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BEST ENTRANCE: SE Entrance
LOCATION IN MALL: Upper Level near Macy's
Call (816) 795-7332 |
Get Driving Directions |
Visit Champs Sports Website |
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RT @SportsCenter: Lamar Jackson has the most rush yards by a Heisman-winning QB in Heisman Trophy history (1,538 yards). https://t.co/viFSx…/p>
Champs Sports
Stay fresh for the winter with the brand new Timberland 6" Celtic Boot - now in stores and online! #WeKnowGame
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?? https://t.co/g7i0CaVl1W/p>
Now available the Nike Lunarcharge collection: https://t.co/Dwbiwqh9uy and in stores at https://t.co/etlCXZdxs4 https://t.co/FA9padQdoH/p>
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At Art Basel, @StephieLecor @NormaNow visit @djkhaled's Nike Lunarcharge Launch Party and met with @BREZOFFICIAL… https://t.co/DblbLAy6CB/p>
RT @SoleCollector: Watch @AntonioBrown take a lucky kid shopping at DJ Khaled's personal @champssports store: https://t.co/lEyMtabYvQ/p>
New flavors of the women's @adidasoriginals NMD is now in stores! What would you go with? https://t.co/0FC2m6hbHQ/p>
RT @NormaNow: Im the new host of HER TAKE, A weekly series by @champssports hosted by me & @StephieLecor ???culture, music, sneakers - we…/p>
Sneakers. Style. Music. Culture.
Tomorrow, lookout for the world premier of #HerTake w/ @StephieLecor & @NormaNow! https://t.co/NLOGDWgAPn/p>
Dial up those Space Jams with the official gear.
Shop now: https://t.co/zZD8o1VQf8 https://t.co/Xa0avFyJoT/p>
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#BadaBoom! @WWEAaLLday21 unboxed the Space Jams on 'ChampsSports' snapchat! WATCH #MondayNightSneakerWatch now ?? https://t.co/UcHWNVciWG/p>
Inspired by @stephencurry30's college squad, new #Curry3 drops Saturday. https://t.co/lAZiIS8x9r/p>
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We're here at #ArtBasel at the @djkhaled Champs store! Make sure you check our Snap & IG story! #LunarChargeMIA https://t.co/ZcfDcp2by7/p>
Space Jam is back next Saturday in men's and kids size runs! Visit champssports.com/launchlocator for details.
The innovative Nike Air Max Plus is back!
Boston Celtics rookie and first round draft pick Jaylen Brown is taking the city of Boston by storm. Watch as he talks about adapting to Beantown and meets up with a special guest Desiigner to vibe to some records!
Elite level #ClothTalk! The Champs Sports #WeKnowGame Show is only 4 days away featuring @djkhaled + @AntonioBrown.… https://t.co/CJBL0v2k3z/p>
Don't sleep on the new adidas Sand ALPHABOUNCE! #WeKnowGame
RT @AntonioBrown: Watch me hold down the next episode of The @Champssports #WeKnowGame Show w/ @DJKhaled and a very inspiring guest. We got…/p>
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Metallic Gold Kids Nike Air Max 90 is definite go!
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What Js is Enzo rocking on Raw tonight?
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On Part 1 of Game City, we met up with Minnesota Timberwolves Star Rookie, Kris Dunn, to explore his new city with Desiigner!
Stay ahead of the game with our NBA ?? Day Jerseys - now in stores! https://t.co/cDUAxMtmyF/p>
True Blue 3s make a comeback Black Friday!
Don't sleep on the all-new LeBron Witness, now available in stores and online. #WeKnowGame
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Jordan Retro 3 is back in OG form Black Friday, with the True Blue!
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New Reebok Classic on deck! Olive or Maroon?
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The @adidasoriginals @Pharrell HU collection is now available in select stores!
#Jordan 9 "Lakers" this Saturday at Champs Sports! #WeKnowGame https://t.co/lhhzbvFwYy/p>
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Ladies pick up your pair of the all-new 'Olive Green' Nike Air Max Thea: 'Olive'https://t.co/HIpIWIc4EY https://t.co/saoPTV3mGY/p>
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The all-new Champs exclusive Nike LeBron Witness hits stores this week! #WeKnowGame https://t.co/M3yu6ZojZX/p>
A classic matchup tonight with the #SeahawksvsPatriots https://t.co/gRGLiCPEbd/p>
.@TheNotoriousMMA knows game.
#UFC205 Double Champion ????????
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Take flight in the Girls Retro 12 dropping next Saturday! #WeKnowGame
Jordan Retro 9 "Lakers" launches next Saturday in men's and grade school sizes. Cop or drop?
When you realize it's your birthday... @russwest44 #HBD https://t.co/nW6ri84xnu/p>
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Mainland Mexico
Vacation Planning
Weather Or Not
Cozumel Reef Map
Island & Reef Maps
Dive/Lodging Packages
CZM Dolphin DISCOUNTS
Sailing off Cozumel
The unbelieveable blue, crystal clear waters off Cozumel are great for sailing. Some of these adventures offer snorkeling so you can double your fun! Great events for the family or travel groups!
Personal Experiences
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Snuba in Cozumel is a * * * * * experience. There is so much more to Mexico than beaches and cocktails, and snuba is one great water activity to try out. Better than snorkeling, (better than chocolate too), and very easy, especially for those who are a bit intimidated by the scuba diving equipment and training involved, snuba is a great way to see the marine life close-up.
The guys at Mayan Paradise Tours explain everything in detail, and make snuba diving easy and interesting.They were a fun bunch of people to spend a half-day of my vacation with! Cheers.
Lumi ~ Chicago, IL
Hey, we got the pictures and they look great. We all had a lot of fun and it was a highlight of our vacation. All of us have stated to take some scubadiving lessons because we loved it so much. Thanks for everything and keep up the good work. We told all of our friends about it and hopefully they have a chance to try it as well. We will definity be posting a forum and checking out your website. Sorry about the slow reply. Thanks again.
Kurtis, Dave & Bryan ~ Farmington, MA
If you are visiting the Cozumel area you have to go on a Mayan Paradise Tour. Our Snuba and snorkelling adventure was the highlight of our week in Cozumel. We saw more fish and beautiful coral then we saw on our visit to the Great Barrier Reef. Our guides were terrific - very thorough, fun and energetic. Our trip back to the dock was a blast. We recommend this dventure to anyone vacationing the Cozumel area.
Bryan and Jennifer ~ Ontario Canada
Just wanted to say I thoroughly enjoyed The SNUBA and snorkeling trip. It was absolutely breathtaking seeing the wonderful reefs and sea life firsthand. I would say the SNUBA experience made our vacation one of the best ever for us. I was as excited as a Young child in a candy store when I went under with your support staff. Your whole group was so helpful and accomodating to us and I loved the whole experience. Thanks again! We will definitely be back and also tell our friends about the wonders of SNUBA!
G. Carlson ~ Houston, TX
This was by far THE most fun we have had on an excursion! The snuba experience was one in a million! These folks know how to treat you right! We had a blast on the boat! Jose, Juan, Eduardo and one more guy...can't think of his name... our hats off to you for making our day a blast! Watch out for those Tequila shots!! Thanks for a fantastic memory!
Lynn V. ~ Shreveport Louisiana
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George Clooney stars, directs, co-wrote and co-produced "The Monuments Men," a World War II film that also stars Matt Damon, Cate Blanchett, Bill Murray and John Goodman.
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Northeastern Section, GSA
44th Annual Meeting
22-24 March 2009
View Technical Program Schedule
The 44th Annual Meeting of GSA's Northeastern Section will be hosted by the College of Arts and Sciences at the University of New England, the Maine Geological Survey, the Dept. of Geosciences at the University of Southern Maine, the Dept. of Geology at Bates College, the University of Maine, and the Geological Society of Maine. The Maine Water Conference, the Eastern Section SEPM (Society for Sedimentary Geology), the Northeast Section of the Paleontological Society, the Eastern and New England Sections of the Association for Women Geoscientists, the Council on Undergraduate Research-Geology Division, and the Eastern and New England Sections of the National Association of Geology Teachers will be meeting in conjunction with the NEGSA meeting.
We will meet at the Holiday Inn By the Bay, 88 Spring Street, Portland, Maine 04101, USA. The Holiday Inn is within walking distance of the Old Port and the Arts District and numerous restaurants serving New England and ethnic fare. During the meeting, the Portland Museum of Art, which is convenient to the Holiday Inn, will have an exhibit "The Coldest Crucible: Arctic Exploration in American Culture"; there is a separate fee for this event.
We look forward to seeing you!
