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Shadow World: Tales from the Green Gryphon Inn
Guild Companion Publications
Aaron H.
Verified Purchaser
Date Added: 04/08/2015 17:03:32
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45972.
Tales from the Green Gryphon Inn is an adventure book, right? Meh, not exactly; it's more than that. Often times, tabletop role-playing books draw a well-defined line between setting supplements, adventure books, and campaigns. Then there's this gray area; a gray area that happens to be where I like to be. Tales from the Green Gryphon Inn resides within that gray area, but in a very good way. It's part setting book, part adventure book, part campaign launching point. It's not a sandbox, although it has many sandbox qualities; it's what I like to call a playground adventure setting.
Tales from the Green Gryphon Inn details the city of Gryphonburgh set within the Shadow World. The first half of the book details this city and the large moor that resides nearby. It goes on to describe the area much like a sourcebook would, providing a fully fleshed-out setting for GMs to play in. Once you understand the setting, it moves on to providing a series of loosely-linked adventures, written in the spirit of "just enough to get the GM going, but not too much to tie her down." There aren't that many adventures here, but there's definitely enough for many nights of excellent gameplay or the start of an interesting campaign.
The result, is the playground. It's a sandbox setting with structured parts for the GM to play with. It's not a plot point campaign like Savage Worlds as there's no overarching plot to save the world or fix some grand disaster. It's merely a set of adventures set within the very detailed setting that can be played in order using a storyline determined by the GM (not the book). This is definitely not a book for the lazy GM, but it's definitely a book for the GM who desires a framework and wishes to fill in the remaining details.
My biases end at the structure of the adventure book. I enjoy reading Shadow World content and lately, Rolemaster source material feels overwhelmingly complete; borderline too complete at times. The good thing is, the setting is also a very interesting setting and the little hidden secrets at the hands of the GM are just screaming for an intrepid band of warriors to discover. Obviously I don't play spoilers in my reviews, so that's about all I'll say. I will add, however, that I really like how the adventures incorporate all aspects of the setting without narrowing the GM's and players' focus on a single section. In other words, the PCs will get to explore the entire area without the GM having to force it into the story; it's already there and already tied together.
[5 of 5 Stars!]
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101 Swamp Spells (PFRPG)
Rite Publishing
Aaron H.
Verified Purchaser
Date Added: 01/11/2015 10:03:19
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45673.
This installment of Rite Publishing's 101 series takes gamers to a place that is both loved and feared; the swamps. In the real world, swamps are very deadly places. In the real world there is no guarantee that the next step you take will be on firm ground, no matter how firm it might look. In real world swamps, any of the animals that don't want to outright consume you, tend to carry some type of disease that will kill you, only much, much slower. In the real world swamp, dry is a foreign concept; no matter how far away from the water you are, there is an overwhelming sense of moist, clammy and damp. The environment keeps changing and can flood with little or no warning. Now when you add swamps to your fantasy world, things get even worse! Now you have magic, and magical creatures and intelligent races that are as at home in this dynamic environment as humans are on regular land.
Swamps are a place with a special draw for many gamers. T.V. shows like Swamp People, the dreaded fire swamp in the movie The Princess Bride and the comic and movie The Swamp Thing are great examples of people's fascination with this environmental nightmare. Who could blame anyone for wanting their fighter or witch to spend a few gaming sessions in an asymmetric environment like this? Rite Publishing has done what they normally do, they saw a need, assembled a crack team and have given us 101 Swamp Spells.
Many of the spells in these 38 pages of crunch are variations on existing spells that most Game Masters and players know. Rite Publishing didn't just take existing spells, change the names and call it a day, they built on the foundation of those spells , seasoned them up and added some toppings that scream swamp. I had no idea you could do that much with fog. I've seen it used in horror movies, but in Rite Publishing's naughty little hands things escalated quickly. On my initial read through nothing jumped out as unbalanced, there were lots of devious spells in this collection, but everything seemed above board. No company is 100%, but Rite Publishing has shown themselves to be very responsible when it comes to ensuring their products are balanced when they need to be, and clever in their overall design.
The biggest problem with this product is its limited use. Many of the spells described in this book could be used many places, but when you specialize something like this, limits occur. I actually looked at many of the spells, thought about using them in a sprawling urban sewer and many of them still worked. This product is a wonderful companion for a campaign based in a swamp, but for a caster who has to select spells they might be stuck with for several levels, or for the rest of their adventuring career, this book could hurt, badly. Many of the spells are usable outside of the swamps, but some of them lose usefulness quickly when say in a desert.
The artwork and formatting are great; the page borders are standard fare for Rite Publishing, but I'm glad they went with swamp green instead of their normal light tan. There is no doubt this book is part of Rite Publishing's 101 series. Rite Publishing has done a great job establishing their brand and making sure the people who see their products know who made them. If you as a Game Master are looking to get your players soggy, this book is a must. For any spell slinger, 101 more spells to choose from is never a bad thing, well unless you have a player who can never really finish their character because they are looking for just the right spell. Because I'm not a nice person, the next game I run in a swamp, I will ensure my spell casting NPCs use these to great effect on my players before I grant them access to them. This is a well-made product that fills a rather specialized role. With minor tweaking and some creativity, many of these spells can be used on dry land, but most of them are more fun when surrounded by Kermit and his cousins.
[5 of 5 Stars!]
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Village Backdrop: Fulhurst Moors
Raging Swan Press
Aaron H.
Verified Purchaser
Date Added: 10/21/2014 20:53:31
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45394.
In this supplement for the Pathfinder RPG, there is a little village named Fulhurst Moors. Yes, staying true to its name, this village is located in the always creepy, and always very dangerous moors. Moors; you know those British versions of swamps only colder and more dreary. The inhabitants of this almost loathsome village spend most of their time cutting peat from bogs for fuel or for housing materials and tending their rugged and shaggy sheep on the moor. When the sun goes down they hide in their homes or gather inside the Bell and Whistles, the town's one tavern. While trapped in their nocturnal prisons they exchange tales about the horrible fates that await those people idiotic enough to venture into the moors at night. But these tales are not limited to those that go out at night; there are tales of people who ventured too far away from the village during the day and were caught in storms or fog and never seen again.
Fulhurst Moors is full of people with dark and murky secrets, like the bogs that surround them. You have a priest who is slowly going insane with his inability to tend to his flock. The long time mayor and the constable are stymied by the spate of recent disappearances and the villagers need to drown themselves in the bottle to escape from their fragile existence. All of these fears are founded as there are ancient evils that haunt the misty depths just beyond the village and those evils have struck a bargain with someone inside the village. The threat that once loomed in the dark boundaries just outside of the village has just crossed the line.
Raging Swan Press has made a living of introducing time saving plug and play material to gamers. The Village Backdrops are solid products that with minor tweaking could be great for most RPG systems. The black cover with white writing, might draw tons of people towards the product, but it works and this form is well known to people who use Raging Swan Press products. The layout inside is typical two column that most companies have adopted. This is only a 6-page product; several of the pages lose space with art; some of it is worth the loss of crunch while others are not. The half page lost on page 6 should have been replaced with a regional map rather than the questionable illustration that it contained. The drawing wasn't bad per-say, but it wasn't good enough to take up half a page in a 6-page product.
Villages are living places and to try and capture the look and feel of one in such a small product is not easy. This village backdrop did a pretty good job of capturing the feel of Fulhurst Moor, the village and some of the major players inside of it. The village map on page 3 is a simple black and white overhead view of the village; it isn't just a line and block map it is actually hand drawn and has a very realistic feel to it. I would have enjoyed seeing hand drawn numbers next to the important buildings, rather than the typed ones to maintain that authentic feel, but that is minor. MY review copy was electronic and I would love to have access to a downloadable version of the village map without numbers that I could pass onto my players. It would be easy to include an access code on the product that would allow a player to download things like this. I know that Raging Swan Press is a small company, but that doesn't mean they need to think like one.
The first few pages of this product are the one-over-the-world of Fulhurst Moors. This section includes Demographics, Notable folk with very basic stats, Notable locations, an overview of the villagers, village lore and Whispers and Rumors. This one –over-the-world is full of good information and was sodden with good ideas for further adventures in Fulhurst. I would have enjoyed seeing a few more rumors, but the KISS method really does help the GM shave off preparation time.
Next comes a very detailed description of the Notable Locations in town including an expanded Stat block for Kelurn Tinddar, the local Wizard. There are only 8 notable locations, but their descriptions are ample enough to feel alive.
The final page of text deals with life in Fulhurst Moors – included on this page is an events chart. I would love for there to be more events, but for the size of the product, 6 wasn't bad. This is the page that is plagued with a wasted half page; I would have liked to see a slightly expanded map of the surrounding Moors rather than the picture that was chosen to take up this valuable space. As a GM having knowledge just a bit outside of the village would be really helpful.
[4 of 5 Stars!]
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Publisher Reply:
Thanks very much for the review. I\'m jolly glad you enjoy the village. And good news - as with all Village Backdrops - you can download both tagged and untagged versions of the village map at our site!
Eclipse Phase
Posthuman Studios LLC
Aaron H.
Verified Purchaser
Date Added: 10/02/2014 21:12:53
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45290.
Eclipse Phase, the gaming system and universe developed by PostHuman Studios is, essentially, "Transhumanism, the roleplaying game." For those who are not familiar, transhumanism is the ideology that humans will soon use technology to evolve and become something more than what we currently are. Eclipse Phase has this in spades. It presents a world where your body is replaceable, skills can be purchased as software and death is regularly little more than an inconvenience. The result is something very different than your usual roleplaying experience: you can be an octopus uplifted to human-level intelligence in a robot body as part of an art exhibit on Mars, or you can be a former human engaged in a heady philosophical debate with a digitized version of yourself and be losing.
