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This massive adventure follows on from Dark Pursuits (in the core rulebook) and Desolation of the Dead (in the Game Master's Kit), but can equally well be run without having played either of them if preferred. It's all about smuggled xenos relics, and takes the Acolytes to Hive Desoleum and a shrine world called Thaur, with some interesting interludes on the ship that takes them there.
After some introductory fiction that highlights the perils of smuggling artefacts there's an overview of the adventure, which falls into three main sections. The first, in and around Hive Desoleum, is primarily investigative although there are ample opportunities for those who enjoy brawling to indulge their need for action if they so wish. Throughout the adventure, there are loads of hints and tips on how to keep the action flowing, play the NPCs involved and cope with whatever the Acolytes do in such a manner that they shouldn't ever realise how close they've come to derailing the plot!
The adventure opens with a pile of blood-stained corpses (and probably continues that way). Along the way, there are opportunities for interaction and plenty of wonderful throw-away comments that can lead to complete side-adventures or be stored up for use later on as suits. Whenever the Acolytes need to decide what to do, likely options and their results are detailed clearly: just pick the right one to reflect what your players have decided on and run it from there. You will need to read and study the adventure in advance to get the most out of it, it is full of little snippets that make it all come alive as you weave them into your game.
From the Hive itself, their investigations should lead the Acolytes out across the desolate wastes and eventually to the starport. No mere journey, there's plenty happening along the way and much is plot-connected, not random events chucked in to make the trip more 'interesting'. The adventure continues with a voyage on a massive and crowded pilgrim ship, and climaxes on the shrine world itself, where the Acoloytes, we hope, will thwart a heresy with the potential to do significant and wide-reaching harm.
Good use is made of technology in the PDF version, hyperlinking passing references to an NPC or something else to more copious details elsewhere as appropriate. The entire appearance is coherent and quite stylish, reflecting the setting well - even if the font has a slighly uneven quality that's a little unsettling.
It is a massive adventure, providing plenty of background and flavour as well as a compelling plotline, albeit a corpse-heavy one (and that's before your Acolytes start adding to the body-count!). The GM is well supported with options and advice, even down to how to bring in replacements should the party be unlucky enough to lose a member or two. Played through, this should be memorable to both Acolytes and their players alike. Some gods really ought to be forgotten!
The Game Master's Kit consists of two components: a GM screen and a 32-page booklet which contains an adventure. A screen's a screen, right? This one has loads of useful combat charts on the GM's side and a sort of aerial view of a cityscape (Hive World, perhaps?) on the other side - not wildly exciting considering the scope of the setting, but reasonably fitting and not too distracting.
The adventure is called Desolation of the Dead, and follows on nicely from the one in the back of the core rulebook. It's set on Hive Desoleum and deals with corruption - and worse - amongst the Carrion Guilds (read: undertakers) in the depths of the most impoverished parts of the Hive. As you might expect, it begins with investigation - undercover is suggested but that's up to the Acolytes, however the denizens of these desolate deprived slums are none too keen on talking to anyone representing authority - and continues with a perilous journey to the prime suspect's lair with the likelihood of combat to thwart his evil schemes once they get there. There's plenty of opportunity for interaction and role-playing, with a lot of descriptive material to help the GM make it all come to life - reading it I can almost imagine the smells, fortunately there's no way to recreate those! There's some advice on how to keep the investigation flowing, but you will have to find your own way to ensure that enough clues are discovered to keep the Acolytes on track. Suggestions for follow-up adventures are included.
Even if you and your players do not fancy a squelch through the slime (it certainly doesn't present as a nice place to visit although it does sum up the underlying decay and foulness that pervades the Imperium well), the second part of the book may be of interest. It discusses the concept of the Nemesis, a recurring enemy who may be behind more than just the small-scale plots starting Acolytes deal with. There's often a sense of a lot more going on in the background, and this section discusses how to create the NPCs behind these vaster conspiracies, looking at who they might be, how they operate, and what their ultimate goals are... thoughts that could shape a series of adventures or even a whole campaign. Several samples are provided to use as is or as inspiration for your own creations.
The adventure is a bit linear, but exciting for all that provided the Acolytes can retain their lunches (perhaps writing the review whilst eating mine wasn't the best idea!) but the material about designing a nemesis and building a plot arc around him is excellent if you enjoy designing your own adventures.
Opening with a vivid and atmospheric piece of fiction that encapsulates the rich and ancient sweep of the Warhammer 40K setting, this is a revamp of the original Dark Heresy rules. The presentation, the artwork, mirrors this style well, combining to suck you in and want to know more...
When I say 'revamp' in some ways this is more of an augmentation. Many of the original rules pertaining to character generation and task resolution are little changed (if you own Dark Heresy 1e materials it will take little modification to use them with this ruleset), and new rules have been added to handle things like investigation, social interaction, and vehicle combat. However, it presumes nothing and opens with an overview of the universe in which this game is set, thus making it equally valuable to a newcomer to role-playing in the 41st century. An interesting feature is that this time, the default setting is a new sector, the Askellon Sector, rather than the Calixis Sector used in Dark Heresy 1e, so if you have been playing there you now have a whole new place to explore, with its own dark secrets to discover.