Arthur Goldstein, General Chair
Robert G. Marvinney, Technical Program Chair


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News Highlights:
- BCM4335 integrates a complete 5G WiFi system — including the MAC, PHY and RF — with Bluetooth 4.0, FM radio and software on a single chip using 40nm CMOS process
- Only combo chip to address unique interference challenges in systems with both 4G LTE cellular radios and wireless connectivity
- Platform-agnostic design ensures chip can be added to any smartphone or tablet
5G WiFi, the 5th generation of Wi-Fi based on the IEEE 802.11ac standard, is a major evolutionary step from the existing 802.11a/b/g/n networks. 5G WiFi dramatically improves the wireless range in the home, allowing consumers to watch HD-quality video from more devices, in more places, simultaneously. With 3X faster speeds, consumers can download web content from a mobile device, and synch large files such as videos, in a fraction of the time it would take on a similar 802.11n device. Since 5G WiFi transfers the same volume of data at a much faster rate, devices enter low-power mode quickly and, as a result, are up to six times more power efficient than equivalent 802.11n solutions.
The new BCM4335 integrates a complete, single-stream 5G WiFi system — including the MAC, PHY and RF — with Bluetooth 4.0, FM radio and software on a single silicon die. The platform-agnostic design and integration of the MAC, PHY and RF allows the BCM4335 to be added to any smartphone or tablet regardless of the application processor used. Designed in 40nm CMOS process, the new chips are smaller and more power efficient, giving customers more design freedom.
The BCM4335 introduces the newest version of
Additional Product Highlights:
- The BCM4335 features the industry's most advanced idle power consumption performance, which significantly extends a mobile device's battery life
Broadcom's TurboQAM® technology implements the highest data-rate 256-QAM mode in 2.4 GHz and enables devices equipped with the BCM4335 to deliver 10 percent faster throughputs than 802.11n speeds when communicating with other 5G WiFi devices
- Key high-throughput mobility interfaces, including SDIO 3.0, PCIe and HSIC, make it suitable for smartphone, tablet and computing platforms
- PHY rates of 433 Mb/s significantly boost the wireless throughput compared to previous generation wireless solutions
- Advanced beamforming, Low-Density Parity Check (LDPC) code and Space-Time Block Code (STBC) support for better coverage and more reliable connectivity
- Built-in media processing to off-load host processor
- Integrated support for Wi-Fi Direct™, Wi-Fi CERTIFIED Miracast™ and Wi-Fi CERTIFIED Passpoint™ technologies
Market Drivers:
- By 2016, 3 trillion minutes of video content will cross the network every month [1]
- Most network video is now viewed on devices other than PCs [2]
- Mobile data traffic worldwide will grow 18-fold from 2011 to 2016 [3]
- Almost 100% of smartphones and tablets have adopted combo chips for wireless connectivity [4]
- 802.11ac penetration in smartphones is expected to approach 100%, with an expected total available market of almost 1.5 billion Wi-Fi chips in smartphones and tablets by 2016 [5]
The BCM4335 is now sampling to
For ongoing news, visit
"Combo chips now dominate the wireless connectivity market in smartphones and tablets, with the size, cost, performance and integration benefits they afford now being applied to other product categories.
[1] Cisco VNI Forecast, 2012
[2] Sandvine Broadband Report, 2011
[3] Cisco VNI Forecast, 2012
Cautions Regarding Forward-Looking Statements:
All statements included or incorporated by reference in this release, other than statements or characterizations of historical fact, are forward-looking statements within the meaning of the federal securities laws, including the Private Securities Litigation Reform Act of 1995. These forward-looking statements are based on our current expectations, estimates and projections about our business and industry, management's beliefs, and certain assumptions made by us, all of which are subject to change. Forward-looking statements can often be identified by words such as "anticipates," "expects," "intends," "plans," "predicts," "believes," "seeks," "estimates," "may," "will," "should," "would," "could," "potential," "continue," "ongoing," similar expressions, and variations or negatives of these words. Examples of such forward-looking statements include, but are not limited to, references to the growth of mobile data traffic, 802.11ac penetration in smartphones, and the timing of volume production for the BCM47335 chip and its capabilities. These forward-looking statements are not guarantees of future results and are subject to risks, uncertainties and assumptions that could cause our actual results to differ materially and adversely from those expressed in any forward-looking statement.
Our Annual Report on Form 10-K for the year ended December 31, 2011, subsequent Quarterly Reports on Form 10-Q, recent Current Reports on Form 8-K, and other
Sr. Manager, Public Relations
Sr. Director, Investor Relations
News Provided by Acquire Media


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Word of warning: I am not sure if this is best suited to be under pumping or under general breastfeeding questions.....
So LO is almost two months old. She has never had anything except for breast milk, and I intend on keeping it that way regardless of how much I want to rip my hair out. Unfortunately, I am not one of those people that loves breast feeding for hours on end like some people. I know a lot of women find it to be this miraculous thing but when I am doing it all day, every day, non-stop, it starts to get a little frustrating. I do feel that breast feeding is very important so of course I am going to continue with it, I just need some advice I guess.
I started introducing bottles to LO (I did not give them to her, boyfriend does or whoever is babysitting does) and she did great with them and still does. She will eat 6-7 ounces at a time during some bottle feedings though. I tried to taking the bottle away after a few sucks, switching the nipples on the bottle, etc. Doesn't change how much she eats. I have talked to the pediatrician and he said that is fine, she is thriving. She has gained weight like a champ and continues to do so, and she has an adequate amount of wet and dirty diapers. So I know she is getting enough milk. I still BF a lot, the bottle is usually saved for sometimes on the weekends or maybe once in the evening when my boyfriend is feeding her so I can have a second to myself.
So here is the problem. During the day, it seems like LO still wants to fall into her cluster feeding routine where she eats every hour. She also seems to like to fall asleep at the breast a LOT. As soon as I move her, she is screaming and crying shoving her hands in her mouth and biting at everything in the vicinity like she hasn't eaten for days. Sometimes I can get a 20 minute nap out of her during the day. Otherwise, I am sitting in the bed nursing her all day. I bought a moby wrap to try to have her attached to me while I am able to do other things, but that hasn't worked out so well. I am home alone with her by myself all day until my boyfriend gets home, and two days out of the week he has class so I am alone with LO from 7 am to 8 pm. It makes for a long and stressful day by myself. So the issue that this has created is I am pretty much unable to pump. I bought a pump and I love it, it works great, but I don't get to use the thing. I am afraid that if I pump while I am home by myself and LO decides to eat, I am screwed unless I decide to give her a bottle by myself. I have mixed feelings about me giving her the bottle. I don't really want her to think that comes from me, and I would like to keep it to just BF with her. Some people have suggested supplementing with formula, but I can't bring myself to do that. The other thing someone suggested is to not give the bottle anymore. Well, that is not an option for me. I have other things I would like to be able to do on occasion and I would like to have the option of having a babysitter here with a decent supply of milk in the fridge/freezer so I know LO will have enough to eat while I am gone. I will be returning to college in the spring and I NEED to be able to have enough milk on hand so LO can be fed while I am away. I also would like to go back to work at some point in my life, which it feels like will not happen, so I need milk for that too.
So when do I find time to pump or how do I do this? I am reading all of these things about increasing milk supply, but I can't seem to make it happen. Just today, I have started pumping every 1-2 hours, intermixed with LO feeding, to try to up the supply. I have my boyfriend as backup to give her a bottle in case she is hungry right after I pump. I feel like I am being completely sucked dry, and the possibility of building up a supply doesn't look good. In two weeks, I have one or two days where I will be out and away from the house for a considerable amount of time (5-6 hours, possibly more) and I have my aunt babysitting LO and I am very worried I will not have enough milk for LO to have while I am away. I currently have three 5-6 oz bags in the freezer and that is all. Everything I pump gets eaten within the day it seems like. What do I do?? I can't do this all day every day feeding deal for the next year, and I would really, REALLY like to have a supply of milk in my freezer. Does anybody have any suggestions??


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Hiwan Golf Club
Evergreen, Colorado
August 10-13, 2004
EVERGREEN, Co. â For Jesse Barnsley of Albequerque, N.M., finishing in second place two years in a row wasnât an option. With a birdie on the first playoff hole, Barnsley defeated Richard Lee of Vancouver, British Columbia to capture his first AGJA win. Seven shots back at the start of the day, Stephanie Johns of Ashland, Ore., shot a final-round 75 to finish with a tournament total of 228 and capture a dramatic 2-stroke victory at the Transamerica Junior at Hiwan.
Conducted by the American Junior Golf Association, the Transamerica Junior at Hiwan featured 98 players, 72 boys and 26 girls, ages 13-18 from 20 states and Canada. The 54-hole stroke play event returned to the illustrious Hiwan Golf Club for a second year.
Playing in the final group of the day, Barnsley was 8-over-par for the tournament heading to the No. 18 tee. Little did he know that Lee was in the clubhouse at 8-over-par after carding a 70, the low final-round score of the day.
âI knew I had a two-shot lead on the players in my group, so I felt confident,â Barnsley said.
Barnsleyâs approach fell short of the green, but he made a terrific up-and-down for par to, unbeknownst to him, force a playoff with Lee. On the first playoff hole, Lee couldnât connect on a 15-foot birdie attempt.