There has been an incredible level of detail, work, and vision put into the game system; which can be both a great opportunity and a heavy burden on gameplay. The sheer volume of detail and options makes it very easy for players and GM alike to be swamped. In an early play through of the game with my gaming group, players routinely found that they were unaware as to all the options that they had, resulting in gameplay screeching to a halt as someone reached for the book. Paying attention to all the moving parts, however, is extremely rewarding. The depth can be one of the most amazing parts of the game. In my experience, deciding which aspects of the game to set aside for your play sessions is rewarding.
The system works extremely well. It's a d100 based system with some tweaks to it, like the capacity for players to critically succeed or critically fail. It also addresses one of the ongoing problems that I had experienced with Call of Cthulhu using the d100 system, namely how to determine who has succeeded in actions that are opposed. Eclipse Phase resolves this through a simple and easy to understand mechanic that keeps the speed of play going. There are also some interesting mechanics, in particular one called Moxie which allows players to either re-roll a dice, or switch the 10's and 1's digits on their d100, to assist players in ensuring that they have agency.
Ultimately, the system and the background materials present a wide swath of content and a flexible system that can serve whatever your gaming group wants; whether it is a space opera, exploring the universe in a Stargate-esque gatecrashing scenario, or even something relatively mundane like spying for hypercorporations in the future, Eclipse Phase has the mechanics and the tools for you to use. Where the game really shines, however, is wedding the mechanics and the mythos that is provided within the books. The Eclipse Phase canon blends Lovecraftian-esque mythos in the form of things that cannot be understood by mere humans with advanced, singularity level artificial intelligence. When memories can be hacked or altered, or weeks of your life can disappear with a computer glitch, Eclipse Phase shines. It also shines when it is handled in a mature manner, but it can definitely be used in any manner of different scenarios. Tackling major philosophical and existential horrors is where this game excels. To get a better idea of how this can be handled, I highly recommend picking up one of the free scenarios that have been posted online to see the cosmic horror that Eclipse Phase can realize.
[5 of 5 Stars!]
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Alternate Dungeons: Haunted House
Raging Swan Press
Aaron H.
Verified Purchaser
Date Added: 10/01/2014 20:37:46
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45236.
Prepare Quicker, Prepare Better. This is the mantra for Raging Swan Press, and for a product like Alternate Dungeons: Haunted House, it rings true. Alternate Dungeons: Haunted House is exactly what you think it should be and a bit more. This 12 page product is actually an amalgamation of several other types of Raging Swan products. It is broken down into a description of the haunted house as an alternate dungeon, haunted house dressings, the denizens that inhabit haunted houses, some of the traps and hazards one might encounter in a haunted house and adventure hooks for haunted houses. That is a lot of crunch for $2.45 USD.
The cover is really basic, black with white writing, the font is crisp and easy to read and the Raging Swan emblem right above the Pathfinder emblem lets you know what system it was designed for. Even with the Pathfinder moniker, this product will work for most systems with very few adjustments. There are a few black and white illustrations in the corners of some of the pages with varying levels of effectiveness. This setup allows a GM to prepare quicker and prepare better. Anyone who runs games knows that quicker and better are a win/win for everyone involved in a game. Creighton Broadhurst is savvy. He knows how to frame a product like this and in the first part of this product does not shy away from addressing some of the difficulties that a haunted house setting presents for the Game Master. After the introduction, the haunted house as an alternate dungeon is broken down into Defining the Dungeon, Running the Dungeon and sacking the dungeon. Each of these sections contains at least five paragraphs that elaborate on those concepts. This provides a svelte outline that mentally gets the GM warmed up. After going through this section I had no less than 10 great ideas for the next haunted house I run.
The dressing section is the standard D100 listing that Raging Swan has done so well for so long. This section transcends the boundaries of just being a D100 random loot list by describing how and where some of these dressings might appear in said haunted house. Some of the D100 offerings were meh, some of them were really solid and a few freaked me out. I know the meh needs to be there, but I could always do with more entries that freaked me out. The great thing is that above using the dressing chart as random room filler, there are some seeds for some great adventure hooks.
The Denizens section contained exactly what I expected it to; there was a delightfully creepy picture on page 6 that really helped set the mood. As expected, the Denizens included the old standbys like shadows, ghosts, poltergeists and vampires. Rather than including the stats for these types of creature, a challenge rating and a small write up are included in the text. From a quicker preparation standpoint I would have loved some quick stat blocks, but there are really so many types of these nasties that I can see why they didn't go there.
The traps and hazards section follows the Denizens section, but has the added bonus of including some new haunts. The new haunts are a short stat entry but they have enough info for a GM to quickly add them into their haunted house, creating more of a one stop shop feel. These new haunts include Anguish, Dancing Décor and Slamming Door. The names alone ooze with insidious ways to challenge players.
The last section covers Adventure Hooks but actually the book is full of them, these just happen to be spelled out in plain sight and have a slightly longer description. Most of these hooks are based on the history of the haunted location, which is normally why a location ends up haunted. The three hooks given here are interesting, but not ground breaking. Any one of them would be a great foundation to build your haunted house upon.
[5 of 5 Stars!]
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Publisher Reply:
Thanks very much for the review. I\'m delighted you found Alternate Dungeons: Haunted House so handy!
Outbreak: Deep Space
Hunters Books
Aaron H.
Verified Purchaser
Date Added: 09/19/2014 20:35:38
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45134.
Most tabletop role-playing games can be classified in two different ways: a setting designed to fit with a set of mechanics or a set of mechanics designed to fit a setting. Yes there is some gray area between those two, but generally games fall into one of those two classifications. Outbreak: Deep Space is by far a game where the mechanics were designed around the setting.
Outbreak: Deep Space is a military sci-fi survival horror game. It's kind of a mouthful, but it's quite important to understand each one of those aspects, although not necessarily in that order. For starters, the setting and system are science fiction; seemingly far into the future. This means you get all that cool sci-fi equipment: armor, weapons, and gadgets. Second, it's military; this means the game revolves around a lot of action without the drama, intrigue, and politics like space opera. Third, it's horror; there are no shortage of scaring things to deal with on a regular basis. Finally, it's survival horror; the goal is to survive because the horrors you're facing are so bad that you may not make it to the end.
Understanding those four concepts can be easy for the setting, but Outbreak: Deep Space goes one giant step further and incorporates all four of those aspects in the games' mechanics. However, this isn't done on a piece-by-piece basic; it's done by mashing all four of those aspects together to create a cohesive set of mechanics to support those four aspects. Oh yeah, they back it all up with some great setting-related artwork to boot. Let's look at some of the mechanics that support what I'm saying:
Gear in Outbreak: Deep Space is quite dynamic. Gear is primarily supported by equipment kits, because a character should be completely outfitted to do the job they need to do. These kits can be further customized through external modifications and tech point upgrades. This is a very important mechanic to support that military sci-fi feel. It's reminiscent of what a soldier in any army would be given so that they can be of value to their unit and do the job they're supposed to do.
The effects of horror are numerous. You don't just have one measurement of how horror effects a character, you have several: morale, insanity, psychological trauma, psychosis, therapy, regression, mental trauma, and other little bits here and there. This doesn't just support horror, this is truly survival horror as it reminds you that there are many ways horror can affect a character and how many different ways a human might respond to that.
The overall level of horror is measured by an outbreak level. Granted, this is part of the Outbreak series, but this is one of the underlying mechanics, or at least it seems to be, that really defines survival horror as opposed to investigative or action horror. As the story progresses, the atmosphere worsens and things begin to happen more often. Maybe encounters are more frequent; maybe encounters are more deadly; maybe things just start feeling wrong.
I would like to note that Outbreak: Deep Space is not a game for beginners. However, I'd also like to point out that most beginners don't start with survival horror as they may not be able to handle character death. ("This is the first time I've ever played and my character already died?!") So, don't approach this RPG with the idea that you're going to be handled with kid gloves and walked through it like an introductory game. It pretty much has the assumption that you've played RPGs before and are ready to truly embrace the world of military sci-fi survival horror in all of its aspects. If you're prepared for that type of atmosphere, than this is a game that will fit like a glove!
[5 of 5 Stars!]
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AMP: Year One
Third Eye Games
Aaron H.
Verified Purchaser
Date Added: 09/08/2014 20:28:15
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=45197.
AMP stands for people with Accelerated Mutant Potential. The year is 2015 and there is an emerging group of people exhibiting strange powers. These powers stem from experimentation that started in the 1930s. The strange powers that are being exhibited are akin to super powers and with all great things, someone wants to control them. As these individual powers are discovered across the world, several government agencies have stepped out of the shadows to regulate the use of these powers. Adding to all of this, each AMP has a chemical need to attack other AMPS who are in close proximity. They can overcome this, but the urge to fight one-another and the hunt by government agencies makes super powers feel not-so-super.
On the outside, AMP: Year One looks exactly as it should; the combination of colors and art style with a coming at you perspective amp up the energetic feeling that this game has. This game, from a mechanical standpoint, is designed to tell a story; the folks over at Third Eye Games are good at that and they have designed games in the past that attempt to and often transcend your typical hack and slash RPG. At its essence this is a super heroes game and the influences listed at the end of the game affirm that. I was happy that it wasn't designed to be a silver or golden age heroes type game, but went more along with the Heroes Television series. The addition of the "programmed need for AMPs to clash" was another nugget of goodness that really adds a unique dimension to this game.
The first chapter predictably gives a history of Project Black, the super secret joint international government project that developed the serums that created the AMP bloodlines in the 1920s. There is a time lapse and the current information includes a series of events that occur when the decedents of Project Black start to manifest their powers. Because this is year one, many people are unaware of their own powers or the powers that AMPs are displaying. All the while the government is trying to cover up and hunt down the AMPs before things get out of control. I think this was a good choice as it allows the players to be on the ground floor and supplements to the game can easily be introduced as year two and so forth. Each year could introduce new major events as well as rules tweaks based on the activities presented in the game timeline.