Introduction done and scene set, Chapter 1: Playing the Game explains the game mechanics, showing how characteristics and skills are brought together for task resolution. It's a good way of giving a feel for the game before players settle down to create their characters, giving them a solid grounding on which to base their choices. As Chapter 2: Character Creation comes next, they will be able to apply their knowledge straight away. Here you are led through the process step-by-step, with the options at each stage presented clearly. If reading the PDF version, hyperlinking has been implemented well to enable you to refer to apposite information quickly. As each option is explained, you also learn more about life and places in the 41st century, it's well worth reading the lot even if you have a clear idea of what sort of character you want to play before you start. The main choices are homeworld, background (what you did prior to becoming an Acolyte) and role (which is as much about how you see yourself, your approach to life, as it is a statement of what you do). All give various advantages and combine to create the character.
Whilst much of character creation is about making choices, there's an interesting twist in which a twist of destiny is added in by means of percentage dice. The result gives a 'prophecy' - couched in suitable terms - with an associated game mechanical effect, which may be beneficial or otherwise. Once you have a bunch of characters, it is time to establish them as a warband in service to an Inquisitor. You may choose to play out their initial assembly, or begin your game with the warband already established and comfortable with one another, having worked together for some time. It's likely that the GM has already designed the Inquisitor that they serve, but if not there is scope for collaboration here, and plenty of detail is provided about how to create (and run) an Inquisitor character. One day, those Acolytes who survive may aspire to such dizzy heights, after all.
Although the full character creation process is covered in Chapter 2, following chapters contain some essential details you will need when generating your character - the full skill list (Chapter 3: Skills), talents and traits (Chapter 4), equipment (Chapter 5: Armoury) and finally Chapter 6: Psychic Powers. They make interesting reading as well, with information on how to use them mechanically as well as in role-play, and continuing to build up the rich panoply that is the 41st century. Next comes that pivotal element of any game in Chapter 7: Combat. The nature of the setting is such that combat will be inevitable, so here the rules and options are explained. Mechanically-speaking combat is conducted in rounds with each participant having a turn to act, and certain actions which can be performed during that turn.
This is followed by Chapter 8: Narrative Tools. Here other aspects of the game, other things that will take place apart from brawls, are covered: social encounters, investigations, exploration, travel and more. It's a mix of description and rules material demonstrating what can be done and providing the necessary mechanics to moderate the outcome. There are some fascinating concepts here like influence and subtlety, how to use them and track them, a creative mix of role-play and mechanics to model all manner of interaction. Plenty of examples are provided to make everything clear. There's an extensive discussion of investigation and the investigative process, something likely to feature quite large in the adventures of a group of Acolytes who will be sent to find out what is going on and then deal with it a lot of the time. Fear, madness and other mental aberrations are also covered - much of what the Acolytes will have to deal with is by its very nature terrifying and mind-wrenchingly wrong. The operation of fate - which can become significant - and the sort of people that might be sent to reinforce a team of Acolytes as the need arises round out this chapter.
Next is Chapter 9: The Imperium and the Inquisition. This augments the information that has already been presented concerning the setting. There is a wealth of detail here depicting a rich, sweeping, ancient, decaying yet vigorous galaxy swarming with life, trapped in the grasp of the overarching Imperium. Those who have followed Warhammer 40K since its inception as a miniatures skirmish game will see much that is familiar, those who have arrived later will be fascinated by the depth and detail of the setting as told through the organisations and factions to be found there.
This is followed by greater scrutiny of the game's new home in Chapter 10: The Askellon Sector. History, worlds, and the people who dwell on them are laid out in dizzying detail, a ready-made backdrop for your adventures.
Then we reach the final portion of the book, which is the domain of the Game Master, and the GM alone. Of course, this makes the assumption that only one of your number will assume that mantle, although it does make sense that whoever will run the adventure at the end is the only person to read it beforehand! First up, Chapter 11: The Game Master provides all manner of useful help and advice to support whoever is running the game, from determining what sort of adventures to play to how to prepare for and run them. There's quite a lot on creating and playing the Inquisitor to whom the Acolytes answer and on running different aspects of the game, especially encounters with particular reference to those which end up in conflict. There are ideas on creating adventures and campaigns, and how to weaver ready-made adventures and your own designs into a coherent whole, and a lot about how to make an investigation work on the table-top. All good stuff, and worthy of study.
After Chapter 12: NPCs and Adversaries, which provides instruction on how to create your own as well as ready-made ones, the final chapter comprises an adventure, Dark Pursuits. Designed to introduce the core themes and concepts of the game, it involves a complex web of intrigue around the trade of items proscribed by Imperial law (and probably common sense) which the Acolytes must unpick. Whilst investigation is at its core, there is plenty of scope for action and it is written so that there are several routes to success, leaving the Acolytes feeling that their choices and actions really make a difference.
In this work, Dark Heresy comes of age in a stylish and robust game that should provide years of collaborative entertainment.
Nachdem ich vor nicht allzu langer Zeit das Grundregelwerk der neuen Edition des bekannten Spiels getestet habe, lasse ich es mir natürlich nicht nehmen, auch das erste Zusatzprodukt zu testen.
Eins vorweg: Das GM-Kit liegt momentan nur in englischer Sprache vor. Deshalb habe ich an manchen Stellen sinnvolle Übersetzungen gemacht, an anderen habe ich den englischen Wortlaut übernommen. Der Anglizismen abgeneigte Leser möge mir also verzeihen.
Im Set enthalten sind ein edler Spielleiterschirm und ein Zusatzheft, welches neben einem Abenteuer noch einen kleinen Zusatzteil enthält.