âThe first putt I had on No. 18 was exactly the same as the one I had in the playoff,â said the 13-year-old Lee. âThe first putt broke left and the playoff putt broke rightâI gave him an opening and he took advantage.â
Barnsley stepped up to his ball and calmly sank a 12-foot birdie putt to clinch the victory.
âI played solid all day, and after finishing second last year, I didnât want to give it away,â said the Pepperdine freshman-to-be. âIâve been close to winning before, and finally getting a win in my last AJGA event is a great feeling.â
U.S. Junior Amateur Champion and second-round leader Sihwan Kim of Fullerton, Calif., finished tied for third place with Zen Brown of Arvada, Colo., with tournament totals of 220. Mark Volk Jr. of Highlands Ranch, Colo., finished alone in fifth place at 222.
Trailing first and second-round leader Ashley Tait of Littleton, Colo., by seven shots entering Fridayâs final round, Johnsâ focus wasnât on the championship.
âI had no intention of making a dent in Ashleyâs score today,â Johns admitted. âI just wanted to be chill, shoot a better round than I did the first two days, and hopefully finish in second place.â
After shooting 76 and 77 on the first two days of the tournament, her final-round 75 was not only good enough for second place, but it was also good enough for the win. The victory is the second AJGA win for Johnsâshe also won the 2003 PING Junior at Sunriver Resort.
Tait struggled on the final day, but did retain sole possession of second place with a 71-75-84â230. Ki-Shui Laio of Alameda, Calif., fired the low Girls Division round of the day, a 72, to finish in a third-place tie with Sydnee Michaels of Temecula, Calif., at 231.
The American Junior Golf Association is a 501(c)(3) nonprofit organization dedicated to the overall growth and development of young men and women who aspire to earn college golf scholarships through competitive junior golf. The AJGA has a membership of approximately 5,000 junior golfers from 50 states and 30 foreign countries.
Titleist, the AJGAâs National Sponsor, has been the catalyst and driving force behind the Associationâs success since 1989. Rolex Watch USA, a supporter of the AJGA since 1983, became the inaugural AJGA Premier Partner in 2004.
For more information about the Transamerica Junior at Hiwan, please contact tournament national headquarters at (770) 868-4200.
The Foundation
The Achieving Competitive Excellence (ACE) Grant program provides financial assistance to junior golfers who wish to play in AJGA events. Its goal is to give top-flight golf opportunities to young golfers regardless of financial resources. This program helps to fulfill the AJGA's mission of developing young men and women who aspire to earn college golf scholarships through competitive junior golf.
What is Leadership Links?
Leadership Links is a new program whereby the AJGA is able to further its mission to help develop young men and women by teaching charitable giving skills and service-oriented practices at an early age. This program gives juniors all the tools necessary to donate their time, talent and resources to local charities and the AJGA youth development programs. Please click here to learn more about the program and the different opportunities available.


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"Thank you for the work that you do. This March will mark my third year back in the Catholic Church. By God's grace, he brought me back using Catholic Answers Live and EWTN. I will be forever grateful."
"When I was born, my mother laid me on a bed of straw, and I desire no better pallet when I die, asking only to be in the state of grace and worthy of salvation."


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MONTPELIER Six reported sexual assaults occurred among Vermont National Guard members within the last fiscal year, according to a newly released report from the Guard.
Half of the cases incurred a military administrative investigation. One additional case incurred a civilian criminal investigation.
Sexual assault, sexual harassment and discrimination based upon sexual orientation have no place in the Vermont National Guard. Its an attack on the values we defend and the cohesion our units demand, said Maj. Gen. Steven Cray, the adjutant general for the state of Vermont.
Cathleen Wilson of HOPE Works, a group that provides counseling services to sex assault victims, told WCAX-TV that the report presented to a House legislative committee Thursday was the first time the number of victims of sexual assault has been made public. Wilson feared that other crimes have gone unreported and said military culture makes coming forward more difficult.
That is really the key, is to make sure that victims feel supported and safe coming forward, that this doesnt inadvertently cause a culture of silence, because now the spotlight is on and people are watching. And so we certainly dont want that to be a case for hushing it up, Wilson said.
Since May, the Vermont National Guard has been compelled by law to provide an annual report on sex assault, gender discrimination and discrimination based on sexual orientation.MORE IN This Just In
BARRE TOWN — Firefighters faced a collection of adverse conditions as a house... Full StoryWILLISTON Police are asking for help identifying the man who tried to steal roughly $800 worth ... Full StoryNEWBURY Police said somebody stole booze and change from a Welch Road residence. Full Story
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text: We did get a pick out of the deal so it's not as bad as I first thought. I seriously doubt that jones will be on the roster for more then a month from now. I kinda like green just cuzza the program he's coming from- he was with Florida. idk why it was balkman that got traded and not q-rich. but now we should be able to package bobby jones in with a big contract guy like JJ #1 or 2, curry or zach. I also wouldn't mind dealing Nate if it means getting a franchise player.


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Welcome to Mercedes-Benz of Denver
Mercedes-Benz of Denver Address:
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thanks to our dedicated car service and auto repair team. Mercedes-Benz of Denver makes the process of
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Washington Park, University of Denver, and Boulevard Center.
What are some of the new 2016-2017 Mercedes-Benz models you'll find at Mercedes-Benz of Denver? The C-Class, CL-Class, S-Class, SLK-Class and E-Class, to name a few. We encourage you to keep an open mind and evaluate all of your options - many of which, we're proud to say, have earned awards and or accolades.
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4 Reviews
Lounge in the wild in comfort.
- Item #CAS0733
Tech Specs
Tech Specs
- Reviews
What do you think about this product?
Have questions about this product?
Works with Exped Synmat 7M
- Familiarity: I've used it once or twice and have initial impressions
I have an Exped Synmat 7M (50 cm wide, 7 cm thick) and had been wondering whether it would work with a Thermarest Trekker Chair 20'. I couldn't find the answer I was looking for, so I had to try myself.
The answer is, it does indeed work, and very well too. It may look a bit puffy but it's actually really comfy and easy to fit.
Please note: I haven't had a chance to try the lounge version and if you have a larger Exped (LW) pad, you probably would need the 25' chair.
Therm-a-Rest Chair Kits
Backseat Driver
- Familiarity: I've used it once or twice and have initial impressions
I haven't used it in the outdoors yet, but works great in the living room! set up with my older guidelite just fine. nice and comfy.
light but not durable
yeah its wicked light and yeah it makes a wicked comfy camp chair but after less than a week of use the metal back support bar blew through the stitching.
dont know how it compares to this model: http://www.backcountry.com/therm-a-rest-trekker-chair-cas0307 but people seem to have better luck with the other trekker not this trekker
light and comfy
I've only used it once, so I cant comment to the durability, but it works well. I used mine with a Big AGnes pad, which is probably more comfy than a therma rest.
It was very nice to have a backrest around the fire on a recent self support kayaking trip.
Hi - is this the right chair kit for a Neoair All Season mattress? Thanks.
Will this chair work with the prolite4
This will work with the Prolite4.
The regular has a width of 20" and the long has a width of 25" so you'd need to size it respectively to what size prolite4 you have.
Shoot me an email anytime you have questions!
Jared D.
Expert Gearhead
Will this chair work with Therm-A-Rest Neoair all season pad? It is pretty thick. http://www.cascadedesigns.com/therm-a-rest/mattresses/trek-and-travel/neoair-all-season/product
This will work with that pad, just make sure you get the correct size for how wide your pad is.
Folded Dimensions (inches) 20 x 2
Unfolded Dimensions (inches) 40 x 20
Where is this made?
Made in China
Hello, Is the Trekker Chair compatible...
Is the Trekker Chair compatible with the Thermarest Luxury Map Air Mattress?
Hi, just wondering if the chair will...
just wondering if the chair will work with a small prolite mattress?
The Trekker Chair Kit is designed to fit both NeoAir and self-inflating mattresses (including prolite). You would want to go with the 20 inch as that is the same width as the small ProLite.
how much does the 20" weigh?
how much does the 20" weigh?
9.5 oz on the 20" and 10.3 oz on the 25"
I bought that chair, and if I by this:"T...
I bought that chair, and if I by this:"Therm-a-Rest Trail Pro Sleeping Pad - Women's", it will fix in this chair?
Yep, just be sure to get the 20" version of the chair, not the 25".


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Did you buy a 360 just so you could buy Episodes from Liberty City, the standalone DLC for Grand Theft Auto IV? I doubt it - you probably bought it for a host of other reasons, like Halo 3, Bayonetta, the fact that you're fanatically loyal to the 360 for some reason beyond my ken to comprehend, or something. But if you bought it purely because of The Lost and the Damned and The Ballad of Gay Tony, well, listen to this. Turns out Rockstar are going to be bringing their previously 'exclusive' DLC games to the PS3 and the PC on the 30th of March, 2010. More »


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See this CBS News article: Want A Job In Akron? Hand Over Your DNA
The idea that GINA protects genetic tests from being held or used by employers and insurers is wrong. Genetic tests ordered by your doctor at any other time–when you are NOT seeking a job or insurance–can be collected and used by your employer and insurer to make decisions about you.