Next comes the character creation and this is another area where Third Eye games tends to do a good job, AMP is no exception. Like many companies, we start to learn the rules as we create characters. I like this approach as it makes the first time I read the rules section of a book feel like a review rather than something completely new and foreign. I appreciated the warm up that is provided by requiring a character concept followed by loyalties and affiliation. These are good because it forces the player to have a really good idea of what type of character they are going to play before they choose their skills and peruse the over fifty powers available to them. I found that power choice was the most difficult phase of character creation for my players and me. There are so many great powers and a few of them don't show up exactly where you might expect them to, so getting players to read through all of them was a time sink that required some pre-reading. In a few cases, I actually took the players concept and married it up with the powers in the game that supported it to save time. This had the added benefit of the players not knowing what powers their adversaries might have. If during the game one of my players felt like they witnessed a power that was better suited to their concept, I let them switch it, no big deal. Third Eye Games was kind enough to include a quick creation guide not only in the rule book but on the character sheet as well. This system includes special gifts and drawbacks which not only make a character feel original, it provides mechanics that help create conflict.
The next chapter was the "spell book" section of this book; only, replace spells with powers and wa-la, you have super heroes, or at least people with super powers, they are not all heroes. Each power has a sort of power tree, like the ones you might find in popular MMORPGs. The powers are broken down into nine different strains and each hero can have three powers, so no character is really a one trick pony. Heroes must have their primary power originate from their strain, but can pick powers from other strains as their secondary and tertiary powers; this adds to that oh so fresh feeling and gives players a chance to play around a bit. The characters can't just use their powers whenever they want; they need juice or mana if you are stuck on the whole MMORPG thing. This is basically adrenaline, and on top of their base juice things that cause adrenal spikes give a character more juice.
Following the powers chapter is the rules chapter. This system takes some getting accustomed to; it isn't that the system is so complicated, it just requires less dice and more skill combinations than most D20 gamers might be accustomed to. This chapter caused me the biggest growing pains (as all rules chapters tend to do). Once you use the system, it makes sense, but by this point in the book the amount of examples had fallen off dramatically and while numerically the addition of numbers on a one skill check made sense, they got in the way during game play. This isn't Third Eye Games first rodeo, but I wish there had been a work around on this. Minus that and a few other calculations that seemed cumbersome, especially during tense combat, the system works for the spirit of the game.
The final chapter is for people running the game. It gives storytelling tips and talks about how the setting should feel. This chapter asks the important question of what would you do if you woke up with these powers? Third Eye Games once again showed that they are all about the gaming experience. Most of the advice falls back on the rule of cool and reminds the people running the game that games are made to have fun.
This is a super heroes game that for the most part feels right. There are a few things I'd tweak, but if you are looking for a game that allows to become the super powered person you always wanted to be, the person with the powers you read about in the comics, then this is the game for you. The overhead of dice and rule books is small and with a D20, pencil, and rulebook, you are ready to go. I had a great time playing this with my group and I think you will as well.
[5 of 5 Stars!]
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Camp Myth: The RPG
Third Eye Games
Aaron H.
Verified Purchaser
Date Added: 07/21/2014 20:23:44
The following review was posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=44700.
Camp Myth RPG, based on the Camp Myth book series, is another role-playing game from Third Eye Games designed for the next generation of gamers. While Mermaid Adventures appears designed for the fairly young, Camp Myth RPG seems more appropriate for teenagers and their parents to enjoy. Players take on the role of one of many mythical creature types as what I believe is a teenager, or possibly young adult, at the famed Camp Myth where they learn how all different types of ways of dealing with the mythical world they live in, which resides within the confines of Earth (kind of like Hogwarts does). What these characters learn turns into badges like one would collect at summer camp. However, the tasks needed to acquire these badges is mythical in nature, just like everything else in the book.
Camp Myth RPG is a bit of a surprise to me as I was expecting the mythical elements were present in the characters, but not necessarily in the entire environment they interact with. Not that it's overdone, just that it wasn't what I was expecting. Basically, everything within the setting revolves around this almost pocket dimension which resides on Earth where all these mythical creature kids get to spend their time learning to be mythical creature kids. Additionally, I was suprised at how much the game seemed to emphasize non-youth encounters and instead feels more like the true test of these kids going from youth to adulthood. In other words, it's not just a bunch of kids playing in a kids world, it's a bunch of youth who are preparing themselves for their future and learning everything (well, maybe not quite everything) they need to survive.
Camp Myth RPG is tied up in a nice blanket of mechanics known as the Pip System (same as Mermaid Adventures). It's an easy to learn and understand mechanical resolution system where you have positive and negative dice and try to roll more successes on the positive ones than the negative ones. From the perspective of introducing, or moving, the next generation of gamers into more complex role-playing games, this is a good launching point. It's simple and helps you understand what it is to play a RPG and how to get involved in the roles of the characters.
[5 of 5 Stars!]
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#30 Mercenary Companies (PFRPG)
Rite Publishing
Aaron H.
Verified Purchaser
Date Added: 07/14/2014 20:36:03
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=44353.
This 23 page product contains 21 pages that provide succinct and really fleshed out descriptions of 30 different mercenary companies that both players and game masters can use in their Pathfinder campaign as well as other fantasy settings with few or no adjustments. Entries are formatted just like the entries one would expect to find in a Bestiary or Monster Manual and include the alignment of the company, the name or a brief description of the company's' headquarters, the name of the company's leader, resources, structure and leadership (Order of battle), uniform and banner, an overview described using Difficulty Class (DC) to determine how much information a player can get on the company, a description of the company normally narrated by one of its members (usually one of the common soldiers rather than the commander) and a statblock that allows you to use the company not only in an encounter, but in the Pathfinder mass combat rules.
The folks over at Rite Publishing have been listening and this is one of the tightest, most cohesive products that I have seen from them. I've always loved their products, but in every one it seemed like there was some little thing that kept a really well done product from being the best that it should be. Those problems could be a tiny editing problem or even stock art that varied between amazing and dreadful, or even the mixing of very desperate types of art to ruin the flow of a product. #30 Mercenary Companies had none of those problems. If you look at the list of problems you will notice that I didn't mention content as one of the problems, because Rite has always done a great job of bring its customers interesting and affordable content.
Liz Smith, the author, was on point with her vision for this product and the gang really supported her. All of the art in this product was public domain and it all worked really well for the entries near which it was placed. All of the art was in a similar style, and it was all in color, no color on one page, and then black and white on the next page followed by three more pages of color. The cover evokes thoughts of swords for hire and the interior art syncs well with the entries. The page borders are the normal Rite Publishing "lions head" style which blended well with the theme of this product.
As a GM this is such an elegant product; in a very small space and with minimum amount of time I can reference this book and generate 15 different ideas for encounters or even adventures and campaigns based on the companies presented. Smith was smart to include some companies that tend to operate in environments other than the typical European type forest with interspaced mountain ranges. I was a big fan of a few of the nautical companies especially. Who doesn't love a group of aquatic elves that likes to cut holes in the hulls of ships and attack them from below? That right there is fodder for a series of amazing at sea encounters or even an undersea/above sea campaign.
[5 of 5 Stars!]
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Big Hexyland Modular Fantasy World
Blue Boxer Rebellion
Aaron H.
Verified Purchaser
Date Added: 06/05/2014 21:27:30
When I first saw this as a new release, I thought to myself, "That thing looks frickin' cool!" So I went ahead and spent the mere $5 the generous publisher was asking for and opened it immediately. After opening it, I realized, "Yeah, this thing IS frickin' cool!"
But why is it so cool? Well, for one thing, creating a full fantasy world map (or rather a continent/country) can be a lot of work and very taxing on the imagination. Especially if you don't have the time to flesh it out. Plus, you have to make it somewhat realistic or at least put interesting environmental features. These megahexes not only do all the work for you, you can ultimately mix and match them as you please (with a little fudging the borders, no big deal though) to create whatever fantasy world you want!
The only thing that would make this better is Big Hexyland Modular Fantasy World, Volume II with even more hexes to choose from.
This is definitely the perfect starting point for creating your own fantasy world; even if you only use it as a reference!
[5 of 5 Stars!]
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Dark Streets
Cakebread & Walton
Aaron H.
Verified Purchaser
Date Added: 05/30/2014 20:54:59
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=42912.
Dark Streets is a setting guide for the Renaissance system, set in Georgian London with Cthulhu Mythos and investigative horror influences. I say influences because both of those items influence the setting, but don't ultimately define it. In Dark Streets, characters take on the role of Bow Street Runners; hired hands determined to fight against the horrors plaguing the streets of London in its less-than-desirable areas. Some of these horrors are supernatural, some are Lovecraftian, and some are just thugs causing problems. It's almost like taking the FBI and throwing it into 18th century London.
I like Renaissance and I like Clockwork & Chivalry. However, I REALLY like Dark Streets. This is, so far, my favorite implementation of the Renaissance system as it combines some of my favorite gaming elements: horror, intrigue, dark secrets, Lovecraft, and action. Although I know nothing about Georgian London, the overall theme can easily by ported to other locales where law and order suffer and horrors could easily hide in the shadows due to the ignorance of the people and the willingness of the worshipers.
The prominent concept that is quite unique to Dark Streets is playing the role of a Bow Street Runner. By using this role, the setting creates two important things: the characters have a very well-defined purpose and the streets rule. If a setting such as this were thrown into modern times, the police force and whatever special investigative force was created would quickly rid the streets of all these ruffians and whatever else is bothering the public. If the setting were placed earlier, the runners may not have the right tools to survive against so many antagonistic factions. By placing this setting prior to the Victorian era and after the English Civil War, the characters are given the tools they need to survive, but it'll be a constant struggle as there are so many opposing them. Thus, the setting itself becomes an obstacle that the characters can overcome, but will always have to contend with. And this includes games where many aspects of the Mythos is removed (to balance combat, for instance). The gangs and cults could easily worship simple aspects of the occult, as opposed to the very overwhelming aspects of the Cthulhu Mythos, and the characters would still manage to have a difficult time surviving, but ultimately prevailing, against everything else within the setting.
