raging Swan's adventures, there's a timeline of events that are going on irrespective of what the party does, not only providing a good feel of life going on regardless but also presenting a real threat: if the plot is not thwarted in time, disaster will befall the region!
To start with, the adventure will involve investigation and general poking about, but the more physical members of the party need not fear, they will soon have opportunity to engage in combat as offence is taken at their nosiness. To support the investigation, there are several locations which the party can visit, with notes on what they can discover at each one. Events - as detailed in the timeline - are presented with ample support to enable you to run them effectively.There are many little touches - such as a chart of 'Sights and Sounds' - to add flavour to proceedings.
After the investigative phase, the characters ought to feel moved to visit a decaying and decrepit manor house to pick up clues, and again there is a wealth of detail to make this a delightfully creepy exploration... even before they get down into a veritable dungeon underneath the house, and then the final part of the adventure leads them to a hidden cave deep within a cliff where they will (hopefully) thwart the cultists once and for all.
With plenty of traps and an abundance of mad inbred cultists to contend with, this is a classic and creepy adventure with plenty of brooding atmosphere.
This is a massive adventure which should allow successful first-level characters to make their mark... or find an early and chilly grave! The default setting is The Lonely Coast, a sparsely-populated frontier region just crying out for adventurers to explore it, which is available for free from Raging Swan Press, but it could just as easily be put in a suitable remote corner of your own campaign world.
To start off there's the customary masterclass in the anatomy of an encounter - if this is your first Raging Swan adventure, make sure to read it - followed by a brief introduction, complete with map, to the Lonely Coast. This introductory section also contains the background to the adventure, a synopsis of what ought to happen and notes on religion, for religious belief and betrayal lie at the very heart of this adventure. Two new faiths are presented here, but it is relatively trivial to substitute similar ones from your campaign or to just claim them as local to this particular area. Of particular note is how one cult, the Unalterable Way, takes the nice, fluffy, warm lawful good worship of Darlen and turns it into something grim and strict.
The adventure itself follows, falling into three sections. The first part, Sanctuary, involves actually getting to the Priory of Cymer, where the rest of the action is centred. It's no easy task as the weather has turned bad and is getting worse. Usefully, there are notes on how to deal with those parties who decide that the prudent thing is not to continue with the journey: the objective is to end with them trapped in the Priory as storms rage outside!
Once there, part two of the adventure is one of increasing isolation and fear as a dreadful plot is revealed, and part three leads the characters on a challenging delve deep below the Priory to put a stop to it. Throughout, detailed encounters replete with those little features that make the whole thing come alive are presented, complete with all the rules information you need to run them and plenty of hints and tips - everything from role-playing suggestions to troubleshooting unexpected party responses. Parts one and two of the adventure present mainly physical challenges, whilst part three is one of investigation, interaction and role-play. Thus there is plenty of opportunity for everyone to shine, whatever their preferences and talents.
The whole thing hangs together beautifully, a compelling dark tale to play out against rising winds and gusting snow. It's atmospheric with a real sense of danger, yet should the party prove successful they can bask in a real glow of satisfaction at having removed some evil from the world. You don't often get THAT at first level!
Billed as '25 New and Amazing Magical Weapons for Your D&D 5e Game' this little product has a lot packed into its 12 pages. As the introduction states, they want to recreate the sort of wonder that magical items kindled in the hearts and minds of players reading Dungeons & Dragons for the first time. If you've been around since fantasy role-playing burst onto the scene 40 years ago, by now you will be more likely to assess an item for its usefulness - what bonus does it give? What normally invulnerable monsters can I hit with it? - rather than just stand all amazed at the idea of a sword that bursts into flame or has a mind of its own. One way to rekindle the wonder is, of course, to invent new items that are magical in more senses than the conventional ones, and this is what has been attempted here.
One way is by introducing little quirks. Perhaps YOUR magical sword, whilst on paper is the same as any other one with the same stats, looks different or has some unique characteristics or preferences. Maybe that ring only works if placed on the fourth finger of your right hand, and sulks if you wear it anywhere else (look, they've got me doing it now, that was a Megan original spawned as I typed...). It may even be a slight flaw, not severe enough to be a curse but which perhaps means you'll be a bit more likely to sell or give away the item to some unsuspecting fellow.
So each of the 25 weapons in this collection is provided with a name, weapon type (that Arcane Reaver might not be a sword like the picture, maybe it's a great big halberd!), an indication of how rare it is and why, and a paragraph or two explaining what it does. Then you get several optional quirks and flaws uniquely suited to the weapon in question. Imagine for instance a magic blowgun that automatically coats darts from an inexhaustible supply of acid, but which makes its user crave spicy food! Just to add to the amusement, the text is spattered with pithy quotes, usually from someone watching the weapon in question being used - how about "It was horrifying watching Brogan beat that enemy soldier to death. But towards the end of their fight I found myself tapping my foot in rhythm with his strikes..." - what sort of an image does that conjure up?
They are altogether rather fun, and well worth introducing to your campaign. None are so powerful as to unbalance your game, but they could make good items of loot in a dungeon or removed from the body of a fallen foe (especially after the party has had the 'pleasure' of being on the receiving end of the item during the brawl...). Definitely worth a look!
Whilst in many games, travelling to a place forms part of the adventure, in The One Ring the journey often IS the adventure, so this is a timely and useful addition to the game line. Anyway, I love maps!
So, let's start with the maps. They're glorious. And big - looking at the PDF version, on a large-screen PC, I'm not even getting 50% of them full-screen. There are four maps in total: Rohan & Gondor, Mordor, Wilderland and Eridor... but each comes in two forms, one for players and one for the Loremaster. The Loremaster version has loads of locations and other details, whilst the player version is the sort of thing a local cartographer might have made and sold to the Company when they were planning their next trip. A real delight to the eye, and practical for the game as well. The paper ones will no doubt look nice on your wall or enhance your tabletop when playing.