Lobbyists for the insurance industry and employers got this massive loophole into the bill, eliminating the intended consumer protections. Instead GINA should have forbidden employers and insurers to ever collect or access genetic tests.
This is one of the key reasons we need Congress to restore OUR rights to control our personal health information, so WE can make sure employers and insurers do not get our genetic records. Genetic information is so sensitive it should ONLY be seen by health professionals directly involved in our treatment, or if we choose to participate in research and share it.


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This book combines sourcebook information about the planet Kormoran, the fourth planet of 82 Eridani, and an adventure set thereon... so you can use it in different ways. Perhaps the party has a reason to visit Kormoran, so you have data about it, then you might choose to run the adventure, or you may bring them there - or even start a campaign there - purely to use the adventure, then you have additional information about the place should they decide to remain there afterwards. One of the interesting things about Kormoran is that it is the homeworld of a sentient species called the Ebers. It also is home to Arab and Texan colonies who don't exactly get along. Interesting indeed... and in 'interesting' adventure is often to be found. Indeed, this tension is the core of the adventure itself, which sees the party embroiled in a three-way struggle between Arabs, Texans and Ebers. Can they bring peace?
We begin, however, with sourcebook material, beginning with chapters covering the 82 Eridani system, the Ebers, Kormoran's geography, its flora and fauna and more. One interesting point about the Ebers is that some are 'civilised' (or at least live in permament settlements) whilst others are nomadic. The two groups have completely different technologies and indeed approach to life. The Ebers' rise to sentience is also covered, which makes for a fascinating read as well as touching on the way in which they behave in present times. It should be noted that this is 'referee only' information, as their behaviour is pivotal to the adventure and finding out why they act as they do - or at least gaining some understanding of what they mean by some of the really strange things they say - is pivotal to bringing it to a satisfactory conclusion. Their language - very tonal, they pretty much sing pure notes to communicate meaning - is also discussed at length.
Whilst the extensive Eber material is fascinating and germane, presenting as it does yet another beautifully-developed alien lifeform, it must be remembered that others live there now as well. As mentioned, the main groups are Arabs and Texans, and each group is discussed in detail. The Arabs possibly understand the Ebers better, but cling to their knowledge jealously. The Texans, on the other hand, have the Rangers... who are the linear descendants of the original Earth Texas Rangers. There's a chapter devoted to them, as the assumption is that the party will likely form an alliance with them, work for them or even join up in the course of the adventure (or before, especially if you are starting your campaign with this adventure).
The rest of the book consists of the adventure proper, and it's a cracking ride of a frontier adventure with plenty to do: interaction, investigation and some good brawls. Care is taken to get the characters embedded into the community before the real action starts. This works well both in making the place seem more 'real' and in giving them some investment in looking after it once things begin to go downhill. The Ebers are on the warpath, and nature is fairly unfriendly too. But the evidence as to what is really going on is out there...
With yet another excellent and truly alien sentient race to encounter, a developing conflict to understand and two different human factions working at cross-purposes, this is a very good addition to the 2300 AD line, with an adventure I'm itching to run!
The Equipment Guide does pretty much what it says on the tin, provide a large list of useful items (excluding vehicles and weapons) which an adventurer in 2300 AD might find useful. It's laid out in a manner designed to be easy for use, with chapters mostly on functional lines (so medical, security, etc.), with chapters on alien artefacts from Pentapods and Kafers at the end. There's enough detail to make the items seem real, and enough game mechanical information to allow them to be used in the game.
First up is Medical Equipment, covering a range of things from what you need to resupply your first aid kit to 'automeds' and a wide range of pharmacuticals. Details of anagathics (anti-aging treatments) are included, and in every case there's a task for using the item (or avoiding side effects in the case of some of the drugs) as well as costs and some line art. A packet of pills looks like... well, a packet of pills, though!
Next is Security Systems, probably more use for the referee trying to keep the party out of places they shouldn't be. Much of it - writing the review almost 30 years after the book was written - is already if not in common use at least in experimental stages now. Tools for bypassing security are also available (although generally illegal), as well as surveillance devices and all sorts of other stuff that has some link to the concept of 'security'.
2300 AD is a game about exploration, so the next section on Exploratory Equipment is of particular use. This starts off with survival equipment, much of which will be familiar to anyone who likes visiting extreme environments or even just does a lot of hiking and camping. Intertial mapping systems are interesting, and there are also sub-sections on personal communication equipment, a solar power generator for field use, and various items to augment the senses. There's also a sub-section on oceanic equipment, should you fancy some underwater exploration.
Computers merit a section to themselves, with some interesting notes about 'wearable' and even sub-dermal equipment, and then rather oddly - given that this book is not about military material - a section on Combat Walkers. Designed for fighting, there are no peaceful uses for the beasts, they wouldn't even make useful cargo lifters! Next, it's out to space with a section on Space Equipment. Chief amongst this is the pressure suit (P-suit). As well as personal equipment, we also find satellites here. They can have a range of uses: navigation, communications, survey or even surveillance. The last of the regular equipment chapters is the catch-all of General Use Equipment - you'll find a wide range of stuff from a multitool to explosives, along with various tool kits, cargo handling equipment and so on.
Next comes a chapter on Pentapod Products. Produced by the alien species called Pentapods, they use bioengineering to produce analogues of many things that humans use technology for. Some of these are quite ingenious, others plain weird.
Finally, a chapter looks at Kafer Equipment. Unlike Pentapod items, which can be bought on the open market, Kafer ones can only be acquired by taking them from captured or dead Kafer. A lot of effort is being devoted to attempts to understand them, and to figure out how they work... in some cases, what they do. Each entry gives the human-assigned name, a physical description and notes on what it is thought that they do. This chapter is player-friendly, describing what has been discovered so far (the referee is directed to the Kafer Sourcebook for more accurate information).
Overall, this is a useful book to have to hand, especially if your players enjoy 'gearing up' their characters. Presentation is logical, with everything you need grouped together (description, rules for use and illustration), even if some of the illustrations seem to take up a lot of space without adding much to the effect. There's a good index at the back (provided you can recall the name of what you are looking for). It all helps to make the galaxy of 2300 AD a bit more 'real'.
Subtitled 'Vehicles for Unearthly Terrain' this is a collection of ground vehicles that are to be found throughout the 2300 AD galaxy - well, the human-colonised bits anyway (plus a few Kafer ones for good measure). It's a bit heavy on military vehicles, although you might either want a combat vehicle or hold that they are suitably rugged to cope with frontier environments. There are dedicated exploration vehicles, though, if you prefer to remain civilian.
Each vehicle comes with a line-art sketch, game mechanical details and some background text. These include details of how easy it is to get hold of, the equipment and other facilities that it has; and also looks at modifications that are commonly found. Naturally it's up to the party to suggest other modifications that they would like to make (generally things like adding weapons!) and for the referee to rule on cost and if it's even possible.
Vehicles range from a specialised exploration vehicle to hovercraft, trucks, snow-skimmers, luxury limos... just about anything you can imagine. Many can cope with off-roading in rough terrain but some do need a road so will be limited to the better-developed parts of whichever planet the party is on. There are even trains - with options for conventional railroad ones, maglevs and airfilm suspension. It's unlikely that these will be personal vehicles, but characters might well need to take a ride to get wherever they are going on one.
For the miliary-minded, there are tanks and other military vehicles, including some drones (if operated from a vehicle). These often have variants depending on the intended use, and information about weapons systems is included should you end up having to fight! Interestingly, military vehicles from several nations - chiefly Germany, America and France - are included. Personally, there are rather too many of what appear superficially similar combat vehicles, but if your campaign involves a lot of fighting you might find the variety of use. Finally, there are some Kafer military vehicles. Mostly these will form the opposition, but perhaps the party might get the chance to capture or steal one.
The vehicle listings are followed by notes on various 'vehicle accessories' that you or the party may wish to add. There are also a few colour illustrations including some uniform patches and vehicle markings, as well as a few cut-away drawings of some of the military vehicles mentioned earlier.
There's a good selection here, particular if it is a military vehicle that you are after. They manage to have a slight air of future-tech whilst being rooted in reality. Apparently driverless car technology has not taken off by 2300 AD! Although some vehicles can be sealed, and there's mention of a Pentapod air filter, little mention has been made of adaptations needed for use on airless worlds or ones where the atmosphere is unbreatheable for whatever reason (too thin, wrong composition...).
The 2300 AD game is all about exploration, and it doesn't get more epic than this! Bayern provides all the material you need to run adventures around the voyage of the eponymous starship to the Pleiades Star Cluster in the constellation of Taurus, a trip expected to last almost half a decade. The information provided includes details of the Bayern himself, the aims and objectives of the mission which is sponsored by the Astronomischen Rechen-lnstitut, notes on major members of the crew and scientific staff (who could make good characters, or be people with whom the characters interact) and material about the Pleiades Cluster itself. There are also two adventures, one to be used during the voyage (on the way there or the way back, it doesn't matter) and one when actually in the Cluster.