In other words, Dark Streets is a very compelling setting due to its very basic design elements of setting (Georgian London) and purpose (Bow Street Runners). There are a number of possible adventure ideas, with or without the inclusion of the Cthulhu Mythos. The era its set in is so fraught with danger, in an almost ridiculous way, that it's hard to fathom that so many people survived it. There are gangs, political rivalries, religious rivalries, vice clubs, cults, corrupted law officials, radicals, and who knows what else. And just think, all of this is shoved into one city… Your adventures and campaigns could virtually go anywhere! I would love to take it to the Five Points area in New York.
[5 of 5 Stars!]
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EPOCH: War Stories
Imaginary Empire
Aaron H.
Verified Purchaser
Date Added: 04/27/2014 09:52:28
The following review was originally published at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=41662.
War Stories is a collection of EPOCH tales of horror placed during war times in the modern age including World War I, World War II, War on Iraq, and guerrilla warfare in the Congo. Much like the sci-fi collection in Frontier of Fear, War Stories breaks away from the basic cinematic feel of EPOCH while retaining that character-driven survival horror appeal. There are a total of five scenarios, with two placed in World War II, all written by different authors. That means you get a good variance between scenarios as each author brings out his own version of an EPOCH scenario. New cards are included in the PDF version (or available in POD) to coincide with each scenario. Additionally, each adventure follows the standard format found in every EPOCH scenario, lending to ease of reading and playing from the GM's point of view.
Part of the horror backdrop in War Stories is the background itself: the horrors of war. Although many of us are immune to the cinematic aspects of war, few of us have experienced it to the point where we understand what that truly means (I for one have never experienced it). With that in mind, it's difficult for many to picture a horror environment simply due to the war going on around the characters. Four out of the five scenarios add much more to the horror aspects of their respective scenarios (one doesn't and I feel it suffers for that) creating the survival horror environment of EPOCH. When I think of EPOCH, I think of those four scenarios and really like the resulting storyline. There are many added aspects of "what's around the corner" that can create that creepiness many desire within a horror RPG. Without those additional aspects of horror, as in more than just the war, I think many gamers would have a hard time feeling suspense due to the numbness from movies and television. Those four scenarios attempt to overcome that numbness, and do an excellent job doing it!
[5 of 5 Stars!]
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Dead Teenager RPG
Creepy Doll Studios
Aaron H.
Verified Purchaser
Date Added: 04/23/2014 20:21:53
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=41636.
Dead Teenager RPG is one of those beer and pretzels games that flirts with being something more. This game is based on the horror and slasher films that kept many people reading this review up late at night, because at least one of those films struck a cord, one of those films eviscerated you until it found that one thing that scares you most, and put it up on the screen for the entire world to see. Dead Teenager allows you to recreate those films at the gaming table.
DTRPG is a storytelling game, things like loot and saving the kingdom are really not part of this game, trying to survive the game and having fun however, are. This game involves the use of two decks of cards rather than dice. I prefer dice, but I see the logic in using something common like a few decks of cards. For gamers who are incarcerated, this is actually a big deal as many prison systems will not allow dice, but will allow playing cards. Might not sound like a big deal but for someone who is behind bars it is huge. The other advantage is that you can gather a group of non-gaming friends around a table at most any gathering, ask them to grab a couple of decks of cards, open the rule book, and get to playing pretty quickly.
The layout and art work in this book is top-shelf; the pages have a black background with a red blood splattered pattern on it. Most of the drawings and pictures are creepy, really creepy; each and every one fits with the theme of the book and they really add to the immersion into the horrible world that the gamers are stepping into. The title page headings are in a dripping blood font, and all of the charts are easy to read. The writing is on point while still remain casual and informative.
One thing I found interesting about this game was the self-regulating rating system the creators added into the mechanics. Well saying they are part of the mechanics is kind of flawed, but they were included and this is how they work: as a group you look over the "ratings" chart to determine what elements you do or do not want to have in your game, the ratings go from G to NC-17 just like the standard movie rating system. You don't have to follow that chart to the letter, but it gives everyone a good idea of what the ratings mean and how much sex, drugs, and rock and roll each game will have. Any player can lower the rating towards G at any time during the game if they are uncomfortable with what is happening in the game, the only way a game may be upgraded say from R to NC-17 is by a unanimous consent from all of the players. I know some readers are saying that is a bunch of political correctness bull crap, well I would argue that games are designed to be fun and while RPGs do allow people to try things in games they wouldn't ever in the real world, they should always be fun. This rating system lets everyone involved know what to expect and allows people to adjust the level so they can have fun. I don't think it is a bad thing.
[5 of 5 Stars!]
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Achtung! Cthulhu: Keeper's Guide
Aaron H.
Verified Purchaser
Date Added: 04/12/2014 17:17:53
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=41575.
The Keeper's Guide is the Game Master's handbook to the Acthung! Cthulhu setting, along with being a source for the seedier background material for plots and themes within the Acthung! Cthulhu campaign. It contains mechanics for both Call of Cthulhu and Savage Worlds. While the original Acthung! Cthulhu campaign modules are designed for Realms of Cthulhu from Reality Blurs, the Keeper's Guide no longer appears to require that setting guide. This book presents two new pieces to the Acthung! Cthulhu core setting: the Axis and the occult/mythos. It also augments the already present Allies information by giving the Keeper a collection of filler they can add to their adventures and campaigns to fill the gaps within the story and background. This includes things like Allied NPCs, a full look at intelligence agencies, and some behind-the-scenes things that the players and player characters may not realize. This means the Keeper can present a complete backdrop of both sides of the war without getting bogged down in fiddly bits like creating Allied NPCs for the PCs to interact with.
Probably the most important pieces of the Keeper's Guide is the Axis forces and the occult/mythos. As much information that was presented for the Americans and British in the Investigator's Guide is presented for the Germans in this book. This is a pretty in-depth presentation of what it's like to create small and large forces to create obstacles for the PCs to get around. The occult and mythos side of things (including the various secret societies and intelligence agencies) are presented as protagonists for the PCs to encounter. Once again, World War II is being presented in a very complete manner to simulate that backdrop, keeping the setting cohesive with the era it's presented in. Amongst all this content is a huge collection of adversaries covering soldiers, intelligence personnel, cultists, and mythos beings. There's a good chance that a Keeper would never need to create their own adversaries and can simply stick to those presented in this book.
There is one section within the Keeper's Guide that I question its placement of: vehicles. Not just German vehicles, but also American and British ones. These are military vehicles, ones the characters could feasibly come into contact with, steal, or maybe requisition. I can understand how they're presented in this book as a part of the backdrop, but they're really detailed and presented in a way that says "Hey, the characters can use these." This even includes mechanics for aerial combat. Again, this is something the players should have access to, but I can see why it's presented in this book.
[5 of 5 Stars!]
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Achtung! Cthulhu: Investigator's Guide
Aaron H.
Verified Purchaser
Date Added: 03/28/2014 20:37:09
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=41426.
The Investigator's Guide is the player's handbook to the Acthung! Cthulhu setting, along with being a source for background material for characters within the Acthung! Cthulhu campaign. It contains mechanics for both Call of Cthulhu and Savage Worlds. While the original Acthung! Cthulhu campaign modules are designed for Realms of Cthulhu from Reality Blurs, the Investigator's Guide no longer appears to require that setting guide. The book is really two parts: a look at life leading up to and during World War II and the types of common professions available to investigators within the setting.
Before going further, I would like to note that I did not back the Acthung! Cthulhu Kickstarter campaign. I considered it heavily, but in the end there were other things I wanted to back instead. Although I like the Acthung! Cthulhu campaign modules, I was unsure about how the two setting guides would turn out.
A large part of the Investigator's Guide is dedicated to making the backdrop of the Acthung! Cthulhu campaign come to life. I say backdrop because the campaign is ultimately a Cthulhu Mythos investigation of the Axis delve into the occult during World War II (WWII being the backdrop). This book focuses heavily on life during World War II. This allows for a great amount of background material that can be leveraged during character creation, including defining what life is like back at home while the investigators are out chasing the Nazis and their cohorts. Timelines are provided to note the major events during and around the time in terms of the war and "what's going on back home."
The WWII backdrop also plays heavily into the character background information provided. If the characters are military personnel, there is a plethora of information regarding the different forces and divisions involved in the war, including intelligence. Support roles are touched on, but not significantly.
Fleshing out all this backdrop and background information from a mechanics standpoint is a large chunk of the book. Call of Cthulhu mechanics take up more than the Savage Worlds mechanics as a load of new skills are provided to represent the different skill sets each character background would feasibly have. Military occupations during WWII are provided in mechanical terms including elite and special forces. These backgrounds are considerably streamlined for the Savage Worlds mechanics and presented as quick-use archetypes. This is accompanied by new Hindrances and Edges. The book is capped off with a look at WWII equipment and a Quick Play Guide that sums character creation.
The Investigator's Guide is a solid player's book for games set in World War II. It's quite obvious that the character focus is on those in the military as opposed to something more pulp-like. This is a good way of setting Acthung! Cthulhu apart from other settings during this era as it provides value in the hands of the players (they're not getting a rehash of pulp heroes fighting Nazis). One thing I like the most about the book is that it presents the players with World War II and doesn't really lead-on that much to what's going on in the shadowy world of the Cthulhu Mythos.
[5 of 5 Stars!]
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text:
Terminal J was evacuated and shut down about 7 a.m. after a suspicious item was found at a security checkpoint, WFOR-TV, Miami, reported.
The closure occurred when a bomb-sniffing police dog alerted its handler to an item on a pallet.
Airport security evacuated the terminal and moved planes away from it.
A bomb squad from Miami-Dade police was called investigate the item.
The terminal reopened just before 9 a.m. Airport officials said no flights were delayed.