The set also contains a 32-page book which explains that Journeys and Maps is all about the adventures a company can have on their travels - chance encounters, hazards, natural events and more. The first chapter looks at travel by road, with plenty of ideas for things that might happen to the company arranged by region, making it easy to select the most appropriate event for them. Unfriendly locals, opportunistic thieves, or darkness lurking in a ruined farmhouse and more await... or they might just get lost! There are also suggestions about tailoring Hazards to specific regions, with a wealth of examples to get you started. Any can prove a momentary distraction, many have the potential to be developed into far more.
The next chapter deals with Boats and Ships. This provides just about everything you might want to know about travelling on the water rather than the land, with both river and sea journeys being discussed. There are notes on planning journeys, the types of vessel available... and of course hazards specific to the water.
The next section looks at things apart from hazards that can be used to enliven journeys. Here are interesting things to see, places to spend the night, fascinating people to talk to... not every encounter or event need be a bad one despite the abundance of hazards provided earlier.
The last chapter, Bones of the Earth, discusses ruins and explains how to design your own. Start by deciding who built it and what it was originally used for, then think about its present appearance and what it is being used for now. A whole bunch of ideas here. Finally, there is an Index of Locations covering everything that's been published to date, telling you both the book and the page number you'll need to consult to find out more.
Overall, this is a well-nigh essential aid for the Loremaster, and the maps are beautiful!
The original Road of the Dead was an impressive adventure, both in content and in presentation, so it's hard to see how it can be improved upon...
The adventure is located in Raging Swan's Lonely Coast campaign setting but, as it deals with remnants of a far-distant past just about everybody has forgotten about, it can be placed in a suitable location in your own campaign world with minimal effort. Before getting into the adventure, however, there is a very clear explanation of how encounters are set out showing you exactly where to find each item of information you might need whilst running it. A lot of people lay encounters out clearly, but actually explaining your methods in advance is a nice touch. Traps and monster stat blocks are similarly laid out in detail, and this is followed by an overview of the Lonely Coast, to enable you to establish the adventure's location easily, complete with a good map.
Next comes an Adventure Background and an Adventure Synopsis. The Background gives all the detail you need about the situation, and the Synopsis walks you through the intended sequence of events. There's a note about the best way to relocate the adventure if you don't want to use the Lonely Coast, and then more detail of the complex whose exploration forms the actual adventure, complete with a beautifully-detailed map that has a 'hand-drawn' feel. Several ideas are provided for why the characters come across this adventure, including blind chance (after all, it's over ten centuries old and most folks don't even know it's there!) as well as reasons for why they might be in the area about other concerns. Neat.
The adventure proper then begins, with everything you need to run the characters through finding the entrance... complete with pictures to show your players as well as detailed plans of each location. This is well-resourced indeed! Everything is very clear and detailed, you will not need to spend time rummaging through other books to find additional information.
The adventure itself is deliberately challenging for the intended Level 3 characters, partly because they have ample time to rest, regain spells, etc., as they explore and partly because, well, it's intended to be a dangerous place anyway. But the rewards are pretty good, especially for those who like - or know where they can sell - ancient artefacts and knowledge.
It is a well-devised and beautifully-presented dungeon crawl, with a coherent underlying rationale and plenty of exploration and combat to challenge the most determined adventurers. Moreover, it is not - as so many such adventures are - very linear, the characters have quite a lot of freedom in where they go and what they do whilst exploring the depths. There's an excellent atmosphere of treading ancient halls that have not been disturbed for countless generations... and even some follow-up activities if desired.
Some six pregenerated characters are provided, each with loads of detail, complete equipment, etc., not just some stats, should you wish to dive straight in to the adeventure; and there is a goodly amount of background material about the Lonely Coast setting so that you may place this adventure there even if you are not already familiar with it. All this makes it easy if you are looking for a one-off stand-alone adventure rather than one to slot in to an existing campaign.
It's a fun delve with a coherence often lacking in your average dungeon-crawl. Things, creatures, are where they are for a reason, not just because there was an empty patch on the map. That's the sort of thing that I like, a place to explore that actually works within the context of the shared alternate reality of the game.


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Barco proposes the following dividend agenda for the dividend, planned for pay out for 2017, under the conditioned precedent of approval by the General Assembly (27 April 2017):
The company confirms its dividend policy to grow the dividend in line with the long term performance and evolution of the company.
The dividend is set by the board of directors and subsequently proposed to the Annual General Meeting of shareholders at the end of each fiscal year.
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24 Feb 2017
Looking to optimize your radiology workflow? Visit Barco at ECR 2017!
01 Mar 2017 - 05 Mar 2017Bruno Kreisky-Platz 1 - AUSTRIA

subset: commoncrawl


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With Instructables you can share what you make with the world, and tap into an ever-growing community of creative experts.
I was inspired by the Youtube video which showed the process of engraving the back of iPhone5 (http://youtu.be/hAMpp1QFTeI), but I didn't want to engrave directly to my iPhone ...
1. Download iPhone5 Template - from http://epilogfiles.com/facebook/ - or download the attached file (shared by James Stanaway) 2. Put your design on the back of iPhone5 below the Camera ...
(Laser Printer) - Adjust focus of the printer - Put your material on the printer - Assign the home position Tip: Using an A4 paper to assign the ...
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Rejected logo proposal for a tech company. The type-face and naming of the logo have been changed. Logo available for one time purchase, here: http://logoturn.com/anghelaht/8640/smartech-group
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NCHurricane2009 doesn't have a bio yet.