Despite two adventures being provided, there are notes throughout which suggest events and adventures that you can develop for yourself. In some ways, this campaign is more like Star Trek, a voyage of exploration - and as you'll see from one of the adventures, there are opportunities to stop off along the way to the Pleiades to explore other systems. As designed, the Bayern is an unarmed science vessel, but should you wish to include hostile contacts that don't end with the entire party dead, you might consider amending this so that the Bayern is capable of at least self-defence.
Even between systems, there's plenty going on aboard. During at least part of the voyage, the scientists will be in cyrogenic sleep but those crew who are awake will have to keep themselves entertained as well as look after the ship - after all, there won't be many opportunities for shore leave. Anything from putting on concerts and contests to continuing education presents the potential for adventure, particularly when your players enjoy interaction and role-playing... and of course, everyone has to keep fit. Indeed, it's written into their contracts! There also might just be a secret or two to discover...
There's a whole section about the Astronomischen Rechen-lnstitut (AR-I), which is based on Earth (in Germany, as you might imagine). This covers motivations, background, history and facilities - likely known to expedition members as they will have been hired and probably trained there. Next comes a section on the objective, the Pleiades Cluster itself, here mostly astronomical data that is known before the expedition sets out.
This is followed by a section on the Bayern starship, with the history of its development as well as technical data on the starship and associated vessels - landers, spaceplanes and 'EVA bugs' for things like external maintenance as well as an assortment of drone craft. Leading members of the crew are covered in sidebars, and there's quite a bit about the ship's computer, called Aristotle.
Next is a section about The Ship's Complement. Here are full details of notable crew members. The entire crew is 110 people, some ship crew and some scientists, and all are regarded as expert in whatever it is that they do. This voyage was oversubscribed and the AR-I were able to be very selective. The main groups of people are the bridge crew, engineering, scientists, vessel support crew (who look after the ancillary vessels and drones), medics and even a small group of journalists. Most are in cryosleep until needed, with the bridge and engineering constantly staffed of course and others being awoken as and when their services are required. Not everyone is presented in full detail, but for those who are there is sufficient for them to be used as player-characters. This includes both game statistics and background, so that they can come to life with ease if being used as NPCs. Most of them occupy senior positions and are likely to be awake most of the time, hence ideal for player-characters.
The two adventures - Death Throes and Daughters of Atlas - follow. Death Throes covers a visit to a system encountered during the journey, whilst Daughters of Atlas deals with the exploration of the Pleiades Cluster itself... and boy, is there plenty to be found! Characters who do not go insane will have quite a tale to tell when they return.
This is exploration of the highest order, presenting intellectual challenges and puzzles all presented in a realistic way... leaving you imagining that this could just happen, did we have a way to travel as far. For those who love science fiction and exploration this will be a memorable campaign, although those who prefer to solve all problems with a blaster or a fist may be disappointed (although of course you could easily add in more adventures that would provide opportunities for combat if you wanted). For realistic space exploration with a scienc-fiction twist, however, this is outstanding.
Invasion is a sourcebook detailing the Kafer advance along the French Arm of the galaxy, complete with loads of ideas for adventures and events in which the party can become embroiled, if they are privateers operating in space or become resistance fighters due to being on the wrong planet at the right time. Whilst there are other books in this line detailing encounters with the Kafer, not to mention an entire Kafer Sourcebook to let you in on far more that humanity knows about them at the present, you do not need any of them to use this book, although they might help you build your campaign even more effectively.
The book begins with a Referee's Synopsis that lays out the course of events since first contact was made at Arcturus and Aurore. It then moves on to a section on The Military Situation, which describes the state of play in August 2301, when the events described in this book begin. Whilst the main focus is on human ships, Kafer forces are also mentioned. Next comes a section on The Path of Invasion, which includes a sidebar on how to get the party involved. It also explains how Invasion is intended to provide a backdrop against which your adventures will be played out, recognising that role-playing and all-out war can be difficult bed-fellows. Those who would like to play out major engagements can use the supplement Star Cruiser which presents rules for a starship combat board game (or you can just use the starship combat rules in the 2300 AD core rulebook. Here, though, we concentrate on events that are appropriate for a regular party of player-characters, with the wider sweep of the conflict presented as background. Even before they get involved themselves, the party will be able to hear news reports as the Kafer begin with a surprise attack and then move onwards…
Scene set, the following chapters cover each system the conflict reaches in turn. Every section includes ideas for adventure to use with the party should they be there, and for running a space combat within and around the system, should your tastes run in that direction. Influential personalities are mentioned, perhaps the party will meet them in their travels. You will need to decide when the invasion and the party meet – events before then will have happened but the party may influence later ones – you will have to judge how much their actions make a difference to the suggested timeline.
There is also information on a couple of bases established by the Kafer and a detailed account of the Battle of Beowulf, before moving on to a section called Adventures in the Kafer War which looks in greater detail at the sort of things your party might become involved in. The three main areas are escaping from a planet before the Kafers get there, fighting the Kafers on the ground and fighting them in space. Less martial individuals might concentrate on surviving under Kafer rule, but it is likely – knowing player-characters – that they will probably get caught up in a resistance movement (or even start one!). Other opportunities include courier missions, acting as privateers or even reporting on events to the rest of the galaxy. There are some technical details to help you adjudicate things like communications, blockade running and privateering in general too.
For those who wish to become involved in ground battles, the section War to the Knife provides a wealth of detail pertinent to running anything from a skirmish to a full-blown battle in the context of a role-playing game, where the focus is on the small group of characters that make up your party. This is well-handled and provides some good ideas. Material on Kafer weapons, equipment and starships is also provided.
Invasion handles the difficult subject of running a full-blown war in the middle of a role-playing game well, and provides for plenty of action should the party be caught up in events. Perhaps they will make a real difference, or maybe their fight will be just one to survive: they will, however, have answers to the age-old question, "What did you do in the War?"
The Introduction, coupled with a map of the city of Anduria, sets the scene for the What Lies Beyond Reason adventure path. The book is made up of two parts, one about the city and one about creating characters suitable for the adventures to be played out there. Whilst the campaign can be played on any campaign world, it's recommended that this fascinating city is used - there's likely to be a suitable location for it on whatever world you want to use.
The City section describes Anduria in considerable detail (whilst promising more in a forthcoming Campaign Guide. It's the level of information that a well-informed visitor ought to be able to glean, with history and legends as well as an outline of the different parts of the city. It's a bustling place, home to many races, with a busy marketplace and many established commercial concerns. Adventurers been notoriously thirsty, a listing of ten of the best-known taverns in town is likely to be well-used. There are many active guilds, who hold the power via a city council. These are interesting in that they go beyond the traditional 'trade association' view of a guild, different guilds being responsible for running various aspects of city management - such as providing public works, ambassadors, healing, civil defence and so on - yet many grant admission based more on ability to pay a fee than any skill or achievement related to the guild's area of interest.
Further information covers daily life, prevalent attitudes (such as the viewing of all overt religious belief with disfavour), law and order and even the local 'pest problem' of tiny balls of energy that swarm around like elemental insects. All combine to paint a picture of an intriging and well-developed city that would make an interesting destination for a visit.
Section 2: Adventurers helps players create suitable characters, bearing in mind the What Lies Beyond Reason is essentially an urban campaign. Classes which favour interaction are likely to be more successful, with fighting men equally welcome (although those who like to ride will find limited opportunities in the crowded streets!). Those of a more wild background - barbarians or classes suited to wilderness life - may stand out a little, but are welcomed provided they can adapt to city life. Clerics will have to watch their step in a city that is intolerant of religion. On the other hand, there's no racial intolerance, so characters of any race will be made welcome. So will most forms of companions, familiars, eidolons, and the like - the city prides itself on being cosmopolitan. Whilst interaction skills such as Bluff, Diplomacy or Sense Motive will come in handy, the Adventure Path will provide ample opportunity for those with martial skills and those aimed at activities such as infiltration to shine in their turn. There are some notes on new uses for old skills appropriate to the city, and (should you care to use them) some campaign traits.
A nice balance of 'fluff' and 'crunch' sets the scene without giving much away, providing an intriging setting that sounds like it would be entertaining to visit, never mind the adventures that are in the works. Can't wait for more!
This adventure, whilst capable of being run as a stand-alone one, works best if you have already played at least some of the adventures in Kafer Dawn and have established the party as competent troubleshoots on Aurore, which is where it all begins. After an Introduction, which explains this and a bit about the contents of this book, there is a Referee's Synopsis that provides an overview of the adventure in quite some detail.
The basic premise is that the party are asked to join Mission Arcturus, which is being sent to investigate why nothing has been heard from the scientific station at Arcturus for about three years. Given that the Arcturus system is only about a day's travel away, you might ask why nobody's bothered until now, but it seems that they were too involved with dealing with Kafer attacks. It was, however, the folks on the station who first reported contact with the Kafers... although it was a couple of years after they'd reported this that contact was lost.