subset: commoncrawl


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SKU: rites_of_passage_dvd_set
Rites of Passage takes you on a journey throughout the explosive world of No Holds Barred Fighting. Enter the minds of these extreme athletes as they tour the world in search of fistic glory. The documentary critics are calling both "explosive and brutal." Witness first hand a behind the scenes introspective into this intense sport and learn why these modern day gladiators compete:
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Get this 2-disc DVD set packed with over 4 hours of explosive MMA footage!


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text:
Nicasio faces Giants seeking second road win
Less than a week ago, Rockies right-hander Juan Nicasio didn't know what it felt like to get a victory on the road.
After two seasons of never winning a game outside the confines of Coors Field, Nicasio finally broke through in his first start of the 2013 season and beat the Brewers in Milwaukee on Wednesday. He tossed six innings, allowing two runs on seven hits.
"It's important because last year I didn't win on the road. Only at home," Nicasio said. "That was my first road win of my career. Now I'm looking for No. 2."
He'll bring that newfound confidence into Tuesday's contest at AT&T Park against the Giants and right-hander Tim Lincecum.
Rockies first-year manager Walt Weiss sees the three-game series as a way to build momentum for his club. The Giants took a 4-2 win in Monday night's game.
"I just told them this is another challenge in front of us, coming out to the West Coast and winning a series out here. That's the next challenge in front of us," Weiss said. "Again, it's a week into the season, but we were able to win a series on the road right out of the gate, able to dominate a series at home. The next one is being able to come out here on the West Coast and win a series out here."
As for Lincecum, the 2013 season hasn't started off as well as he would like.
Having trouble with his command in Wednesday's win over the Dodgers, the right-hander matched a career high by walking seven batters. However, he limited the Dodgers to just one hit in nine at-bats with runners in scoring position and finished the game allowing just two unearned runs on three hits in five innings.
While the win marked the 80th of Lincecum's career, he barely threw more than 50 percent strikes and said he felt like he was competing more than pitching.
After the start, Dodgers manager Don Mattingly said he's noticed changes in Lincecum the last two seasons.
"His velocities are down just a little bit, and when the velocity's down a little bit, you're not in as big a hurry," Mattingly said. "When the velocities go down a little bit, then you're a lot more comfortable up there that he can't throw the ball by you. At that point you're not going to chase as much."
Rockies: Cuddyer returns to action
After resting his sore left wrist Sunday, Michael Cuddyer returned to the starting lineup Monday for the Rockies when they opened a three-game set against the Giants in San Francisco.
"It feels good," Cuddyer said before the game. "It's good to go. We're ready to go. The way I view it, you either can play or you can't. I can play today."
He finished Monday's game going 2-for-3 with a walk and a run scored.
Giants: Scutaro working to find stroke
Second baseman Marco Scutaro was on the field well before Monday's game against the Rockies taking extra batting practice to try to get his timing back.
Scutaro is hitting just .111 (3-for-27), which is a sharp contrast to the .362 average he posted in 61 games after he was traded to the Giants last season.
"My rhythm is not there. ... I'm jumping at the ball. ... I'm not letting the ball travel," said Scutaro.
Worth noting
• Rockies catcher Yorvit Torrealba drew his second start of the season Monday against the Giants in place of Wilin Rosario. Torrealba has caught left-hander Jorge De La Rosa both times.
• Giants manager Bruce Bochy on Monday reiterated his intent to find more playing time for rookie infielder Nick Noonan.
Quinn Roberts is a reporter for MLB.com. This story was not subject to the approval of Major League Baseball or its clubs.


text:
Photo by Mark Zuckerman / NATS INSIDER
With some rain and no Strasburg, tonight's game probably won't draw a full house.
Hello once again from Nationals Park, where there are only about one-tenth as many media members and will probably be half as many fans as there were here 24 hours ago.
Apparently, everyone isn't as interested in seeing the big-league debuts of both Brad Lincoln and Jose Tabata as they were in seeing Stephen Strasburg.
Don't overlook those two Pirates rookies, though, because they deserve attention. Lincoln is the organization's top pitching prospect, a first-round pick in the 2006 draft who missed all of 2007 after Tommy John surgery but has bounced back since to dominate the minor leagues. The 25-year-old right-hander isn't overpowering, but he's got a good fastball, locates well and didn't allow a run in either of his last two starts at Class AAA. Tabata, meanwhile, is one of the top position players in Pittsburgh's system, a speedy outfielder who was picked up from the Yankees a couple of years ago in one of the Bucs' many deadline-day trades.
John Lannan takes the mound for the Nationals, looking to continue his recent resurgence since dealing with those elbow issues. Ivan Rodriguez is not behind the plate. Jim Riggleman said he will be more cautious about using the veteran catcher too much. He played Monday in Potomac and last night here, so he gets tonight off, then will probably come back and catch three in a row.
Check back for updates throughout…
PIRATES at NATIONALS
Where: Nationals Park
Gametime: 7:05 p.m.
TV: MASN2-HD, MLB Network (outside D.C./Pittsburgh)
Radio: WFED-1500 AM, WWFD-820 AM
Weather: Chance of storms, 74 degrees, Wind 8 mph RF to LF
2B Cristian Guzman
CF Nyjer Morgan
3B Ryan Zimmerman
1B Adam Dunn
- K.D. - Jun 9, 2010 at 10:33 PM
Mark, does this mean my chances of seeing Pudge play on the 15th in Detroit are slim to none?
- meixler - Jun 9, 2010 at 11:00 PM
What number is on that Harper jersey?
- Mark Zuckerman - Jun 9, 2010 at 11:10 PM
Meixler: The Harper jersey has No. 34 on it.
- Mac - Jun 9, 2010 at 11:32 PM
Any chance we can get an update on Jesus Flores?
- Doc - Jun 9, 2010 at 11:36 PM
Yeah Markmeister, wad's up with Flores??
- Anonymous - Jun 9, 2010 at 11:49 PM
Mark: A little outdated question, but one that has been bugging me. At the Reds game on June 4th, Ian Desmound was called safe at third, but (correctly, in my opinion) reversed by the another umpire. Now clearly the 3rd base umpire had the best view, but missed the call. They huddled, and eventually got the call correct. Now my question is, could this have happened for Galaraga and his perfect game? I understand Joyce thought he was safe – but in reality – he was out by almost a full step. Couldn't another umpire of seen this? Why are the other umpires not being questioned in the media for missing it? Any insight would be greatly appreciated! Love your work!Steve
- Nervous Nats Fan - Jun 9, 2010 at 11:54 PM
Intentionally walking someone with a 0.178 average? Seriously?
- HabsProf - Jun 10, 2010 at 12:06 AM
Here are a couple of interesting links. The first is an article about "9 unlikely team leaders" with Tyler Clippard at #4.http://sports.espn.go.com/mlb/columns/story?columnist=crasnick_jerry&page=starting9/100609The second brings up the issue of the DH in the National league (an old argument) but does so by referencing Strasburg's first AB yesterday.http://espn.go.com/blog/sweetspot/post/_/id/3902/nl-pitchers-hit-but-reluctantly
- JayB - Jun 10, 2010 at 12:07 AM
Morgan needs to sit down right now. Move Roger to CF for the next 10 days or so and put Morse into RF. We know that Morgan's head is not in the game. He just does not look like the same player. Look into his eyes….something is very wrong with his head.
- Smatt1001 - Jun 10, 2010 at 12:13 AM
Does Nieves have any options left? He looks like he could really use a break
- JayB - Jun 10, 2010 at 12:14 AM
Wil N. is a joke. Rizzo has to get a better catching plan in place. Pudge is not going to be able to play enough games and Flores is not playing this year. RF, C both need outside the organization players right now. CF we can use Roger B for the rest of this year if indeed Morgan has a problem that is causing his mental breakdown.
- meixler - Jun 10, 2010 at 12:16 AM
I had this thought yesterday but didn't want to bring it up for fear of jinxing Lannan… now that he's given up four runs I think it's safe to ask: since Strasburg's stuff is so good can it make the next days pitcher easier to hit? You know, fastballs don't seem so fast and breakers don't have as much movement.
- HabsProf - Jun 10, 2010 at 12:18 AM
Is it my imagination, or is Nieves having an unusually hard time behind the plate today? I know the guy is not an all-star, but this seems a little sub-par, even for a backup.
- Smatt1001 - Jun 10, 2010 at 12:21 AM
Meixler- Not sure but since it looks like they have Strasburg on a five day -not five game rotation we should get a chance to see.The other question that I'm wondering about now is what are the pitchers' win-loss splits with Pudge vs Nieves?And speaking catchers -glad Pudge was catching Strasburg last night.
- Nervous Nats Fan - Jun 10, 2010 at 1:00 AM
@smattfrom baseball reference, it appears they are pretty much even in terms of team record in starts. Nieves:Team Record in Appearances: 13-17 / in Starts: 11-12 Pudge:Team Record in Appearances: 17-19 / in Starts: 16-17 Maldonado:Team Record in Appearances: 1-3 / in Starts: 1-2
- Anonymous - Jun 10, 2010 at 1:08 AM
JayB, how do you avoid having security drag you off the field when you are out there looking into Nyjer Morgan's eyes?I guess we should be glad you're not doing it in Philly, or you'd be getting tasered. Although I do suppose that might be what it takes to finally knock some sense into you.
- Anonymous - Jun 10, 2010 at 1:37 AM
@Anon 9:08 — c'mon, Anon, didn't you know that JayB is a psychologist? (And, not only that, but he can make diagnoses just by looking at them on TV).JayB — your negativity is getting real tiresome . . .
- Grandstander - Jun 10, 2010 at 2:12 AM
I know JayB is overly negative, but he has a point WRT Wil Nieves.He can't hit, he can't throw to second, he can't call a good game. He has literally zero value to a major league ball club. I'd rather have ANYONE but him behind the plate. We don't necessarily need to make a big trade, but I think it's time to bring Burke up just as a change of pace. We can't have someone back there who teams steal on at will. Bottom line.
- K.D. - Jun 10, 2010 at 2:21 AM
I might be mistaken but I think Jamie Burke was designated for assignment when Pudge came off the DL.
- Grandstander - Jun 10, 2010 at 2:57 AM
He was. I don't know why and I think it was a mistake. That's why I said they should bring him back up. Or bring Marshmallow back up when he gets off the DL.
- Anonymous - Jun 10, 2010 at 3:20 AM
Little fan support tonight and little pitching from Lannan, what a difference a day makes, looks like we will win at a .400 pace the rest of the way.