By: NCHurricane2009 , 9:30 PM GMT on July 27, 2013
A satellite scan of surface winds has revealed that Dorian's surface circulation has opened up into a tropical wave...and therefore despite maintaining 40 mph maximum sustained winds Dorian is technically no longer a tropical storm. Therefore the National Hurricane Center (NHC) has stopped advisories on Tropical Storm Dorian unless regeneration of a closed surface circulation occurs. I believe the highest chance of any regeneration potential is between now and Monday morning...after which time the remnant tropical wave of Dorian will slide under an upper vortex stalling over the Bahamas and dissipate below its upper convergence.
I still stand behind the intensity forecast shown in Figure 1 of full discussion #53...which suggests that the remnant tropical wave of Dorian could maintain 40 mph maximum sustained winds between now and Monday morning. Interpret the track forecast line as the projected track of the lowest surface pressure along Dorian's remnant tropical wave.
Return to full discussion #53 for an assessment on the rest of the Atlantic tropics...including in depth discussion of disturbed weather offshore of the eastern United States associated with a decaying frontal boundary and an eastern Atlantic tropical wave that has become better organized this afternoon. Should the system offshore of the eastern United States quickly develop during the next 24 hours...I will be posting additional special updates between now and my next full discussion...
The views of the author are his/her own and do not necessarily represent the position of The Weather Company or its parent, IBM.
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Miguel Tejada won an MVP award with the Oakland Athletics. Now a shell of his former self, Tejada is using the media to try to rekindle a reunion with his former team.
"Tell (general manager) Billy (Beane) to give me a call," Tejada, who was released by the San Francisco Giants last season, told the San Francisco Chronicle Tuesday night. "I don't want big money. I just want to play."
Tejada, who will turn 38 on May 25, said he would accept a minor league deal -- such as the one Manny Ramirez recently signed with the A's -- and knows the team is in a bind in the infield after third baseman Scott Sizemore suffered a season-ending ACL tear last weekend.
Tejada, who made $6.5 million in 2011, played 37 games at third base for the Giants last season and has played in 141 career games at the position. He has played the majority of his career at shortstop.
"I have always loved the A's. That's the organization that gave me a chance when I was a little kid in the Dominican. They opened all the doors for me . . . That's my family," he told the Chronicle.
Tejada also told the newspaper that he has become good friends with Cuban outfielder Yoenis Cespedes, who signed with the A's this offseason, and suggested that his presence in the clubhouse could help Cespedes adjust to the major leagues.
Tejada won the 2002 American League MVP award as a member of the Athletics, but left the cash-strapped organization to sign a $72 million, six-year contract with the Baltimore Orioles after the 2003 season. Since then, he's been traded twice, to the Astros in 2007 and to the Padres in 2010.
He was batting .239 with four homers and 26 RBIs in 91 games before being released by the Giants last September. He told the Chronicle that he performed poorly last season because he wasn't happy.
He has 304 home runs, but hasn't hit more than 20 in a season since 2006.
Tejada was sentenced to probation in 2009 after pleading guilty to withholding information about his former teammates' use of performance-enhancing drugs when questioned in 2005 by congressional investigators.
Tejada has acknowledged he bought human growth hormone while playing for the A's but said he threw the drugs away without using them, and prosecutors said during his 2009 plea hearing they had no evidence to contradict that.
Josh Donaldson, who was traded to the A's in the 2008 deal that sent Rich Harden to the Chicago Cubs, is the favorite to take over for Sizemore at third base. He played third base during his junior year at Auburn and was used at third 53 times in the Athletics' organization.
Information from The Associated Press was used in this report.


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Sprint's Lease program just got a bit more crowded, as the carrier announced the LG G3 and Samsung Galaxy Note 4 will be joining the list of devices available on the program.
Excluding any taxes and fees on the customer's part, you can expect to pay $15 a month for the G3, while $25 a month will net you the Galaxy Note 4. You'll need to sign up for a qualifying plan, too of course. As the name implies, Sprint Lease doesn't give you outright ownership of the devices — It's more akin to Sprint letting you borrow the handsets for two years. At the end of the two years, you have four options:
- Turn in the G3 or Galaxy Note 4 and lease another phone
- Purchase the device outright
- Continue leasing, but on a month-to-month basis
- Return the device and terminate service when the lease ends
Related: Sprint's revival begins with nearly 1 million new subscribers
Sprint Lease began in earnest in October 2014 with the Samsung Galaxy S5 and Galaxy S5 Sport, which, itself, was based on the carrier's iPhone for Life program. Unlike the iPhone for Life leasing program, there is no one year option for Sprint Lease customers, though that could change in the future.
Sprint's been on a roll lately with tons of promotions, regardless of whether they've been hit or miss. Sprint reported adding almost one million new subscribers, likely in large part due to its revamped plans.


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p Spacious, lovely 3 bedroom apartment in the heart of East Village. All amenities + pets are welcome! Lots of restaurants/hangout places around. Very cozy and ready for moving in. Ahh, it's fully furnished too! /p
| washer/dryer
| part time doorman
| fireplace
| elevator
| furnished
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text: Booked in January last year to eat at this restaurant a few nights ago as a celebration for both mine and hubbies 60th birthday which are looming. From the minute you start with the aperitif and appetisers to the very last course, it is sheer perfection. We were a party of 6 - 4 had the Emotion menu and 2... More


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BMW Power Steering Return Hose - Burgaflex 32411141554
BMW/Mini OE: 32411141554
Ships today [ info ]
on orders over $99
Power Steering Return Hose by Burgaflex
Power Steering Return Hose by Burgaflex
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The Burgaflex philosophy is "Quality products, competitive prices, excellent Customer Service." Working directly with the largest hose manufacturers such as Goodyear, Burgaflex is proud of its reputation for tailor made solutions. Much of the development and testing occurs in the company's original facility in Holland where products are subject to pressure tests under water with air or nitrogen as well as helium as well as salt spray tests, cleanliness tests, vibration tests and tensile strength tests.