The adventure is well-structured, beginning with An Invitation which covers the party's recruitment. The next section is Aboard the Bassompierre, this being the vessel in which the mission team will travel to Arcturus. The main force aboard, to which the party will be attached, is a company of American Marines, and the next section introduces them. (Those referees playing this adventure 'cold' rather than as part of an existing campaign might care to use the Fire Team One NPCs as player-characters instead of having the party attached to them as advisors/troubleshooters.) There are also a couple of combat walkers aboard, characters with appropriate skills could pilot them (or there are NPC pilots who again could be used as characters if needed). If you are using the NPCs as your party, some advisors are supplied to fill the advisor role intended for your players. It's a neat way of ensuring all necessary roles are filled and giving you various ways in to the adventure, especially if you do not have an existing party suitable to participate.
After a brief section introducing the Arcturus system, we move on to resources about Station Arcture itself. These include its outward appearance and deck-by-deck detailed descriptions... as the idea of the mission is to go aboard and discover just why nothing has been heard from them for so long. Starting with the initial approach and external investigation, the party and others will make their way aboard and deal with whatever situation they find there. There's plenty of material - including some evocative descriptions to read out - to help you run this exploration, when the party pretty much has free rein to go wherever they like on the station. Whatever they decide to do, wherever they decide to go, you will find what you need to run encounters and adjudicate events. Needless to say, this exploration will not be straightforward, with external events as well as internal hazards.
It's a cracking adventure, the classic exploration of a deserted spacestation where anything might be lurking poised to get you, well-resourced and coherent in vision.
This adventure is set on the planet Aurore, in a system which was recently a battleground between humanity and the Kafer, an alien race that does not seem disposed to find ways of sharing the galaxy with other sentients. The book contains background material on Aurore itself, the major settlement of Tanstafl, the Kafer, and a whole series of interlinked adventures suitable for a party of freelance adventurers or mercenaries. Most of this work is for referee's eyes only, with the usual 'read alound' material and a few handouts.
The first section, Aurore, is written to provide the referee with background information on the planet itself and the Eta Bootis system in which it was found, with the specific intent of providing material to remind players that their characters are on an alien world. For a start, Aurore is actually the moon of a gas giant that's almost but not quite a full-blown star in its own right. It's tidally-locked and only parts of the planet are habitable, so settlements need to be located with care. There is a lot of physical and astronomical data to absorb here, things which give rise to a unique planetary setting. There are environmental dangers as well, things that long-time Aurorean residents are accustomed to but which can easily catch newcomers (like the party!) unawares.
The next section, Aurorean Biology, delivers a wealth of native lifeforms, many of which are actively inimical to people. It seems that mutually-incompatible biology does not stop them trying to eat people, even if they won't get nourishment (or may even be poisoned) by the attempt!
These sections are followed by one about Tanstaafl. Built on the site of the first colony, this is the premier city on Aurore, situated near to the spaceport of Port Blackjack. As well as describing the city in reasonable detail, it also lists a lot of other settlements to be found on Aurore, mostly with a sentence or two to give at least an idea about them.
Next is a section on Kafers. This is definitely 'referee territory' - very little is known about this race at present except that they are not interested in forming alliances or sharing the galaxy with anyone! However, what little is known about them and their activity is presented in a separate sub-section that can be shared with players as you see fit. The rest they'll have to find out the hard way...
Then comes the Campaign Introduction. This begins with some background and scene-setting information, which assumes that the party has arrived on Aurore in search of adventure or as mercenaries seeking work - of which there is plenty either in the militia or as a private military contractor. Four actual adventures are provided, as well as ample scope for devising your own given the information in this book. Having played through this module many years ago, I can now see how the referee used elements of the adventures provided and wove them into a plot of his own design making use of the material here...
Overall, this work provides an interesting setting and a wealth of background material, with loads of adventure ideas to use in conjunction with your own plots to create a memorable experience for all concerned.
This is basically an adventure module, which starts out (after some directions for the Referee that are good but a bit condescending in tone!) with a trip to a system called DM +17 2611-II. It's assumed that the party have been hired by a company called Trilon, who want to explore the place... if that's not the case, you might wish to ditch the opening 'ship's log' handout and substitute your own events which will end up with the same result: the ship crashed on the surface of DM +17 2611-II due apparently to a Kafer attack.
However you get to this starting point, this starts off with a survival situation in which the party will need to assess their injuries (determined using the task system) and see what equipment they have managed to salvage... before the crashed ship blows up! Not to mention that the Kafers might be coming to clean up...
Next comes a Referee's Synopsis of how the adventure as a whole ought to play out. Beginning with a crash-landing on an unexplored and inhospitable world, the starting point is pure survival, and a trek to somewhere a bit nicer than the ice field/tundra they have crashed upon. Further exploration can lead to 'First Contact' situation with the as-yet unknown denizens of the planet. Are they even sentient? Meet them and find out.
It is anticipated that the party will be stranded here for quite some time, years perhaps, before they are rescued. This will give them time to explore, to learn about the planet and all its inhabitants, and to get involved in anything that's going on. Once rescued, they'll need to determine how much information they will share with the rest of humankind. There's fame to be had - which could lead to a whole raft of potential adventures - or they may prefer to stay quiet and look at carving out their own domain on DM +17 2611-II.
The next section is The Planet. This provides a wealth of data about DM +17 2611-II itself, as well as ideas about how to run this extended survival scenario with plenty of advice on the sort of challenges that the characters will face and, from the mechanical standpoint, what they will need to do to overcome them. To help, it's followed by a section on Encounters and other material that cover the strange lifeforms that live on DM +17 2611-II. For example there's one called Color which helps you develop evocative descriptions of what the party sees and feels as they explore.
Finally, there's extensive information on the dominant life-form. They are truly alien, but are explained clearly and it should prove an interesting exercise to 'play' them for your party. Referees who get most of their enjoyment out of providing 'opponents' for the characters to fight may find this module less engaging, but if you like exploration, discovery and interaction this should provide a memorable game for you and your players. Unusual challenges include getting to grips with a completely non-verbal language/communication system and even getting involved in local affairs.
Overall, this is a lot more than a 'mere' survival adventure, with a very original bunch of aliens with whom to interact. Groups who like to push the boundaries with their games should find this enthralling.
The intention behind this book is to introduce new races, classes and powers as options that players can choose when designing their characters. The Introduction launches off with some grandiose claims about being a 'significant expansion' - well, it is fair to say that five new races and eight new classes broadens your options... it just depends if what is offered happens to suit what you want to play. The second part of the Introduction presents the 'Primal Power Source' which underlies the supernatural powers available to the barbarian, druid, shaman and warden classes presented later on. It links to the spirits of nature, the power of the world itself that originally arose to protect it from the depredations of squabbling deities and primordials. Having banished them so that they can only exert an influence the primal powers, a myriad of spirits, have established what is perceived as the 'natural order' - the cycle of life and death, the turning of the seasons. The characters who draw on them are thus firmly rooted in nature.
Chapter 1, however, looks at new character races. While the original eight races in the Player's Handbook may be the most common ones from which adventurers are drawn, they are not the only ones. So now the gnome, the shifter, the deva, the goliath and the half-orc join them. Gnomes and shifters appeared in the Monster Manual, but although it is stated that information here supplants that in the Monster Manual, some guidance on how to apply the process to other 'monsters' that you fancy playing as characters would have been appreciated.
Presentation of each race follows the same pattern as in the Player's Handbook, including the rather patronising "Play a XXX if you want to be..." notes in case you struggle to see the potential in a given race. First up is the deva, who is an immortal reincarnated spirit present as yet another cycle on the wheel in the form of the character. Memories of past lives can surface, dimly, and these elegant humanoids are forever aware of the struggle between good and evil both in the world and within themselves. Gnomes are quintessential tricksters with natural stealth skills, and they enjoy humour as they explore the world around them with avid curiousity. Next, goliaths are large and strong, with origins in mountainous areas and a comptetive nature. Half-orcs - familiar to those who have played previous editions - combine the combatative best of both humans and orcs. Finally, shifters are ferocious fighters who are able to take on some aspects of the beastial, even if they do not shape-change completely as a lycanthrope does. Two types are given, one with wolf characteristics and one with cat tendencies. While it would be quite easy to come up with shifters linked to another animal type, no guidance is given to help you develop such. Each race is described in somewhat stereotypical detail with the general characteristics which typify members of that race, plenty and enough for you to see ways in which to play one.
The chapter ends with a selection of paragon paths based on race - both the new ones here and those in the original Player's Handbook - rather than on character class. To qualify, you just have to be a member of the appropriate race but once chosen the paragon path works much like any other, providing specific powers and other advantages to the character following it. Should you choose one of these, your character typifies the best of his race, tapping into the very myths and legends that underpin their culture - nice!