Blickdichtes Leiten
Als erstes wollen wir einmal den Schirm begutachten. Das große Artwork zieht sich über die komplette Breite der Vorderseite und zeigt das Panorama einer Makropole – einer imperialen Mega-Stadt. Was ich allerdings etwas schade finde ist, dass das Motiv im Vergleich zu den Illustrationen des Grundregelwerkes eher schlicht und mit sehr geringer Detailschärfe ausgeführt wurde. Hier kommen wir zum ernsthaften Problem der PDF-Version: Das Format – eine Art abgesägtes DIN A4 – macht es unmöglich, die entsprechenden Seiten auszudrucken und in einen Universal-Spielleiterschirm einzulegen. Zudem würde man dann ja auch die vollformatige Illustration zerstückeln. Die Referenztabellen auf der Rückseite hingegen leisten auch als PDF gute Dienste und enthalten Informationen zu wichtigen Regeln, möglichen Aktionen, Probeerschwernissen, Waffen, Rüstungen und vielem mehr.
In den Schatten der Makropole
"Sag mal Chef, was hast du dir für das Abenteuer eigentlich als Thema vorgestellt?" "Pff, keine Ahnung... aber mach es düster!" "Düster oder so richtig düster?" "So richtig, die Leute sollen ja schließlich gleich wissen, mit was für einem Setting sie es zu tun haben." "Alles klar, gib mir eine Woche Zeit."
So, oder so ähnlich, könnte die Teambesprechung zum beiliegenden Abenteuer ausgesehen haben, denn man kann den Autoren definitiv nicht vorwerfen, an dunklen Farben, Verzweiflung, Leichen und Körperflüssigkeiten gespart zu haben. Vorweg muss ich lobend erwähnen, dass das Abenteuer mit dem malerischen Titel "Desolation of the Dead" perfekt an das Einstiegsabenteuer aus dem Grundregelwerk anknüpft, aber auch problemlos losgelöst davon gespielt werden kann. Ich möchte euch nun einen kurzen Überblick über das Abenteuer geben und bemühe mich, nicht zu spoilern.
Zu Beginn werden die Charaktere (hier Akolyten genannt) durch eine Nachricht ihres Inquisitors auf einen neuen Fall angesetzt. Es handelt sich um ein besonders grausames Gemetzel, in dessen Ablauf wohl ein Xenos-Artefakt verwickelt ist. Also macht sich die Truppe in die Makropole Desoleum auf, genauer gesagt in den Stadtteil Gallowsway, der sehr weit unten in dem gigantischen Moloch liegt. Und wer sich mit Makropolen auskennt, der weiß, dass weiter unten automatisch schlimmer bedeutet. So befindet sich dieses reizende Viertel am untersten zivilisierten Rand der gigantischen Stadt und dient als Auffangbecken für die tausenden Leichen, die jeden Tag anfallen. Die Leichen werden dabei nicht nur nach Wertgegenständen abgesucht, sondern auch weiterverarbeitet. Zu was, überlasse ich gerne eurer Fantasie.
Die Akolyten sammeln also im ersten Teil des Abenteuers Informationen zu dem Vorfall, haben erste kurze Begegnungen mit ihren Widersachern und können Kontakte zu verschiedenen Fraktionen knüpfen. Mit allen Fraktionen wird man aber nicht auskommen, da sie untereinander stellenweise verfeindet sind und es möglich ist, dass eine Gruppe durch Verbindungen zu einer anderen nichts mit den Charakteren zu tun haben will. Nach einem abwechslungsreichen, kleinen Showdown konnten sich die Akolyten ein ungefähres Bild davon machen, mit wem sie es zu tun haben. Für weitere Informationen müssen sie allerdings noch tiefer in die Makropole hinabsteigen. Hier ist keine Ordnung mehr erkennbar, alles zerfällt und es herrscht das Recht des Stärkeren. Hier kommt es auch zu Ermittlungen und Verhandlungen, gefolgt von einem größeren Kampf, der den Bösewicht endgültig offenbart. Nach einer kurzen Ruhephase macht man sich also auf, den Boss umzuhauen, was sich im Vergleich zu den anderen, abwechslungsreichen Kämpfen schon fast als fade herausstellt.
Auch wenn vielleicht ein anderer Eindruck entstanden ist: Ich mag das Abenteuer, ich finde nur, dass man stellenweise etwas zu großzügig mit Dunkelheit und Schmutz war. Es gibt nur wenige festgelegte Handlungspunkte, alles dazwischen wird mit optionalen Begegnungen abgebildet, was den Spielern großen Handlungsfreiraum lässt.
Der Bösewicht-Baukasten
Das Zusatzheft enthält neben dem Abenteuer noch ein weiteres Kapitel, das ich persönlich sehr interessant finde. Hier bekommt man nämlich Tipps für den "Bau" einer Nemesis. Eine solche ist - im Gegensatz zu kleineren Bösewichten - eine mächtige, dunkle und treibende Macht im Hintergrund, derer sich die Spieler vielleicht gar nicht bewusst sind. So können zum Beispiel in mehreren Abenteuern kleine Hinweise versteckt sein, dass es noch irgendwas geben muss, das über das hinausgeht, was die Akolyten bis jetzt erkannt haben. Wer die Ravenor-Romane von Dan Abnett gelesen hat, kennt mit der "Cognitae" ein Beispiel für solch eine Nemesis: Ein Kult aus bestens ausgebildeten Agenten des Chaos, die der Inquisition in Sachen Kapital und Kontakten durchaus gefährlich werden können. Der Einsatz einer Nemesis macht es also möglich, scheinbar zusammenhanglose Abenteuer in einen gemeinsamen Kontext zu setzen – eine großartige Möglichkeit, wie ich finde.