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Free personalized radio that
plays the music you love
Joel Engle
Selected Discography
Track List: Ultimate Worship: The Passion Collection
Track List: Made For Worship
Similar Artists
A happy to keep in touch with me and hope
Love you so much god worshipped by a sin
Me and My family love this song!!!
there is a 3rd part missing, so its really a joy for me to sing with this version
and join in tripart harmony, lol. neat. nice.
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In case any of you archery guys don't cruise the whitetail forum section, there is an archery deer contest and we are trying to recruit people to signup. Go to this thread in the whitetail forum and signup. Signup For 2011/2012 Archery Contest Here!!!!!
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Julleen Pearl Jewellery Designs Perth
Designer Jewellery, Bridal Jewellery, Australian Made
Finally double pearl earrings, that look like a million
dollars. This classy little design is finally on our website. Pictured here on
a post we have both varieties online today. Look in WHAT's NEW. This is amazing
value and will last for a life time of wear. We guarantee it. Go to
julleen.com.au and be quick. These darling earrings are fit for a princess but
are just the ticket for the girl who has just about everything.
Print this page
A long Pearl necklace is what every girl should have in her accessory collection. Here's a beauty in Pale Jade, Jasper and Pearls with Genuine Sterling Silver. Designer Pearls From Julleen.com.
The very same quality, auctioned at charity balls for thousands of dollars, is the exact quality you, as a valued online customer, will receive when purchasing at julleen.com.
Designer lavender mauve pearl jewellery set, by Julleen Pearl Jewelery Designs, made for a lavender themed Bali wedding.
"When it's time for choosing your bridal party jewellery the first thing you should choose is to be unique"!
Once again as a special offer for Christmas 2012. Any purchase over $200 will be rewarded with a lovely pearl earring and a $300 purchase gives you a free bracelet. Seriously great value..so be quick.
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Re-opening of our Julleen Pearl Jewellery E Boutiques is obviously great news for not just us but everyone. Thanks for our devoted customers for waiting patiently for us...so happy to see you again. Happy Shopping for your pearl jewellery online.
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White Pearl, Mabe Necklace in sterling silver by Julleen
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1200 first start in useful breeze, small boats away to Kowloon Bay and then a spinnaker run down to Shau Kei Wan in visibility that was worsening by the moment. The course was meant to bring them back to Dock buoy and then send them away put of the harbour to TCS4, but. Second start went away, and then the third, and then the rain came. And after the rain there was nothing – absolutely nothing. Sometimes that's the way it is, dammit. The first starters – Flying 15s, Pandoras and so on – parked at SKW, and everyone else parked at Kowloon Bay. And thise who had got far enough down the harbour started to really feel the effect of the ebbing tide as they whistled past the turning mark on the wrong side, in no breeze, and nothing they could do about it.
Well, Jimmy Farquhar is nothing if not practical. Who knows, maybe the stocks of San Mig on the Committee Boat were running low, maybe the General Manager Mark Bovaird (another Scotsman) was wanting a pint of 'heavy', but at 1345 it was three guns and let's all go home to the bar. The Irish ordered another round – over the radio.
You just can't win 'em all, and the Nations Cup 2012 was not there for the winning this time around. But a re-sail is promised - just as soon as the Main Bar re-stocks with Guinness, otherwise there'll be a hooley.
Signing off from the United Nations camera boat (Scotland, England, England, Philippines). Until next time, but with sunshine please.


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Dairy Sector Gets US$350 Investment From TH Milk Company
BMI believes that Vietnam's dairy sector should gain a strong boost following a US$350mn investment by TH Milk Joint Stock Company to enhance the country's cattle-raising and milk processing in Nghe An province. The project includes the construction of a 10,000 hectare pasture farm for up to 45,000 heads of cattle within two years, and US$100mn for a processing factory designed to produce up to 530mn litres of milk per year, which would make it the largest factory of its kind in Vietnam. All of this is great news for Vietnam's expanding dairy sector. Currently, the country requires substantial imports to meet domestic demand needs and with strong consumption growth expected over the long term, the investment should help meet this demand.
Since the opening up of the economy in 1986, there has been considerable change in the structure of the Vietnamese dairy industry. The contribution of state farms, which were previously responsible for almost all milk production, has fallen to only around 5% with the other 95% of milk production coming mainly from small- and medium-sized private farms. Doi Moi, as the restructuring of the economy is known, has also led to the emergence of a highly consolidated private milk collection and processing sector, of which TH Milk plays a dominant role.
Since the start of last decade, milk production in Vietnam has grown rapidly as small-scale dairy production has taken off. Between 2000 and 2008, fluid milk production shot up by more than 400% from 54,000 tonnes to 262,200 tonnes. This was achieved by a more than five-fold increase in the size of the dairy herd from 35,000 head of cattle to just over 159,000 head over that period. The growth in the dairy herd came mainly on small-scale farms which numbered 19,800 in 2006 with an average of just 5.3 cows per farm. BMI expects such increases to continue and contribute to our forecast for a 40% increase in Vietnamese production to 400mn tonnes of fluid milk by 2013.14.
However, Vietnam still has to import around three quarters of its dairy needs and poor output quality is still a substantial problem for producers in Vietnam. For example, the results of a test released by newspaper Thanh Nien in April 2009 showed that protein content in milk was often well below advertised levels. Another problem is that the sector suffers from low yields. In 2008, average milk yields on Vietnamese dairy farms were a mere 1,741kg per cow. This is little over half the level of Thailand and global dairy powerhouse New Zealand.