Chapter 2: Character Classes is the biggest part of the book, because of all the new powers and class features that need to be described as each new class is introduced. The eight new classes are distributed between the three sources of power and all four combat roles. And at last I have my beloved bard back! He and the sorcerer draw on the arcane power source, with the avenger and the invoker drawing on the divine and finally four based on primal power, these being the barbarian, the druid, shaman and warden.
Avengers serve their deity by wreaking havoc on that deity's enemies. This class is somewhat akin to the monk of old, save that a character is more likely to fight with weapons than his bare hands. The barbarian is a wild and ferocious warrior, and like the avenger fills the striker role. The bard mixes music and magic in the leader role while the druid wields primal power as a controller with the ability to adopt a beast form. The invoker literally calls down the power of his god to strike his foes, and if he chooses the appropriate paragon path can even become an angel. A shaman considers himself the voice and hands of the spirits, doing their work in the world; and attracts a spirit companion to his side. The sorcerer is the embodiment of arcane power, drawing on draconic or chaotic sources to channel raw magic through himself. Lastly, the warden is a protector of the natural world, a defender incarnate. Each comes with several paragon paths based on that class which may be chosen once the character reaches the appropriate level, drawing on various aspects of that class. The chapter winds up with a selection of epic destinies, open to characters of 21st level or above who meet the prerequisites.
Next, Chapter 3 looks at Character Options. While race and class provide much of what defines a character, there are other aspects that go to making your character an unique individual. First discussed is the concept of a background, providing a range of options to choose from or to use as inspiration for one of your own devising. It's not just flavour, you can extract tangible advantages in the shape of skills, languages or other benefits based on where your character came from or what he did before that fateful day when he became an adventurer. There's also a collection of feats to choose from, some based on the new classes and races presented here while many are open to all. Next comes an assortment of adventuring gear. Of particular use is a selection of musical instruments, vital to any budding bard. There's also some magical items, chiefly magic armour with a whole range of new features to choose from in designing that special suit. Magic weapons are not neglected, and there are also rods, staves and totems. This section rounds out with some musical wondrous items for bards to drool over. Next comes a whole lot of new material on rituals. One of the most interesting bits are some ideas of variant ways in which characters might choose to record their rituals - the traditional leather-bound tome does not survive too well in the hands of a barbarian or someone who prefers to live in deep forests or high mountains. So knotted threads or painted hides, carved wood or... well, see what you can come up with... might replace the conventional book as repository for your character's ritual musings. Lots of new rituals as well, of course.
Finally, an appendix presents rules updates for powers and the stealth skill. They provide quite a lot of detail and are intended to supplant those previously published. The book winds up with a glossary and index.
There are a lot of new character options to consider and digest, obviously widening the range considerably. Everything is still completely focussed on combat, though, all the powers are aimed at making each class - in its own way - a potent force in a brawl. Material for those for whom fighting is not the be-all and end-all of their character's life will be able to extract snippets of use in creating and playing a properly rounded character who can live in the alternate reality of your game as well as fight in it but, as with the rest of this edition, combat is the primary focus.
Beginning with a short piece of atmospheric fiction and an explanation of what a beanstalk is, this is a set of adventure resources set on the planet Beta Canum Venaticorum-4 where the first beanstalk was erected. There's also material useful for use with plotlines that concern Earth's beanstalk, particularly useful if you have Rotten to the Core, although you don't need that to make use of this book.
The first chapter, The Stage, deals with the history, geography and current state of Beta Canum, useful whenever the party might choose to visit, or in devising reasons for them to go there. Like any frontier world in 2300AD, it is a series of contradictions, high tech rubbing shoulders with primitive - people either have the very best, most advanced, equipment for a particular job or they make do with what they can make for themselves. So a fishing village may boast boats crammed with high tech equipment to find and catch fish, but still use outhouses rather than indoors plumbing! Several nations are represented amongst Beta Canum's colonies, generally occupying their own continent. Whilst native plants and animals are inedible (indeed toxic) to humans, imported Earth flora and fauna have flourished and the planet is already exporting produce to other worlds.
Next is The Actors, a chapter jam-packed with relevant NPCs. Most will turn up if you use the adventures in this book (and are cross-referenced so you know where they'll show up, but may be of use elsewhere as well. Each has a detailed background which will help you bring them to life as rounded figures who have a full part to play in this alternate reality, not just cardboard cut-outs there to fill a single purpose and then be forgotten.
The following chapter, The Technical Data, provides loads of background as well as maps and charts, including a lot of detail on beanstalk construction and operation. There's even a handout in the form of a leaflet aimed at tourists newly-arrived on Beta Canum, excellent for setting the scene when the party first arrives.
Finally, The Drama contains three separate scenarios that you can run. Interestingly, this section starts by referring to the adventure The Tricolour's Shadow which was included in the original Traveller: 2300 box set, as the adventures here could be run following it (but you do not need to have played it to enjoy these adventures, fortunately!). These three adventures are all suited to 'troubleshooter' characters, and two at least involve riding the beanstalk, whilst the other includes rooting around its ground facility. All provide good, edge-of-the-seat fun, although those players who prefer to use combat to solve every situation will do less well than those who enjoy interaction and infiltration.
A brief Afterword has additional material about Beta Canum, and that's it. The adventures are good if acting as hired troubleshooters appeals to your group (although the last one could be run for any party who has occasion to ride the beanstalk at any time), and the other material provides you with yet another well-imagined planet to visit.
Much more than an adventure, Rotten to the Core is a sourcebook to Libreville, Gabon - the Earth end of the Beanstalk (introduced in the Earth/Cybertech Sourcebook - with plenty of the sort of information that you'll need if the party ever visits.
It dives straight in with what sounds like corporate propaganda extolling the virtues of Libreville (with sarcastic comments from the hacker community in the margins). Calming down and becoming more objective, we then learn about sightseeing in the town. The wealthy live well, and corporate employees have a safe and sheltered life in gated communities but there is a large underclass in the slums known as Mudville. Maps, tables of costs and even random encounters are provided to facilitate the running of a visit to Libreville, whether passing through or as part of your plot.
Next comes a section on how Libreville is governed - which is complex enough to provide plenty of scope for intrigue, if you enjoy that kind of adventure. Governance of the city is split between a Corporate Board (representing the various corporations headquartered here) and a democratically-elected Mayor and Council (most of whom are in corporate pockets...). Law enforcement is also split between several organisations, including police departments, corporate security, the Beanstalk's own personnel and even the French Foreign Legion (don't get in their way!). Suspects who survive arrest are handled in accord with the proceedures of whoever caught them. Many 'public' services are also privitised, with 25 ambulance services competing for your custom, an expensive fire brigade and cheap electricity. Water and sanitation are also contracted out, but to a single provider in each case.
The following section is entitled Cooperation and Competition, and talks about the corporate scene, describing a selection of the big players. This useful information is followed by a section on Going Shopping. The retail experience depends on where you decide to go, of course, with downtown being eye-wateringly expensive and the mudville slums described as 'interesting'. Most of the city prefers credcard use, many places frown on cash if they'll even take it at all, apart from in mudville - there anyone with a credcard is assumed to have stolen it! A discussion of the black market and what you can get there is followed by sections on nightlife, mudville and the lives of the rich and shameless.
Then we get to the adventure proper, Rotten to the Core. This is very 'cyberpunk' in style and begins with a visit to a friend who works in a well-guarded corporate building... and naturally, things go downhill from there. The party will get a swift tour of Libreville (well, the police and others are chasing them after all), with plenty of opportunities for interaction and combat when absolutely necessary - there are some places where getting into a fight is not a good idea, however there are others where it's the main way of doing business. The adventure is well-supported with descriptions, maps and NPCs.
Overall, this is an enjoyable and interesting book. The adventure itself is fast and furious, whilst Libreville has plenty of potential if you want a good setting for urban, cyberpunk or corporate intrigue adventures.
This book is aimed at the players of characters who look to the deities of their world for inspiration or power, and presents new ideas and options for any paladin, cleric, avenger or invoker character. The main part of the book consists of chapters for each class mentioned, giving new class features, builds, powers and paragon paths for each. The final chapter looks at divine domains with new feats, epic destinies and rituals available, and at deities in general.
First up, the avenger. Introduced in Player's Handbook 2 he is an agent of divine justice with a mission to smite the enemies of his deity wherever they arise. There's a new type who specialises in bringing his targets to justice through power of numbers, gaining strength from his allies. Lots of new 'prayers' of course, and some interesting sidebars about underlying motivation. One suggests options for why a character might have become an avenger, and how his fellow-religionists might view him; another - more aimed at DMs than players - suggests ways of using avengers as a potent force in your campaign, allies or adversaries depending on your needs. The suggestion that an avenger might serve more than one deity, perhaps persuing an idea - e.g. opposition to slavery - rather than the ends of a single god is made, and there's a list of likely targets that followers of the (good) deities in the core rulebooks might hunt. The paragon paths present a diverse range of approaches, and even before you reach that level you could benefit by deciding which one appeals and playing your character that way.