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Like a well-made espresso, this tour is a short, strong hit of all things Italian! Walk in the footsteps of the Roman Emperors & throw your 3 coins in the Trevi fountain. Enjoy traditional Tuscan hospitality, art & architecture in Renaissance Florence. Then finish up by wandering tiny streets in the floating city of Venice.
Ready to book? Want to talk to a specialist?
Top Offers & Trip Notes
Itinerary + Inclusions & ME Time Optionals
ME Time Optionals
ME Time optionals will take your trip to a whole new level with unforgettable experiences unique to the places you visit. See more, do more, live more & go home completely regret-free. Costs for these aren't included in your tour cost & are payable to your Trip Manager in local currency.
On our trips we don't just take you to the destinations, we make sure you get under the skin of every place you visit. From amazing food & accommodation, to exclusive access to incredible experiences, with Contiki you'll get unbeatable value & a completely unique travel experience.
Check-in to your hotel, drop off your stuff, meet your Trip Manager and travel buddies at 4:00pm and head out into the streets of Italy to get a sneak peek at vibrant Rome.
Stylish Rome oozes energy and overflows with relics from another age. Get into the thriving atmosphere of this living timeline as your Trip Manager shows you the Colosseum, the Pantheon, Piazza Venezia and Piazza Navona. Honour tradition at the Trevi Fountain and throw a coin in the fountain's waters (it's meant to improve your chances of returning to Rome!).
Tonight will be one to remember. At a popular pizzeria, you'll enjoy pizza as it was meant to be (with a thin crispy crust, fresh tomato and loaded with delicious mozzarella). Learn a thing or two about making them as you watch a professional piazzolo demonstrate how it's done!
Hotel Dinner
- See the Colosseum, the Roman Forum, Piazza Venezia, Trevi Fountain, Pantheon & Piazza Navona
- Learn to make pizza Italian-style from the locals
This morning, make the most of our Local Guide's inside knowledge and uncover the remains of an ancient empire with a fantastic optional tour of the Roman Forum and Colosseum.
Then check-out the smallest country in the world and home to the Pope, the Vatican City. There's included entry and our Local Guide to show you St Peter's Basilica and Michelangelo's masterpiece, the Sistine Chapel.
Take off into the city and absorb the atmosphere, as Vespas flash past timeworn monuments that are surrounded by fountains, pizzerias, cafés and bars. In your free time, live the local lifestyle by indulging in a long lunch on a paved piazza or knock back a shot of espresso at the bar, like the Romans do.
Before you hit the shops, let your Trip Manager point you in the right direction with some tips on the best buys.
Tonight, hook up with your new friends and dive into Rome's night action with your buddies and start your travels off with a night to remember.
Hotel Breakfast
- Special access Rome sightseeing coach tour
- Locally guided tour of the Sistine Chapel, St. Peter's Basilica & the art of the Vatican Museums
- See St. Peter's Basilica in the Vatican City
- Rome of the Emperors and Gladiators including the Colosseum Euro 26.00
- Italian Cooking Class & Dinner 48.00 Euro
Cruise through rural Umbria and terraced vineyards to breathtaking Renaissance Florence.
Jump start your time here uncovering this open-air museum. Our Local Guide gives you the inside track as the group learns about Florence's cultural beginnings and explores streets crammed with artworks from masters like Michelangelo.
Tonight, we eat in a humming local restaurant, right in the heart of Florence. After dinner, sit back and relax Tuscan style with a glass of Chianti wine.
Hotel Breakfast,Dinner
- Discover the Secrets of Michelangelo's Florence – see where his David was gifted to the Florentines, Ponte Vecchio, the Medici Palace & much more on our locally guided walking tour of Florence
The scene-stealing Duomo Cathedral rises above the city centre, which serves up frescoes, markets and priceless art. With a free day, you've got plenty of time to get a feel for Florence.
Take a look into a skillful demonstration of Florentine leather making with the group and understand this region's traditional art.
Get inspired at the famous Uffizi Gallery and see paintings from the masters like da Vinci and Raphael. Wander along the pretty Ponte Vecchio for some boutique shopping or rummage through the city's local markets. With bargains and bustle, they are a great place to hang out, so grab a gelato and enjoy this gorgeous city.
Tonight, there's a optional group dinner - an authentic Tuscan feast. Try regional dishes in the pretty Tuscan country setting and kick back Tuscan style with a glass of Chianti wine. Then with a night out and get your groove on at Florence's biggest club.
Hotel Breakfast
- Learn about Florence's leather craft with a demonstration
- Souvenir group photo Euro 11.00
- Space Electronic Disco Euro 16.00
- Tuscan Evening Euro 40.00
Today, we get out into the fantastic Tuscan countryside, known for its iconic cypress trees and delicious olive oil. Spend the morning in San Gimignano, the stunning hill-top town that is often dubbed "Medieval Manhattan". Dotted with ancient towers, San Gimignano serves up sweeping views over the region's rolling hills. Explore the village and pick up some local specialties like wild-boar salami or percorino cheese.
Then, we stop off for our included wine tasting. In an historic villa, the group will see a working winery, complete with its old cellar and vats. Here you can learn more about the region's wines as you taste a glass or two of the local wine.
Hotel Breakfast
- Guided tour of a 16th century Tuscan winery while enjoying local Chianti & antipasto
- See the towers & town square in San Gimignano
This morning, we stop by Pisa and get up close to the famous Leaning Tower.
Then it's your chance to splash some cash, with our stop at Barberino Designer Outlet mall for our exclusive Italian fashion experience. You can use this opportunity to get some gear to show off to your friends at home. This outlet mall is amazing, with your chance to pick up some designer fashion at incredible prices. With between 30%-70% off regular retail, the savings are epic, and because you're with Contiki you'll get up to an additional 10% off! From labels like Missoni, Bose, Dolce & Gabbana to name a few – there's going to be plenty to tempt you today.
Criss-cross the Apennine Mountains past wildflower fields, quaint hill-top villages and the rolling hills of Umbria.
This evening, we stop in Romeo and Juliet's Verona for dinner. Get romantic and stand under one of the world's most famous shrines to love, Juliet's balcony. Check out the main shopping street and the Roman arena, before we hit the road to the "floating city" of Venice.
During your time in this special city, you'll get a good look into the Venetian way of life.
Hotel Breakfast,Dinner
- See the Leaning Tower of Pisa
- See Juliet's Balcony & the Roman Arena in Verona
- Italian fashion experience at the Barberino Designer outlet mall
Known as the "floating city", Venice is packed with character, crammed with hidden lanes and linked by a network of canals.
The group travels on our private boat through the waters of the lagoon to visit the city's historical heart. The limestone Bridge of Sighs, the Gothic arches of the Doge's Palace and the expanse of St. Mark's Square (pigeons and all!) show off Venice's unique beauty and way of life.
Take some time to explore the floating city and lose yourself in the backstreets. There's an optional walking tour where you can discover the labyrinth of interweaving lanes, waterways, palaces, piazzi and markets with our Local Guide. You'll see historic monuments, hidden treasures and the Rialto market – a local favourite for food shopping.
Maybe grab a table on St. Mark's Square and eat some delicious Italian food al fresco.
Cap off the day with an optional gondola ride & share this amazing experience with your friends – seeing Venice from on the water is unforgettable!
Hotel Breakfast
- Private boat through the canals & islands of Venice
- See Venice's iconic canals & gondolas
- See the Bridge of Sighs, the Doge's Palace & St. Mark's Square
- Guidecca Glass Factory visit
- Venice walking tour Euro 11.00
- Gondola ride Euro 22.00
- Venetian Dinner Euro 32.50
The tour ends after breakfast in Venice and it's time to say "arrivederci" to your new friends. Or if you prefer, catch a free transfer back to Rome where your tour ends when you arrive.
Ready to book?