In spite of the current problems of low global milk prices and high input costs faced by farmers, rising demand on the back of per capita income growth and government support for the sector should ensure strong growth in dairy production. Over the forecast period, BMI forecasts domestic milk consumption to grow by 40% and the Vietnamese government has set a target to have 40% of this consumption met by domestic production. While this may be somewhat unrealistic in the short term - the country still needs to import roughly three quarters of its dairy needs - the government investment in the sector is another step towards helping Vietnam satisfy its dairy needs.


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Originally written on Pro Boxing Fans | Last updated 10/19/14
Showtime brings boxing fans a New Year's championship double-header. One part of that event is Tavoris Cloud vs. Zsolt Erdei, but the other sees WBA Super Bantamweight Champ Rico Ramos defend his title from the fierce challenge of Gullermo Rigondeaux. The latter is already an international amateur legend, but a latecomer to the professionals and in a division that is harshly unforgiving to fighters in their 30s. That makes Rigondeaux the hungriest of fighters -- the man in a "now or never" position to earn fame and big paydays -- and therefore the stiffest imaginable opponent for Ramos.Guillermo Rigondeaux (8-0, 6 KOs) 5'4 1/2" tall, 31 years old, southpaw Cuban Rigondeaux's background as a Cuban amateur explains why a 31 year old 122-pounder is merely 8-0, but also why he is in title contention. As an amateur, Rigondeaux racked up a record of 400-12, won two Olympic golds, and reigned as the Cuban national champion in his weight class for seven years. He defected with Erislandy Lar...
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- katiecoyne1995
- Skotland, Kvinde, 18-24
- Ivrig rejsende
- 12 Bedømmelser
Had a nice roof top pool, WiFi was only available in their WiFi corner which was a bit rubbish. But at least it was there. Staff were alright, clean room and ensuite. However the bed was rock solid. And I like quite a firm mattress, but this was way too hard for anybody's liking.
Hostelworlds mobilapps
Bestil, mens du er på farten, med de nye Hostelworld mobil-apps.


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Dr. Richie is a well trained general orthopedic surgeon with a specialty interest and fellowship training and orthopedic sports medicine. He sees and treats most orthopedic conditions ranging from fracture care and instability to meniscal injuries, joint replacement, and rotator cuff injuries. He sees and treats patients of all ages ranging from the newborn to the geriatric. Dr. Richie has an extensive history of working with athletes of all ages and ability levels ranging from youth sports through his experience as a member of the medical staff with the Cincinnati Reds of major league baseball. He and his staff pride their self on accommodating patient's needs and desires to return to their active lifestyles. Same day appointments are offered. Read more
For the best healthcare for your needs, choose a doctor who specializes in your medical condition.
Board certification indicates that a doctor is highly qualified in the medical field in which they practice.
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Likelihood of recommending Dr. Richie to family and friends is 5 out of 5
I take great pride in my bedside manner and do my very best to ensure every patients has a pleasant and educational visit. My job as a surgeon is to educate patients of their conditions as well as their options for treatment. I would like every patient to leave their visit feeling that they have a better understanding of what brought them in and also feel comfortable in their treatment plan.
Orthopedic Surgery Specialist


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GoldenEye 007: Reloaded Xbox 360
- Publisher: Activision
- Release Date: Nov 1, 2011
- Also On: PlayStation 3, PlayStation 3
- Critic score
- Publication
- By date
Nov 2, 2011I suspect this will be one of the first titles to take a price drop, so if this time of the year is really punishing your wallet, you might want to wait, but for those who never got to play GoldenEye on the N64 or even last year on the Wii, you can now finally experience a bit of gaming history, freshly wrapped in a next-gen package that is so challenging, so fun, and so addicting, you might have trouble deciding what to play when all those holiday titles start stacking up.
Nov 1, 2011GoldenEye 007 Reloaded has taken a risky jump from the relatively starved Wii FPS climate to the well-established PS3/360 market in exchange for a better online experience and some shiny HD visuals. Fortunately, thanks to some clever additions to the package and some much-needed refinements elsewhere, it stands with the big boys-just with a different overall attitude.
Nov 1, 2011The original GoldenEye came out on the Nintendo 64 many years ago and GoldenEye 007 Reloaded is a worthy successor. The development team over at Eurocom did a fantastic job bringing the game into 2011 and the game is still fun to go through.
Nov 2, 2011The presentation, while slightly flawed, is amongst Eurocom's best work, and the gameplay delivers, both in single and multiplayer.
Nov 2, 2011Even with all of the overly nostalgic conciliations, GoldenEye 007: Reloaded is a genuinely fun game in and of itself. Activision has made some incredibly intelligent decisions in their revision strategy (Daniel Craig is the first Bond actor who can believably kill a Russian since Sean Connery), but in the end, nostalgia just isn't a strong enough foundation to build a truly great game on.
Nov 8, 2011Eurocom has done a fantastic job of bringing back one of the multiplayer experiences of all time – which was not an easy task. Reloaded has the power to stand on it's own as a engaging first person shooter and play with the big boys. It's just a shame it had to be released right between two of the biggest boys of the year.
Nov 3, 2011If you are coming in alone, you will be hard-pressed to get your money's worth out of the campaign and MI6 alone (sorry, no bots in multi for you solo gamers). For those with that itch and the people to play with, this is a no-brainer. Reloaded delivers on nostalgia while making enough strides forward to make it worthy of the name "Goldeneye."
Nov 1, 2011Addictive multiplayer will keep you coming back for more, especially with all the different ways to play. Single player has its moments, but some rough edges (invisible walls and less-than-stellar AI) make the whole package suffer.
Nov 6, 2011GoldenEye 007: Reloaded brings the classic game into the modern world. With solid visuals and sound, and some pretty good gameplay, both single player and multiplayer wise, one would be silly not to take a close look at this spy/espionage game in this day when there are so many warfare oriented shooters.