Der Preis für die "haptisch greifbare" Version liegt zwar im Vergleich zu anderen Spielleiterschirmen an der oberen Grenze, ist meiner Meinung nach aber dennoch gerechtfertigt. Eher abraten würde ich vom Kauf der PDF-Version, denn der Preis ist für ein kurzes Abenteuer und ein paar Referenztabellen dann doch etwas zu hoch.
Meine Meinung zum Spielleiterschirm selbst habe ich bereits weiter oben erläutert. Was das Zusatzheft betrifft, bin ich vor allem von der Anzahl und Qualität der (meisten) Illustrationen angetan. Trotz dem hohen Anteil an Verzierungen bleiben die Texte übersichtlich, einzig der auf verwittert und schmutzig getrimmte Hintergrund belastet die Augen etwas mehr als nötig. Über die Papierqualität kann ich leider keine Aussagen machen, da mir das Set nur als PDF vorliegt.
Der Spielleiterschirm selbst erfüllt, nicht zuletzt dank der übersichtlichen und vollständigen Tabellen, absolut seinen Zweck. Lediglich die Illustration der Vorderseite finde ich persönlich etwas langweilig. Deshalb würde ich auch davon abraten, das Produkt als PDF zu kaufen, denn die Seiten des Schirmes passen leider in keinen gängigen Universal-Spielleiterschirm. Das Abenteuer ist solide, wenn auch manchmal etwas überzogen.
Hier weiß vor allem die modulare Einteilung zu gefallen, die nerviges Railroading unnötig macht. Das Zusatzkapitel schließlich bietet interessante Möglichkeiten, einen wirklich denkwürdigen und einzigartigen Antagonisten für die Spieler zu erschaffen. Alles in allem bin ich bis auf Kleinigkeiten sehr zufrieden mit dem GM-Kit.
Designed as a proper introduction to the Warhammer 40K setting of the Dark Heresy game, this can either be used as the opening adventure in a campaign with characters created using the core rulebook or as an extensive taster using the quickstart rules provided herein. It's not the short scenario so many offer, this is a full adventure that ought to take several sessions to complete. Both this adventure and the original demo adventure Shattered Hope, which was released in advance of the pulication of the core rulebook, work well to get a campaign going before playing the adventure in the core rulebook, Illuminations, or launching into your own scenarios. Indeed, it's possible to play both if you want.
It opens with some flavour text that gives an idea of the scale and style of the universe that is about to become your virtual reality, a sweep of rich grandeur with a hint of decay in which individuals do not matter - yet the actions of the Acolytes (the party) can make a profound difference. It sweeps swiftly on into the adventure introduction for the GM, noting that the adventure text contains plenty of hints and advice for novice GMs so that it should be easy to run for those new to GMing as well as to this particular game... and this is no idle boast, everything is explained clearly with tips on how to run the game as well as details of what is supposed to be going on.
The adventure itself comes in three parts, beginning with the Acolytes being instructed to investigate a murder... and whilst violent death is not unusual, bodies that show quite so much surgical tampering and illegal organ grafting are! The trick is to discover who is engaging in such heretical science without falling victim to them, of course. The Acolytes will have to delve into the dead man's life and past, and if successful their investigations will lead them to a confrontation with the rogue surgeon...
The main NPCs are introduced with neat pen-portraits that make it easy to play them, and the adventure itself is laid out clearly. Atmospheric descriptions abound, and - this being intended as an introduction to game mechanics as well as setting - opportunities to use the rules are signposted with notes on what needs to be done at each point. The investigation will lead them into an industrial 'hive' and the descriptions here paint a vivid picture of what the place is like, while the game notes allow the Acolytes to do pretty much whatever they please to further their investigation whilst giving the GM all the information he needs to accommodate their actions and provide them with the clues that they need. Again, once they find the villain's lair, it will be up to them how they deal with the situation. And, should they survive, there are notes on how best to further develop the adventure.
Appendices cover some quick-start rules for those who do not have the core rulebook, complete stats for all NPCs involved and a player handout. The rules are well explained, and this part could make a useful handout for new players who do not own the full rules. Six pre-generated characters are supposed to be available for download separately from the Fantasy Flight Games website - but if they were when this first came out in 2008 they aren't there now!
Overall, this gives an excellent impression of Dark Heresy and the adventure is a good one, mixing a lot of investigation with the opportunity for at least one good fight at the end. If pure combat is your thing you may find this a bit dull, but those who enjoy a mix of interaction and violence should be satisfied.
Knowledge is a funny thing, especially in the 41st century. Much has been lost completely, other bits are deemed too dangerous to know... and a lot is kept firmly in the grip of the Adeptus Mechanicus, who regard technology in a sacred light as they worship the God-Emperor as the Omnissiah, the Perfect Sum of All Knowledge. Not for nothing are they called the Cult of the Machine God. Within the Calixis Sector, they are concentrated on the Lathe Worlds, and this book serves to convey a wealth of information about both the Adeptus Mechanicus and the three worlds on which they congregate.