Chapter 2 deals with the classic god-botherer, the cleric. It presents a new build, the shielding cleric, who acts as protector to the party in combat, as well as choices which lead to greater healing abilities. One interesting paragon path option in this combat-oriented game is the Messenger of Peace, who seeks to find more civilised ways of resolving differences than a brawl - but with a note that this only applies to sentient opponents, not much use preaching peace to a monster who is merely looking for its lunch!
Next comes the invoker. Carving an agreement with a god and wielding his power, there are new powers in profusion here along with some ideas for role-playing an invoker... did he enter into his agreement willingly, for example, and what do the words his deity puts into his mouth sound like? Or you can take the paragon path Adept of Whispers and speak rarely if at all. (The suggestion is that you still talk at the game table, though... probably wise, I once lost my voice totally on game night and all notes had to go round the whole table to satisfy that suspicious bunch!) Other paragon paths include the Devoted Orator, whose preaching echoes his deity's voice, and the Speaker of the Word, who knows some dread word of power granted by his god...
Then it is the turn of the paladin. The chapter is headed by a quote from a Tennyson poem that I've been using for paladins since 1980! Paragon paths include the classic roles of Demonslayer and Dragonslayer, as well as the Holy Conqueror who is an all-out brawler determined to further the ends of his god whatever the odds, and the Questing Knight, whose quest is fertile ground for the imaginative DM to weave through the campaign.
The final chapter is called Divine Options. It concentrates on providing a wealth of options to allow characters to be customised in accord with their chosen deity's focus and outlook but in a myriad of ways depending on individual preference. Mechanically, this is handled by a vast array of feats based on divine domains, character class and more; but of more interest to the role-player is the section that discusses how your choice of deity will influence how your character thinks and acts. Unlike the Player's Handbook, evil domains and their associated feats are given here, primarily for the use of DMs building antagonist characters, although they could prove interesting in the hands of players prepared to tread those paths. The overwhelming assumption is that player-characters will be 'good' or at least neutral in view, however. Another interesting section is that on backgrounds, a collection of reasons you can pick and adapt to explain why your character is who he is and does what he does.
This book provides an excellent range of options for anyone playing an avenger, cleric, invoker or paladin. While tied to the core patheon presented in the core rulebooks, it will be fairly straightforward to transfer ideas to deities of your own devising. Best, though, are the notes scattered throughout on how to make that character come alive in the service of his chosen god, aiding the player in thinking about his character as a coherent whole, an individual dedicated to his cause rather than a collection of powers and feats.
Deathwatch Program is an adventure that makes considerable use of the 'cyberpunk' feel and the Introduction talks about how important it is to keep events moving quickly, giving the characters the feeling that the world is literally changing and developing about their ears as you run them through the adventure. It ought to feel as if they are being bombarded with new information in an almost out-of-control stream... which of course means that you, as referee, need to be completely IN control! Having a copy of the Earth/Cybertech Sourcebook will be useful for the cyberpunk rules therein, which are built on and expanded in this adventure.
Most of the adventure is set on Earth, but to bring matters to a conclusion the party will have to venture into space, and even engage in some ship-to-ship combat. It all begins with the offer of a simple job from an old friend or former colleague who's now freelancing in the 'troubleshooter' business...
As you might expect, hardly anything is what it seems. You can say that about many adventures, but in this one it is not even completely clear what the adventure proper actually is, as external events conspire against the party without their knowledge... this is quite hard to explain without giving the whole plot away! It does give an excellent feel of the world carrying on around the party irrespective of what they do or even whether or not they are there, providing a real air of reality to the game.
Resources provided are good, with maps and plans and plenty of NPCs and encounters... some are connected with the adventure, some don't appear to be and some have nothing to do with it at all. Some events are intended, others are random and may be used as and when desired. The party can be easily given the impression that they are free to do whatever they want, despite the fact that the plot is rolling along merrily in the background. With time to wander around Corpus Christi in Texas, a jaunt over the border to Mexico to carry out the mission they've been hired for and then some... unexpected... events when they get back to Corpus Christi, they will have plenty to keep them entertained, with a balanced mix of interaction and combat with which to exercise their skills. NPCs are well-rounded, with background detail to make them appear 'real' people, not just there for their purpose in the immediate plot (which means, of course, that survivors may turn up in future adventures if you deem it appropriate!). Everything is tightly-paced, but the information you'll need to run each event is provided just where you need it.
If the party succeeds, they have the chance to literally save Earth from disaster... and sow the seeds for further adventure if those they have thwarted survive long enough to seek revenge! Overall, it's a cracking adventure and well worth a look... and if you don't run 2300 AD there are notes on converting it to another system!
This book takes a look at Earth in 2300 AD - after all, however far explorers roam the galaxy, there's still something special about the place everyone came from! It's made up of three main sections. Firstly, there's a more detailed look at Earth itself than was possible in the core rulebooks. Next comes a section on 'cybertech' - surgical, chemical and mechanical augmentations - for those who'd like that aspect introduced to the game, and finally there's an adventure which makes the most of both.
The first chapter is The 24th-Century World. This looks primarily at the 'Western World', on the grounds that the majority of role-players are most familiar with the present-day west, rather than any lack of significance of other parts of the world. It provides an overview of the sort of place Earth has become, and is followed by a chapter OQC which is Orbital Quarantine Command. Just as today many nations wish to control what is brought into them, it was realised as soon as space exploration began that anything brought back to Earth from space could prove hazardous if not devastating to the biosphere (older gamers may recall that the Apollo 11 astronauts were quarantined when they returned home from the Moon!). OQC is a collaborative effort between all spacefaring nations with its headquarters at the orbital end of the Beanstalk and a lot of roving spaceships to intercept every vessel approaching Earth.
This leads naturally into the next chapter, Gateway, which is all about the settlement at the orbital end of the Beanstalk, but takes the time to explain the operations of the Beanstalk itself as well. Gateway is a very cosmopolitan settlement, and it has duty-free status, and it is a destination in its own right as well as a transit point for those arriving at or departing from Earth. There are quite a lot of plans here of Gateway and the Beanstalk to help you get the picture.
This is followed by a series of chapters looking at the history and present-day state and geography of a range of nations, starting with America followed by Texas (now indenpendent), Mexico, Canada, South America, Australia, Japan, Europe, Asia, the Middle East and Africa. There's a lot of information here, well worth a read if you want to know what Earth has become. Players should at least read up on where their characters hail from. Everything in this part of the book is 'player-friendly' - it's the sort of stuff you get in history, geography and current affairs class in school.
We then move on to the second section, with a chapter called Cyberpunk: An Introduction, which pretty much does what it says on the tin. The use of augmentation technology appears tied in to the rise of megacorporations that rival nation-states in size and influence, and in some smaller corporations that have been swallowed up by organised crime, and it is these two groups which make the most use of it. This overview is followed by chapters on Bionics and Cyberspace (remember, this book was written before the World Wide Web took the internet out of academia and into popular use). These both provide plenty of options that may be utilised by the characters or indeed their enemies.
Finally, the adventure Worm in the Big Apple provides an adventure in which Provolutionist terrorists strike fear into New York City. Pregenerated characters are provided, but if you'd rather use your own make sure that they have the necessary skills to succeed. The adventure starts as everyone takes a bus from the airport into town and... well, they are thrown right into the middle of things. Maps are plentiful, and game mechanics are presented in sidebars adjacent to the text for which they'll be useful. It's quite short, but should provide for an evening of entertainment.
All good solid stuff, its use being determined by whether you intend your plots to bring the characters to Earth and if you want to include cyber-tech in your game. The background material about the Earth nations is interesting, and will be of use to any characters coming from there.


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She was the Lady Eagle starting pitcher this season where she compiled a season record of 19 wins and 8 losses. In district play she was 10 – 2 and the playoffs she went 3 - 1.
Wilson had an ERA of 1.909, she pitched 165 innings, had 263 strikeouts. The Lady Eagles reached the Regional Quarter finals round. Wilson had a batting average of .397, scored 26 runs, had 19 RBI's including 3 home runs " Jamie did an outstanding job for the Lady Eagles this season not only with her bat but just dominating in the circle." said Coach Cano.


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Events » Family & Youth Programs » Stories in the Afternoon
Stories in the Afternoon
The Artist's Garden at Vétheuil, 1881
Claude Monet
French, 1840–1926
Oil on canvas
39-1/2 x 32 in. (100.3 x 81.3 cm)
The Norton Simon Foundation
Creative Coloring
Date: Sunday, January 05, 2014
Time: 2:00 pm - 3:00 pm
Speaker: Staff Educator
Type: Stories in the Afternoon
Artists like Monet ignored conventional notions of color and chose to paint what they saw in nature, often with surprising results. Listen to a story about a little girl who learns this lesson for herself, and then let it inspire your own creatively colored landscape.
Meets in Entrance Gallery | Free with admission. This activity is designed for families with children ages 4–8. | No reservations needed