Dec 14, 2011Goldeneye 007: Reloaded is a fantastic trip down memory lane, as well as a very solid shooter in its own right. It controls well, the Bond universe is very much alive and kicking, and the reasonably-long and entertaining campaign is engaging. Though the online multiplayer is very average, split-screen multiplayer is as fun and rage-inducing as ever. If you're a fan of the Goldeneye series, or had any involvement with the original, you should definitely pick this one up.
Dec 19, 2011A good remake, recommended to nostalgic players or the ones who could never play Rare's game, but we feel the price is a tad too high for a game of this kind.
Dec 8, 2011While it's by no means perfect, Bond fans and nostalgic gamers alike will be drawn in by this modern recreation of a competitive classic.
Nov 15, 2011It just feels more personal when you run around with the colorful characters from the James Bond universe than your average grey marine. The singleplayer is also fairly entertaining and the multiplayer for up to 16 people is just awesome.
Nov 9, 2011GoldenEye 007: Reloaded is a shooter very focused on stealth that manages to carve out its market share with interesting gameplay.
Nov 9, 2011GoldenEye 007: Reloaded brings the classic game into the modern world. Eurocom has done a fantastic job.
Nov 7, 2011Goldeneye established the formula for a perfect movie tie-in 14 years ago: Recreate enough trademarks and memorable moments of the source material to please fans, but also take enough creative liberties to tend to the specific needs of the respective medium. The remake respects this formula in almost every way and thereby creates the best Bond experience in years. Although technical shortcomings and the dated graphics impact the final rating, the fast-paced and extremely funny multiplayer complete this satisfying trip on the nostalgia train.
Nov 1, 2011GoldenEye 007: Reloaded is mostly unchanged from last year's Wii version, but it's still a fast and exciting shooter that doesn't rely on ancient memories to be great.
Nov 18, 2011It's not going to be winning any game of the year awards, but Bond fans and those who enjoyed the original GoldenEye should have fun with it.
Dec 5, 2011Although the game isn't ground-breaking, it's well worth that trip down memory lane - especially to anyone who didn't play the Wii version.
Nov 25, 2011Ultimately while GoldenEye 007: Reloaded is loosely based off of the original source material, the big question is, should you part with $60 to pick up this game? If you are looking for a beefed up version of the Wii title, then without question as you will find a lot to enjoy with GoldenEye 007: Reloaded. However, if you are a purist then unfortunately you will not find this game filling that void.
Nov 3, 2011It offers a different kind of multiplayer and a robust smattering of solo missions to keep any international man of mystery occupied for hours on end.
Nov 29, 2011This is a great Bond game, probably the best since the GoldenEye 64.
Dec 5, 2011GoldenEye steps up to the HD consoles, and while it's a bit prettier and has some more room to stretch its legs, it also feels like it's missing a few things, especially the pitch-perfect Wii controls. Regardless, it's still one of this generation's best shooters and Eurocom has done a bang-up job bringing it to the HD consols in such a short time.
Nov 25, 2011Unable to keep up with the various Call of Duty and Battlefield, GoldenEye 007: Reloaded is still a fun FPS with a good main campaign and an excellent multiplayer.
Nov 21, 2011There's nothing to complain about aside from the plain visuals (the up-rez helps, but it also serves to show how visually spartan the Wii game had to be to run so well on the hardware). This was a very good game last year, and it still holds up, despite not being the truly impressive achievement that it was on the Wii. There's no need to re-buy if you have already experienced it, but if not, this is a solid reboot of a true classic.
Nov 7, 2011Fortunately, nostalgic fans can indulge in four-player split-screen, which - while offering a third as many match types - still manages to recapture some of the fun Bond games have been grasping at for the past 14 years.
Nov 5, 2011GoldenEye is not the remake many were expecting, and it doesn't live up to the original. GoldenEye is its own game, a new entry in the James Bond series, with good gameplay, but with poor enemy AI and little else new.
Nov 5, 2011Much of what it made it great hasn't changed, but the minor extras and improved visuals come at the price of online frustration and gunplay that's undeniably dumbed-down.
User Score
Mixed or average reviews- based on 96 Ratings
User score distribution:
Positive: 14 out of 43
Mixed: 13 out of 43
Negative: 16 out of 43
Nov 3, 2011This game is addictive! Controls are smooth, storyline is compelling, and the replay value is high (I find myself replaying missions rightThis game is addictive! Controls are smooth, storyline is compelling, and the replay value is high (I find myself replaying missions right after completion just to see if I can complete all objectives). I found the difficulties to be just right, with a player experienced in shooters able to play on the 007 difficulty pretty easily. Overall, the game is just fun, and easy to jump into right away.… Full Review »
Nov 2, 2011The multiplayer is great. I does have its problems with the glitchy player movement, which almost ruins it sometimes. I thought I had a badThe multiplayer is great. I does have its problems with the glitchy player movement, which almost ruins it sometimes. I thought I had a bad internet connection at first. It is the COD engine so I don't understand why they could not fix this. The enemy players don't run they kind of glitch/skip along at times. Somehow it does not ruin the multiplayer experience. Not only does it take me back to N64 days but it also feels at time like the first Modern Warfare… Full Review »
Nov 2, 2011How can you rate the game 0? I suspect you are a spoiler. This game plays really well and gives a great FPS campaign as Bond. MultiplayerHow can you rate the game 0? I suspect you are a spoiler. This game plays really well and gives a great FPS campaign as Bond. Multiplayer is really fun and the 4 player split screen is awesome.