Chapter 1: The Cult Mechanicus starts off by presenting their origins and history, with special emphasis on their role within the Calixis Sector. Going back to the earliest times it seems that Mars, in the Earth system, saw their very beginning and that it was here they established their first forges - for they control all production facilities for virtually all technology especially that of a warlike nature, and claim ownership of every discovery, be it new research or the finding of long-lost technological items from the distant past. It is said that they were established on Mars even before the God-Emperor came to prominence on Earth and were amongst the first to recognise his importance, if not divinity. Their hierarchy and organisation are covered before a discussion of their quest for knowledge and and their holdings in the Calixis Sector. Ritual is integral to everything that they do, and quite a good overview is given of that - as it underpins virtually all use of technology this is well worth understanding. Like any organisation, there are factions and sects amongst them, and some heresy as well.
Next, Chapter 2: Servants of the Omnissiah provides all the game mechanics necessary to creat characters (and, of course, NPCs) who are members of the Adeptus Mechanicus - a goodly array of new options, backgrounds, career ranks and more. This will enable you to model adherents of the different factions and bring much more depth to Adeptus Mechanicus characters wherever they are encountered in your game.
Then Chapter 3: Dominions of the Lathes looks at the Lathes system, reviewing the planets, artificial stations and indeed the vast array of holdings that the Adeptus Mechanicus has here. There's a lot of information in this section, and it will enable this area of space to come to life whenever the party happens to visit. There are even more sects and factions specific to the Lathes system for those who enjoy intrigue, and the whole chapter is liberally supplied with adventure seeds... not to mention it spawns quite a few just as you read through the information herein!
Finally Chapter 4: The Light of Reason is an adventure that will send Acolytes to investigate psychic disturbances in the Lathe System... who is dabbling in what dangerous areas and can they be stopped in time? They will have to pick their way through faction politics, explore the darker corners of the Lathes system, and perhaps may come to understand why the Adeptus Mechanicus thinks the way it does. There's plenty of support for the GM, from environmental hazards to atmospheric descriptions, and whilst linear in concept the adventure is constructed in such a way that the party will feel like they can find their own way through it to the ultimate climax.
With technology and the religious approach to it being so embedded in the Imperium, this is a useful book to have for general background: if you want the Adeptus Mechanicus to feature large in your adventures, you'll need it.
I read this from the point of a GM trying to find out about the Android universe. I felt the story was engaging and enjoyed reading it.
It goes into some of the factions and how they relate to each other. It covers legal jurisdiction as the protagonist is a police force detective. It covers different types of equipment. It has a space elevator in parts of the story and goes into some detail on it. It did a little on hacking, but more about who would do it than a first person perspective. There is no magic. :)
The fact that there is no magic, really makes me want to see an Android RPG. I am really hoping that since this has been added to DriveThruRPG that a bunch of source books are coming. I like ShadowRun, but would like to see this genre without magic also.
Interesting, this. So far in Dark Heresy the focus has been on maintaining religious purity rather than law and order, albeit the two get a bit blurred in an undemocratic empire where the head of state claims godhood. Here, however, is a glimpse of real law enforcement, and how it is conducted within the Imperium (or at least, in the Calixis Sector) by the Arbitrators of the Adeptus Arbites. If investigations and mysteries feature large in your games, this is a resource worth reading.
First up, Chapter 1: Calixian Law discusses the work of the Arbitrators in the Calixian Sector, including some of the notable individuals involved. Their role is to uphold and maintain Imperial Law - the galaxy-spanning Dictates Imperialis - which seems to serve the Imperium much more than it does its citizens. Meanwhile, local Enforcers attend to more mundane matters such as murders and theft according to the laws laid out by each individual planet. There's a lot here from recruitment and organisation to methods, quite enough to let you bring them alive whenever the party encounters them. The other side of the coin is here as well, the Calixian Underworld.
Then, Chapter 2: Bound to Law is full of character options on both sides of the law: Arbitrators and Scum. Useful for building NPCs as needed, it may also offer interesting side careers for existing characters or bring something unusual into the party.
Next, Chapter 3: Arbites Armoury is the 'gear chapter', with all the kit an Arbitrator might want as he goes about his business. Here you will find melee and ranged weapons, armour, utility items, cyber-mastiffs and servitors, along with drugs and cybernetics. The cyber-mastiffs and other creations are an invaluable aid to the dedicated enforcer of the law.
This is followed by Chapter 4: Investigation. Mainly intended for the GM, it explains how to create investigative adventures and run them to effect. It goes through the process in detail, from introducing the investigation into the game, the elements of an investigation, weaving events into the story, finding clues, bringing in complications, and the all-important wrapping it up at the end. It mixes ideas and concepts seamlessly with game mechanics, and provides a solid base upon which to construct your own adventures of this nature.
Chapter 5: Calixian Most Wanted then introduces a rogues gallery of notorious criminals and some of the crimes that they have committed. It also presents a dark settlement, Hive Subrique, currently languishing under martial rule - which is doing nothing to deter the criminal underbelly of the place, however!
Finally, Chapter 6: Jurisdiction is a complete ready-to-play adventure that will take a ready wit to unravel. When a smuggler and general rogue is allied with a Bishop, things tend to get messy...
This book puts a lot of context into the game, and is is worth reading as background to the rich panolply of the 41st century Imperium even if you are less enamoured of investigation-based adventures. If you do like them, waste no time in adding it to your shelves... and the adventure is fun and convoluted and may even convert those who normally avoid investigations into individuals with a keen nose for a mystery.