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You may use our images (marked BL or DZ) on another website.
This page last updated November 26, 2005.
Airline Timetable Images © 2000-2005 Björn Larsson & David Zekria
Then please credit them as being from the collections of either Björn Larsson or David Zekria,
and preferably provide a link to our site.
Thank you!
Please note that an image of a timetable marked as belonging to another collector
may not be used without prior permission from its owner.
If you have any questions or comments please e-mail Björn Larsson.
Offers to trade or sell timetables are always welcome! Please e-mail David Zekria.


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Event Calendar
Throughout the year, Vail hosts a steady stream of cultural events, concerts, festivals, sports exhibitions and competitions. Check out what's happening in Vail Colorado, as well as at Vail Cascade.
There are currently no events between 04/21/13 and 04/21/13. Please check back later or try another date by clicking a highlighted date on the calendar.


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Property and Casualty's Secret Weapon: Mobile Workforce Management
Click here to download now
Overview: Automating mobile workforce management can allow insurers to increase efficiency and improve service levels. When business is tough, that's a great advantage. With customer demands for better service increasing, many insurance providers can find themselves squeezed.
By automating mobile workforce management, companies can achieve a 10 to 20 percent increase in efficiency, freeing money to improve margins while increasing service levels.
This white paper will discuss:
Customer appointment scheduling
Automated field workforce scheduling
Planned policies for extreme service scenarios
Ongoing process optimization
Mobility solutions


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Baltimore Orioles Gear
Baltimore Orioles Mens
Baltimore Orioles Mens T-Shirts
Baltimore Orioles Mens T-Shirts Short Sleeved
(223 items)
Product ID: 1389543
Main Content
This item ships within one business day.
Order as many items as you like with our $4.99 flat rate shipping.
Need it faster?
You love the Fast Action during a Baltimore Orioles game — a split second can make a player safe or out. Keep that pace when it comes to your Baltimore fanaticism with this tee from Majestic. This V-neck team-colored shirt features Orioles lettering across the chest and contrast color panels at the sides. With team gear like this, everyone will know you are a die-hard Orioles fan.
- 100% Polyester
- Contrast color accents
- Embroided applique
- Imported
- Officially licensed
Orioles Customers also liked:
Special event items are produced by manufacturers only after the outcome of a game
or event. These are advanced sale items and will ship immediately after they are
received in our warehouse.
Manufacturer direct items are shipped directly from the manufacturer. These items
are not available for international or expedited shipping.
Customized items can be personalized with options such as your name, your favorite
number, and/or designs. Some options may be limited by league rules.


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Ages 12+
Ages 2 - 11
Ages 0 - 2
You can book up to nine passengers per booking, including adults, children and infants.
Each adult passenger can bring one infant.
Children travelling alone, or in a different cabin class to their parents, are considered Unaccompanied Minors and pay the full adult fare. Please get in touch with us to book this service.
Currently our destinations can only be searched for in English. Please enter the first three letters of the destination to begin your search.
To book more than two rooms, please use our advanced hotel search.
Please note: children under the age of two don't need to be included as additional guests.
The minimum age for a driver is 21. Please check the terms and conditions of your car hire for extra charges for drivers under the age of 30.
To access an existing booking, please enter your last name and booking reference below. You can review or change your flight details, upgrade with Skywards Miles or cash, make or change requests and add specific services.
Emirates Skywards members can log in to view and manage their upcoming travel plans more easily.
Check in online between 24 hours and 90 minutes before your flight's departure time. If you've already checked in, you can print your boarding pass by entering your details here.
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Book by 14 May 2015 for travel from 6 May up to 30 September 2015.
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Not sure where or when you want to travel? Use our interactive map to get some inspiration and compare prices, from beach and shopping destinations, city trips and more. Book your perfect trip now.
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Nice to see a review of another 7050 chipset board.
Does the cpu voltage control in the bios allow undervolting?
Phoronix: ASRock ALiveNF7G-HDReady
It has been a while since we last reviewed an ASRock motherboard, but this budget manufacturer has kept churning out new and more innovative products. The ASRock motherboard we have our hands on for this Linux and Solaris review is the ALiveNF7G-HDready, which combines NVIDIA's GeForce 7050 and nForce 630a MCP with a wealth of integrated extras such as IEEE-1394a Firewire to offer a rather good package for its low price. This motherboard is also capable of handling 720p H.264 video playback with low CPU Utilization and HDCP decoding through supported software.
Nice to see a review of another 7050 chipset board.
Does the cpu voltage control in the bios allow undervolting?
Thanks for the update. This type of board is more likely to be bought by non gamers, some of whom could be interested in keeping it running cooler and quieter. Since there's headroom to be used, you can overclock at default voltage, or undervolt at default speed, whichever makes more sense. But some boards' bios only allow overvolting.
full ack!
i plan to use this board in my upcoming desktop-computer which i'd like also to use as a small web/file-server which implies that it'll run a lot so i'm interested in an energy-efficient solution to keep the costs for electricity as low as possible.
maybe someone owning this board could post how low the bios allows one to go with the vcore-voltage?
The review for this motherboard failed to mention that the ethernet port won't work unless you re-compile the kernel with the latest forcedeth.c driver from NVidia (available at http://www.nvidia.com/object/linux_nforce_1.23.html). I would not have bought this motherboard if I had known it was going to require so much work to get it to connect to the Internet! I tried several distros (including Kubuntu Feisty, Sidux, and Knoppix), and none of them supported the ethernet chipset out of the box.
Additional information: the ethernet port can be made to work using the default forcedeth driver (at least in Kubuntu Feisty; will try others shortly), although the device still does not appear as /dev/eth0 and shows up as an unknown device using lspci. What I did: after making sure that the forcedeth driver was loaded and that my network settings were correct, I rebooted, and I now have internet access, although by all rights, I probably shouldn't.
It worked out of the box for connectivity with Ubuntu 7.04, Ubuntu Gutsy, and Fedora 7 during our tests.


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Bio- Spot Flea & Tick Control provides a safe way to prevent and protect your dogs and cats from viscous fleas & ticks. Don't leave your pets "scratching their heads" for answers, check out Bio-Spots Defense now!
Sometimes, manufacturers require that products be advertised only at their suggested prices. When we choose to sell these items for less, we display the sale price only in the cart. To see the price, click Add to Cart.