Fact - Campaign is more fun than BF3
Fact - Multiplayer is more fun than BF3 unless you like hard sim FSP multiplayer of course
This is a really fun game that will make people want to keep coming back. The multiplayer modes are really fun. Glitchy.... not really... and certainly no more so than the above mentioned game… Full Review »


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Inpatient PT for Central California - Physical Therapist - 117783
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Condition: Brand New
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The LCQ-1 features a 6-Ch Line Output Converter & Internal Summing & AccuBASS. The LCQ-1 delivers Two channel active speaker level input. The Independent front, rear and subwoofer equalization provide a great performance. This feature provides precise tuning. It features the AccuBASS with variable threshold and gain. Also, the AccuBASS processing corrects roll-off bass. The 6 channel LCQ-1 provides 400 watts per channel power handling capability. It includes GTO turn-on circuit with remote out. Output level controls are also available. The LCQ-1 includes Power connectors and Manual. Audio Control's AccuBASS Bass Compensation circuit adjusts the distortion that occurs at high volume levels. The LCQ-1 is capable of internally summing together multiple (4 or 6) input channels from it's original source unit into 2 channels. The LCQ-1 has a high-current 12-volt output that provides a signal to remote devices such as amplifiers which enables them available. An Optional Dash Mount ACR-2 Level Control is sold separately. The LCQ-1 an input impedance of 20k Ohms. It has a maximum Output Level of 7.5Vrms. The Output Gain is 12dB. Also the Output Impedance is 150 Ohms. It has a current draw of 350mA. The frequency response registers 10Hz-22kHz. The recommended Fuse Rating is 2A. The dimensions are as follows: 6.0"W x 5.9"D x 1.2"H. It has a weight of 3 lbs.
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Monsters And Rabbits
by: CerebralFix • 66
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by: CerebralFix • 66
Do you like puzzle games?
Do you like puzzle games featuring smart cute rabbits outwitting scary monsters?
Of course you do!
Then play Monsters And Rabbits an addictive puzzle game from CerebralFix.
Help the cute and cuddly rabbits get their carrots home safely, but watch out for the bloodthirsty monsters in this addictive puzzle game.
40 challenging puzzle levels for you to master!
Tweet us with the Monsters and Rabbits levels you have mastered to @CerebralFix and we will share your success with other players around the world!
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text: UC-Irvine Establishes Games Research CenterOwen Good9/06/09 4:00pmFiled to: AcademiauniversitiesResearchStudyUc-irvineIrvine35EditPromoteShare to KinjaToggle Conversation toolsGo to permalink The University of California-Irvine, already home to a game culture lab, has established the Center for Computer Games & Virtual Worlds. Twenty faculty members from the university's computer science, humanities, education and other departments will collaborate on its work. Advertisement The mission of the Center for Computer Games & Virtual Worlds, according to a university statement, will be to "expand campuswide research activities that draw upon UCI's strengths spanning the social and technological aspects of games and virtual worlds." It will likely be the site of national and international research workshops, and will host visiting research scholars on the subject.The statement also points out that UC-Irvine was one of the first major research universities to establish teaching and research programs for computer game culture and technology. Its Game Culture & Technology Lab has pulled in nearly $5 million in external funding since its establishment in 2001. Advertisement The Center for Computer Games is a part of Irvine's Donald Bren School of Information and Computer Sciences; it's led by the school's associate dean, Magda El Zarki, and senior research scientist Walt Scacchi, of the UCI Institute for Software Research."We now realize that scientific and cultural achievements go beyond the current concepts of what games and virtual worlds are good for, or how they may be developed or applied," Scacchi said. "The center will support our research in demonstrating the sustained ability to invent and reinvent the future of computer games and virtual worlds."The statement adds that: "UCI has a growing number of game-related research projects, including game-based virtual worlds where students 'play to learn' via interactive simulations, open community-based development of games and synthetic worlds, and gamelike synthetic worlds where autonomous characters display emotional responses and emergent behaviors." Sponsored UC Irvine establishes Center for Computer Games & Virtual Worlds [UC-Irvine Today, thanks Elizabeth L.]Reply35 repliesLeave a reply


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Radio J-Dub, Volume 41 – Scrioux Yioux NCAA: The Sioux Riouxl!
J-Dub's North Dakota Fighting Sioux win their 8th NCAA hockey title, how quitting the NFL is like being a vegetarian, tips on how to tell if you are an asshole, … Continue reading
Now That Your Hoops Bracket Is Busted, Try Some College Hockey Instead
"But J-Dub," you say, "I don't know anything about college hockey." Suck it up and fill out a bracket, Muffin.
Radio J-Dub, Volume 6- Good "Bad" Coaches and Dave Hakstol Hits The City of Brotherly Love
There's so much in today's episode it had to be done in two segments. The first harkens back to a lot of material from the Dubsism archives. We get glimpses … Continue reading
…And Now For a Bracket Completely Different…College Hockey 2015!
Your basketball bracket is already destroyed. So why not try college hockey?
The Case For Frank Kaminsky as B1G Ten Player of the Year and Future NBA Star
So, what do all the Frank Kaminsky haters think now? The math doesn't lie.
The Dubsism Top Fifteen Sports Stories of 2014
15) The College Football Play-off and the ESPN-ization of Bowl Games There are two words to describe how we got this four-team playoff to determine the college football national champion. … Continue reading
…And Now For a Bracket Completely Different…College Hockey!
Many people don't realize it, but the NCAA College Hockey Tournament is timed exactly to give you, the bracket loving public, another shot to fill out a bracket, albeit a … Continue reading
The Dubscast, Volume 5: "Offensive" Mascots Prove The Hypocrisy of the NCAA
Back in 2005, the NCAA declared that Native American mascots were "hostile and abusive" and outlawed them. Eight years later, the fact they are still around may be the perfect … Continue reading
Thanks to the UPS Guy, the University of North Dakota Has Another Football Championship Banner
The University of North Dakota won its only NCAA Football Championship in 2001. But now it has two championship banners, thanks to a shipping mistake (from the Grand Forks Herald). … Continue reading


text:
Here is a summary of wireless supporting information useful in the design and management of microwave links.
pdf - 225 KB
Sunday, May 3, 2015
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See if we are up to your challenge....