To most citizens in the 41st century, daemons are to be feared - outsiders constantly attempting to force their way into their very minds summoned from the Warp by cultists and heretics. What of those who stand guard against them: the Inquisitors of the Ordo Malleus and Space Marines of the Grey Knights? This book seeks to tell you everything that you might want to know about them, including rules for playing them, and other ways of involving them in your game.
This being Dark Heresy, the main focus is of course on the Ordo Malleus, the Inquisitor-led body whose job it is to hunt down sorcerers and the daemons they would summon. In Chapter 1: The Ordo Malleus we can read a wealth of information about the history of the Ordo, about its holdings in Calixis sector, and even meet some of the notables amongst the leadership. Much of its history is shrouded, the nature of the threats they face being held so terrible that records are routinely destroyed. Being a pretty big organisation, it has various sub-groups which you can also read about. The threat may be universally acknowledged, how to deal with it has attracted many opinions, all held fervently by their adherents. Of course, there are frequent notes as to how to play certain individuals or where different facets of the Ordo may fit into your game - but just reading through this material spawns plenty of ideas.
Next, Chapter 2: Hunter Careers turns to more game mechanical material with new options for Acolytes including the Banisher career, individuals capable of battling daemons face to face. There are also new background packages and alternate career ranks, optional routes of progression which bring both benefits and disadvantages to an Acolyte wishing to pursue them. There are some fascinating options here.
To aid them we find the resources of Chapter 3: Malleus Armoury - a collection of ancient and powerful weapons and much more to support the fight against evil. This extensive catalogue includes ranged and melee weapons, armour, force fields, gear, tools, drugs and ammunition, as well as a select array of 'anointed weapons' - holy relics that have legendary status. However, there's detailed information on how to make them too.
Chapter 4: Daemonic Incursions looks at the minions of the Chaos Powers. It's a primer for the GM on how to harness them to good effect within a campaign, providing loads of advice and examples. There are plenty of adventure seeds here too - this is a chapter best left for the GM's eyes, or at least one that players need to keep separate from their in-character knowledge.
Finally, Chapter 5: The Grey Knights provides background information and the rules you'll need if you want to play one of the Emperor's chosen warriors, the Grey Knights Chapter of the Adeptus Astartes. These are the guys you call in if the Ordo Malleus do not manage to contain a daemon threat, providing the overwhelming force necessary to prevent the destruction of an entire world - or more. Now, when the original concept of a role-playing game for Warhammer 40K was first proposed, a lot of people thought immediately of the iconic Space Marines and Dark Heresy must have been a bit of a surprise with its focus on Acolytes combatting heresy rather than Marines thumping anything that moved. Here at last are the secrets of those ultimate warriors, the Grey Knights, complete with information to create Grey Knight characters or NPCs. They are rare, but potent and deadly. It takes a special situation indeed for any Inquisitor to think of sending for one.
This all makes for a fascinating read, and empowers you to unleash the powers of darkness into your campaign. This, children, is why you never ever tamper with heresy... lest a daemon come, with the Ordo Malleus and possibly even a Grey Knight hot on its heels!
This is the third and last part of The Apostasy Gambit trilogy of adventures, pitting the Acolytes against a sector-wide plot to cause chaos with the aim of restoring religious purity through all-out holy war! It can, however, be run as a stand-alone scenario - you'll just have to explain some of the backstory so that they'll know just why Saint Drusus has apparently risen from the dead to muster an army with which he intends to sweep through the Calixis Sector, purifying it of sinners and heretics with fire and the sword, or indeed any weapon that comes to hand.
Unlike the preceeding episodes, which have combined investigation and combat, this adventure is primarily about combat, including psychic combat and battles of will as well as plenty of brawling. There still is scope for the less combat-orientated members of the party to play a role, but those who cannot take care of themselves will be at a disadvantage. Notes are provided on how to source new recruits should existing party members fall in battle or go completely insane.
The adventure is made up of four parts, beginning with the Acolytes leading a siege at the head of an element of the Canopus Heavy Foot Regiment, seeking to destroy armaments factories and root out senior cultists and Drusian followers. Assuming they survive that, there's a captive psyker to rescue and a daemonic assassin to evade before the climax in yet another Cathedral leads them to a visit to the Warp itself and a stand-off with a daemon...
Each stage is presented in detail, the scene set in vivid prose complete with detailed NPCs and everything you'll need to make it all come to exciting life during your game. There's also useful material for both you and your players: for example, in the first part there's a list of specific equipment for besieging to issue - including a book of tactics that can be used to pass on helpful advice to those unfamiliar with 41st century siege warfare - so that everyone can play a full part in events. By their very nature, some of the combat sections are fairly linear, but in other parts there are opportunities for the Acolytes to take the initiative and have more of a free rein - plenty of resources and options are provided to help you respond appropriately.
By the end of the adventure, the Acolytes will know that they've been in a fight! They also should (if all went well) have a real sense of achievement, that they have adverted a great danger to the Imperial Church and the entire Sector. They will have witnessed things nobody should see and ventured where no-one in his right mind would go, seen the Warp from the inside and hopefully survived to tell the tale. Again, a rich and heady sweep through dubious places provides stirring and memorable adventure, a worthy climax to an exciting trilogy.