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My last cookie post stirred up a veritable stew of feelings. From oat-loving high fives and boogie till the cows come home oatmeal cookie bliss, to very sad, That's okay, I'll sit this one out in the corner moping. Because oatmeal? It's not for everyone. Apparently, oats can be unkind to sensitive celiac tummies. So while many celiacs celebrate the availability of certified gluten-free oats (thank you, Bob's Red Mill!), just as many shun this humble cereal grain for the sake of symptoms or safety.
Avena sativa? Not welcome in many a gluten-free kitchen.
Some believe the trouble starts with its globulin or legume-like protein called avenalin. Some think it's the soluble fiber factor. Others believe that the prolemine in oats called avenin triggers a celiac-like response. The debate rages on. And I'm no scientist, I'm sorry to tell you, so I'll sit this one out. But.
The truth is, Babycakes, you don't want to be around moi after I've eaten too many oats- gluten-free certified or not. Although I tested negative for oat allergy, if I over indulge with my Homemade Gluten-Free Granola or those aforementioned oatmeal cookies, yours truly produces enough, um, wind in my nether regions to keep Wyoming powered for a week.
It ain't pretty, is all I'm saying.
So of course I had to play around with the oatmeal cookie recipe. I couldn't leave my oat-shunning peeps out in the cold without a chewy golden cookie of their own. I rolled up my sleeves and got to work. I stirred up some quinoa flakes, quinoa flour, sorghum flour, organic brown sugar, and olive oil and vegan chocolate chips and guess what?
I think you know what.
In fact (shhh- don't tell those lucky oatmeal cookie folks), this cookie is even better than its oatmeal cousin. It is, I swear, my new favorite cookie. I am Patsy Cline Crazy about it.
Quinoa flakes rock.
Our favorite quinoa chocolate chip cookies. |
Karina's Chocolate Chip Quinoa Cookies
These are now my favorite gluten-free cookies. I mean it. These are the best. Delicious, golden caramel flavor with a chewy quinoa center accented with dark chocolate chips. Gluten-free cookie heaven.
3/4 cup Ancient Harvest Quinoa Flakes
1/2 cup organic quinoa flour or millet flour
1 cup sorghum flour
1/2 cup tapioca flour or potato starch (not potato flour)
1 1/2 cups organic light brown sugar
1 1/2 teaspoons baking powder
1 teaspoon baking soda
1 teaspoon xanthan gum
3/4 teaspoon sea salt
1 teaspoon cinnamon
2/3 cup light olive oil or organic coconut oil
3 tablespoons real maple syrup
1 tablespoon bourbon vanilla extract
2 large organic free-range eggs or Ener-G Egg Replacer
Warm water, as needed
1 cup vegan dark chocolate chips
In a mixing bowl, whisk together the flours and dry ingredients.
Add in the oil, maple syrup, vanilla and eggs/egg replacer. Combine the wet and dry ingredients with a sturdy wooden spoon until you get a thick, sticky batter.
If you need to, add 1 tablespoon of warm water at a time, as needed, to achieve a (cookie style) dough that sticks together when you pinch it.
Stir in the dark chocolate chips with a wooden spoon. Cover and chill the dough for 30 to 60 minutes.
Preheat the oven to 350ºF. Line a baking sheet with an Exopat or parchment.
Roll spoonfuls of the dough between your palms and form the dough into 24 balls (slightly smaller than a golf ball). Place the dough balls on the prepared baking sheet and press down a bit to flatten slightly- not too much. Place the pan into the center of a pre-heated oven and bake until golden and set - about 22 to 25 minutes until the edges are golden brown and the center is almost firm. The cookies will still have a little give to them while hot; as they cool they will crisp up.
Remove the pan from the oven and allow it to cool for a few minutes; then carefully remove the cookies with a thin spatula and place them on a wire rack to continue cooling.
Lovely warm and melty. Store in a covered container for up to a day or wrap cooled cookies in recycled foil, bag and freeze for longer storage.
Makes 24-30 cookies.
Recipe Source: glutenfreegoddess.blogspot.com
All images & content are copyright protected, all rights reserved. Please do not use our images or content without prior permission. Thank you.
We enjoy our sugary treats in moderation, now, don't we darling? Gluten-Free Goddess advises consuming no more than 2 tablespoons of sugar a day.


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Mosaic Tiled Coffee Table - Gray Zigzag + Driftwood Base
- Overview
Add a little art to your space with the Mosaic Tiled Coffee Table. Its many ceramic tiles are carefully inlaid by hand onto an FSC®-certified hardwood base, for a unique look both indoors and out.
- 32.5"diam. x 17"h.
- FSC®-certified tropical mix hardwood base in a Driftwood finish.
- The FSC® promotes responsible forest management. Learn more.
- Hand-inlaid ceramic tiles.
- Indoor/outdoor.
- Made in Indonesia.
- See what west elm is doing to help you get a little greener.
- Details + Dimensions
- Overall dimensions: 32.5"diam. x 17"h.
- Number of boxes: 2.
- Shipping package(1): 38"sq. x 4.25"h; 38 lbs.
- Shipping package(2): 23.6"w x 21.25"d x 5.1"h; 12.5 lbs.
Minimal assembly required. View assembly instructions for the Top and Base.
Wipe clean. Store in a dry location when not in use or in periods of inclement weather.
- Shipping + Return Info
Most purchases are shipped from our Distribution Center by UPS, to arrive in your home within 5-7 business days of order receipt.
Shipping Rates
The shipping rate varies depending on your order total and shipping options. View Shipping Rates and Options
Next Day Delivery
For an extra charge of $17.50 per address, we can arrange for rush delivery to most destinations.
Return Policy
We take great pride in the quality of our merchandise. If for any reason you are not happy with your purchase, you may return the item(s) within 30 days of receiving the order for a full refund of the merchandise cost. After 30 days, we will replace or refund your purchase against manufacturer's defects ONLY. Please note that we cannot accept returns on mattresses, monogrammed/personalized items, special order upholstery items and special order rugs, one-of-a-kind rugs, or on items damaged through normal wear and tear. We also cannot accept returns of final-sale items, which are identified by a price ending in .99 or .97.
For further assistance please call our customer service department at 1.888.922.4119 or send an email to firstname.lastname@example.com
You May Also Need
Outdoor Coffee Table Cover
Coffee Table Cover
- Online Only


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Marquee Vol. 38 No. 1 – 2006
$8 $2
Lost Theatres of Somerville MA (David Guss) [First Place, 2004 Jeffrey Weiss Literary Award Competition]
So The Public May Know: James M. Sessions' Ads for Balaban & Katz (Paul S. Moore)
My Own Rhode Island Ghost Story (Bob Foreman)
More New England Theatre Profiles (Ron Salters)
Meet Your THSA Director – Robert Stinson
Theatre Openings, January-March (Barry Goodkin)
In stock


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This guide for health care professionals provides comprehensive diabetes information on prevention and control and cardiovascular disease.
California Medical Association Foundation
These handouts provide facilitators with tools to implement the DPP intervention using strategies to achieve nutrition, physical activity and weight loss goals. En español
Diabetes Prevention Program (DPP)
Living a Balanced Life with Diabetes: A Toolkit Addressing Psychosocial Issues for American Indian and Alaska Native Peoples can help health care professionals address psychosocial issues with American Indian and Alaska Native Peoples. The toolkit contains a variety of culturally appropriate materials.
National Diabetes Education Program (NDEP)
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povray v1.0.0 (Processor Benchmarks)
This is a test of POV-Ray, the Persistence of Vision Raytracer. POV-Ray is used to create 3D graphics using ray-tracing.
Compare these results against your Linux PC. Run phoronix-test-suite benchmark paddyu-10078-1398-3220 and wait for the results (with comparative numbers) to appear. It's as easy as that!
Global ID: paddyu-10078-1398-3220


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Pittsburgh Mini Maker Faire announces this year's Round I selected makers, who will exhibit, demonstrate, perform and teach as part of the 2nd annual faire on Sept. 22, 2012 from 10am-4pm at Buhl Community Park and the Children's Museum of Pittsburgh on Pittsburgh's North Side.
The Call for Makers is still open until the Round II deadline on August 15th and makers of all ages are invited to get inspired by Round I and apply today. Faire planners are particularly interested in Round II applications in the categories of Spectacle and Indie Craft.
Click here to tour the 26 Round I selections, including these highlights:
- The Great American Horn Machine – the world's loudest mobile musical instrument – a collection of truck, train and ships' airhorns and steam whistles.
- Movable Type – Literary Arts Boom and area teens engage participants in creating wearable words for a live action, madcap "Mad Lib" experience.
- Mechanimals – Roboticist Jason Bannister showcases his biomimetic robot animals, including a robot kangaroo, robot giraffe, robot bee and walks and flys and more.
- Touchstone Center for Craft – the maker jewel of the Laurel Highlands, Touchstone will wow the crowd with upcycled blacksmithing demonstrations in a real forge.
- Spare Room Workshop – the local dynamos behind this startup will create t-shirt for you on the spot from your own hand-drawing using digital tools and a vinyl plotting machine.
- HackPittsburgh – Faire co-presenters HackPittsburgh will inspire YOU to be a maker with their inventive, sometimes-wacky, always impressive project showcase. Last year's booth involved a homemade weather balloon and a Cheez-Whiz squirting robot!
- Children's Innovation Project – Learn basic circuitry and how to reuse parts of electrical toys from local elementary students who will astound you with their knowledge.
- Constructing Identity – bring your camera for a fashion show of elaborate costumes built by local GLBTQ teens during summer workshops. Then take to the catwalk open for anyone with handmade wearables to strut!
- Tubular Travelers – Build a rideable vehicle from innovative modular parts with artist and inventor Dave Edwards.
- Learn to Solder – this visitor-favorite from last year's Faire returns as Wayne and Layne, HackPittsburgh and the MAKESHOP help you solder your own cool blinkie badge to wear around the Faire
Plus 16 more incredible makers … Don't miss your chance to exhibit alongside them at Pittsburgh Mini Maker Faire 2012. Apply today!


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The Closer TV series
Kyra Sedgwick
Michael Paul Chan
J.K. Simmons
Raymond Cruz
All Cast & Crew >>
Summary:A female deputy chief from Atlanta, known for her ability to obtain confessions, oversees a newly-created unit of the Los Angeles Police Department that handles high-profile murder cases. As a woman and an outsider, she must fight for the respect she deserves from her old-boy network colleagues while trying to solve homicides.
View All Pictures >>