…or possibility. We have refined a process to result in the essential by exploring ingenuity.
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text: Pinch to zoom Etched Vinyl Butterfly Window Stickers by Nutmeg £28$48.05€33.55$35.87 Made to order Favourite Favourite View your favourites quantity personalise & pay by Nutmeg Location: Beds, GB read seller's profile see seller's complete range more items from this seller Splat Chalkboard Wall Sticker by Nutmeg £28$48.05€33.55$35.87 Chalkboard Wall Stickers by Nutmeg £6$10.29€7.19$7.68 Sweet Dreams Wall Stickers by Nutmeg £20$34.32€23.97$25.62 Personalised Butterfly Wall Sticker by Nutmeg £19$32.60€22.77$24.34 'Live Laugh Love' Wall Sticker by Nutmeg £24$41.18€28.76$30.75 Cat And Butterfly Wall Sticker by Nutmeg £19$32.60€22.77$24.34 view all you may also like PRODUCT DETAILS CUSTOMER REVIEWS DELIVERY RETURNS Made in Britain ask seller a question save for later Etch Effect Window Graphics wall stickers window film Nutmegs high quality etch window graphics, ideal for patio doors, windows, glass panels or mirrors. Each butterfly fitted individually so that you can arrange to suit your window size. Supplied on 2 sheets, full fitting instructions supplied. Nutmeg's beautifully designed wall stickers and wall quotes are a stylish modern way to decorate a room or carry out a room makeover, without the mess. They're easy to apply and remove, just follow the simple instructions included with your purchase. made from: Precision cut and made from high quality etch effect vinyl dimensions: Set of 14 butterflies, 8 x 12.5cm, 2 x 9cm, 4 x 4.5cm high, sizes are approx. product code: 72457 2 customer reviews read about our product rating system ratings guide trusted independent customer feedbackforum excellent bad good poor This product is dispatched to you by Nutmeg. You have 28 days, from receipt of cancellable goods, to notify the seller if you wish to cancel your order or exchange an item. Please note: goods that are personalised, bespoke or made-to-order to your specific requirements, perishable products and personal items sold with a hygiene seal (cosmetics, underwear) in instances where the seal is broken are non-refundable, unless faulty. Read more about our returns policy.Should you choose to return or exchange your order you will need to deliver the item(s) to the UK, where this seller is based. Nutmeg's return policy Please see notonthehighstreet.com's returns policy.


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Q & A system
- Status Closed
- Budget €30 - €250 EUR
- Total Bids 11
Project Description
For my project I need customized Q&A system in PHP, where REGISTERED users could only ask a question, and ADMIN can answer them. Script will be hosted on VPS with MysQL.
Technical specifications:
- PHP coding
- CSS template supported (clean style like DropBox, with image or video and login form on front page, logo in header, Links like About etc. in footer –
see DropBox page as example) - You don't have to provide images or video!
- MYSQL support
- Easy to install
- Responsive
- User registration (users can register their BUSINESS accounts – see next line)
- Two (2) account types BUSINESS (default) with PayPal redirect after registering and EDITOR (EDITOR accounts can be ONLY created manually by
- Business accounts must provide business name, address, city, country, email when registering
- Remember me option (login form)
- Password recover option (login form)
- Users can ONLY ASK questions, but THEY WILL NOT BE ALLOWED to answer them
- ALL QUESTIONS ARE PRIVATE. Questions (and answers) are visible only to the registered user who asked them (other BUSINESS users can't see
other users questions or answers!!)
- Basic profile page (with the username and basic statistic about asked questions)
- Questions searchable archive
- Option to export answer to PDF
- Searchable control panel with open questions (waiting to be answered) and answered questions
- Can answer all the questions
- Admin can register users manually (business and editors)
- Admin can answer ALL questions
- Admin can delete questions
- Activate/Deactivate registered users accounts
- Send mail to users
- Searchable control panel with open questions (waiting to be answered) and answered questions
- Option for font styling (ie. Integrated TinyMCE, font size, color, type) when answering the questions
- EVERY ANSWER WILL ALSO INCLUDE ONE PIE CHART (!!!) like Google chart. So the interface for answering the questions must allow chart code
embedding. THIS IS THE MOST IMPORTANT PART.
This is about it! Looking for the best offer (150-200$) and Freelancer!Get free quotes for a project like this
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- Set your budget and the timeframe
- Outline your proposal
- Get paid for your work
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Retail and wholesale developer open cart
This project received 30 bids from talented freelancers with an average bid price of $2545 USD.Get free quotes for a project like this
Project Budget$1500 - $3000 USD
Total Bids30
Project Description
I am looking for some to designer a login for retail customers to show retail pricing and a login for wholesale customers with wholesale pricing.
Next phase is to duplicate the site to offer as tool for distributors to customize, when they sign up for the membership.
Skills Required
Looking to make some money?
- Set your budget and the timeframe
- Outline your proposal
- Get paid for your work
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Publisher's Description+
From Daum Communication Corp.: 1. The favorite tab could be edited as the main page.2. Daum application delivers the must needed information and stories through the all new notification menu.3. Your favorite contents could be easily found through 200 various channels. 4. The real time responding RUBICS allocates your news. 5. You will receive a chance to participate various events only provided by Daum application.6. A flower search engine is launched, which will find you the names of the flowers you take picture of.
What's new in this version:
- Bug fixes and stability improvements
read more +