This adventure is the second part of The Apostasy Gambit trilogy, which pits Acolytes against a conspiracy buried deep within the Imperial Church. If you have already played the first part, The Black Sepulcher, the Acolytes should have discovered that the next stage in uncovering this conspiracy is to investigate a very senior churchman, but if you haven't and do not intend to other ways of presenting them with the information that they need are provided. The adventure will take them to some fascinating (and, of course, dangerous) places, and involves both investigation and combat aplenty. They'll need to poke around a cathedral (another cathedral if you've already played The Black Sepulcher!), an underground complex and a spaceship out in the black before everything comes to a climax in a tomb...
The adventure breaks down into three phases. The first seems straightforwards enough, checking up on that senior clergyman by visiting his cathedral, ostensibly to look at relics. This bit is quite free-form, with the Acolytes able to explore the place as they see fit and hopefully gaining the information that they need.
Things then get a bit more hairy, as their investigations lead them to an underhive swarming with rival gangs. Bloodshed will be inevitable as they seek the person they need to speak with, although again this part of the adventure is free-form, letting the Acolytes handle the situation as they see fit as they roam the subterranean setting.
Once they have gleaned the final piece of information that they need, the final part of the adventure involves a space voyage to visit the tomb of a saint... and that's when all hell really breaks loose. The adventure is quite dangerous, so notes are provided on how to work replacement characters into the story at various points.
Throughout, evocative and atmospheric descriptions are provided for the places to be visited and the people to be encountered there, with many individuals receiving detailed write-ups so that you can play them convincingly as they interact with the Acolytes. The vivid richness of it all makes locations and inhabitants really come alive. There are also trouble-shooting notes to help you keep things on track - there's a lot for the Acolytes to find out including several crucial clues along the way that they need to discover to reach the next stage of the adventure, so hints as to how to deal with them missing them are useful! Likewise, events in the underhive culminate in a massive pitched battle and there is good guidance on how to control this and deal with all possible outcomes.
Overall, this is another exciting adventure that should grab your players' imaginations, thrusting their characters deep into the intrigues and violence that hover around the Imperial Church and the work of the Inquisition.
This adventure is the first part of The Apostasy Gambit trilogy, but it works quite well as a stand-alone adventure, although you might want to tweak the final revelations to suit whatever you will be doing next, as they lead into the next part, The Church of the Damned. As you can imagine from the names, it centres about evil lurking at the heart of religious institutions which the Acolytes will have to uncover and thwart if peace and order are to be maintained.
There's a good backstory to help the GM understand what is going on, suffice to say that like so many things, it all began with well-meaning but misguided individuals who wanted to save, rather than destroy, the Calixis Sector. The adventure itself breaks down into four major sections.
The first part sees the Acolytes involved in regular Inquisition activity, sent to raid the estate of a noble who has gone to the bad and amassed a whole load of dangerous texts and artefacts... one of which should lead them to realise that they need to visit a place called the Haematite Cathedral, where an even greater evil lurks and must be eradicated. It starts almost in media res, with little time for more than a quick visit to the armoury to gear up before the party finds itself leaping out of a Valkyrie transport with grav-chutes, crashing through a glass roof as the raid begins. Notes for scaling combat encounters are provided to accomodate various levels of characters, and other advice is provided as appropriate to help you keep things on track.
The rest of the adventure, which is fairly free-form in nature, covers the exploration of the Haematite Cathedral and investigation of what's actually happening there. It's set up so that the Acolytes can choose their own approach and route through the place, with plenty of activity, events and discoveries awaiting them whichever way they turn. Eventually, climactic events will ensue leading them to discover terrible dark secrets... secrets that leave death and destruction in their wake.
The adventure mixes investigation and combat well, with plenty of activity to keep the Acolytes on their toes. As well as the central theme of secrets to be discovered, it also deals with moral corruption, ill-advised alliances and sheer desperation. The discoveries to be made are spectacular and awe-inspiring if well-handled, and the resources provided should enable you to describe them appropriately.
There's an impressive Appendix of hand-outs and maps, although some are a bit jumbled and the page borders remain - these rather spoil the illusion and you may want to cut the various documents and maps out (if you are using print-outs from the PDF - just what you do with a print version is left up to you, most people don't like ripping pages out of a book).
Overall it is an exciting adventure from start to finish, one that should give the Acolytes a real sense of discovery, of making progress as they investigate... and a good lead-in to the next events you have in store for them.
If your objective is the prevention of heresy, it's worth while being sure about the truths you seek to protect. This work looks at the core faith of the Imperium: belief in the immortal God-Emperor. This is led by the Adeptus Ministorum, or Ecclesiarchy - the priests who minister to the faithful and spread the word across the galaxy. Whether you intend for the characters to interact with the faithful and their religious leaders or want to run a game in which they take on such positions themselves, there's a wealth of information here to get you started.
The first chapter, A Million Worlds, One Emperor, sets the scene. Starting with the basics, it discusses the Imperial Creed, looking at how it developed and how the faith operates today in the 41st century with particular attention to how it is organised in the Calixis Sector. In essence, it's quite reminiscent of the role played in mediaeval Europe by the Catholic church, not just providing a belief system but serving as a controlling force establishing order.
Next, Chapter 2: Paths of the Righteous provides the game mechanical information you'll need to run characters who are part of the Ecclesiarchy - everything from new homeworlds and backgrounds to new ranks to reflect the specialist careers available. There's more too, the different slants that various people take on the common faith and how they have formed factions and cults that each put their own spin on commonly-held beliefs.
Then Chapter 3: Brides of the Emperor presents the Adepta Sororitas, or Sisters of Battle. Some may have felt a lack of good opportunities for female characters so far in this game, here is a chance for them to come into their own. Here you can read about what they do, and find all the rules necessary to create a Sister character.
In Chapter 4: Faith and Fury there are rules and game mechanics aplenty to moderate how faith works within the game. For some people, you see, faith is so strong that it manifests itself in physical effects - in game terms, these individuals have the Pure Faith Talent and can access specific faith powers. There's overlap with material in other supplements, particularly The Inquisitor's Handbook, and if you are already using those you'll have to decide if you want to mix and match them with these rules, which have been designed as a stand-alone system. If you want both, don't worry, they willl work together.
Next, Chapter 5: Reliquary provides loads of weapons, armour and gear for Ecclesiarcy members... after all, they do say that when you go to preach, take a big cudgel! It's not just weapons, though there are some quite nasty ones, this section also has devotional books, religious trinkets and much more. Or perhaps a character wants his armour decorated with religious symbols? Then there are strange servitors and somewhat more normal retainers, and services that you may wish to purchase - such as a baptism or a blessing for a weapon or person. The chapter ends with a discussion of relics and their uses.
Finally, Chapter 6: Ecclesiarcy Campaigns has a wealth of information and ideas about how to weave Ecclesiarcy themes through your campaign, as well as several senior Ecclesiarcy figures in the Calixis Sector to use as allies or enemies to your party. Learn how to make faith an integral part of your game and devise encounters and adventures with a religious theme. Despite the game's name, there's more to it than chasing down heretics and beating off aliens!
A thought-provoking book that really brings home how pervasive faith is throughout the Imperium, it makes for good reading to understand the setting further, even if you do not choose to use the rules herein, preferring to stick to 'straight' Acolytes and Inquisitors.
Describing itself as a book about power, it is really a book about ambition - and how to empower your characters to reach even more dizzying heights than even they might have dreamed about. For this book contains the tools you need to play full Inquisitors and sets the scene in which they operate: unbridled power and freedom to act, full of politics and intrigue... and the consequences that such responsibility brings. It's a mix of solid game mechanics and insights into how to play (and game master) characters at such exalted levels.
It starts off by presenting the necessary mechanics to take characters beyond the eighth rank in their chosen career and introduces a new system of Influence to model how characters at this level wield their authority. From here it moves through various other aspects covering the transition from Acolyte to Throne Agent and beyond - skills, new career paths, psychic powers and even a visit to the armoury. These chapters give you all the information you need to make this transition happen.
The second part of the book looks more at the 'what' of the transition to power, this ascension, than the 'why' that has already been covered. Key here is a chapter on 'Serving the Inquisition' that explores the very nature of the body in which characters are aspiring to take a leading role, and the ways in which such senior individuals can exert an influence.
As Acolytes, characters serve best by following orders (however much latitude they may have in interpreting those orders and figuring out just how to accomplish the tasks they've been given). As Throne Agents they are far more independent, empowered to initiate their own missions and give rather than receive orders, working alongside (and perhaps becoming) Inquisitors rather than serving them. The whole dynamic changes. In essence, the power now available to a Throne Agent is boundless, once a situation is assessed it is up to the individuals concerned how they deal with it... and you can forget any ideas of the rule of law or due process, even though some Inquisitors like to dress up their operations with a veneer of legality. Technically, they answer only to the High Lords of Terra and the Emperor Himself, but there are many whose rank in other branches of the administration place them at a similar level, and it may be politic or expedient to treat them with respect.
Ensuing chapters focus on the Game Master, with one on how to GM at this level and the sorts of games you can run, a good collection of appropriate adversaries and finally a complete adventure, The Red Wake, to test ascended characters' mettle.
This book marks a significant advancement, both as a vehicle for characters to progress further than hitherto possible and in developing further the exposition of the setting and in particular the operation of the Inquisition. Game Masters are advised to study it well in advance of their players being ready to elevate their characters to this level, it will provide potent opportunities for them to become true movers and shakers of the 41st century.
If you haven't already been overwhelmed by the wealth of material in The Radical's Handbook, here are three more Radical Career Ranks to consider... there's a lot crammed into a mere eight pages and, given that this is a freebie, it is as well-presented as material you're expected to pay for - impressive detail and care here.
First up is the Demagogue. Any religion worth its salt has some of these: people who can sway an audience with words alone, so it's useful to know how to make one within the context of Dark Heresy... even if they are often regarded as dangerous characters that must be controlled and monitored. There's a lot of potential for some fun role-playing with one of these, especially for a player who enjoys holding forth themselves.
Next is the Infil-Traitor, an unfortunate who's been captured and mindwashed into becoming a 'sleeper' assassin, triggered by a codeword or event to become a merciless killing machine. Now you might ask, where's the fun in playing that - although it's something useful for the GM to tuck away for an NPC - but the neat thing is, if you pick this you play someone whose programming is flawed and get the chance to break out of it and regain complete control of your own mind. It's not something to force on a player, and should only be attempted with mature groups who can handle this level of intensity and potential conflict... but could result in some powerful role-play if handled well.
Finally, there's the Saboteur. This is possibly a polite word for a terrorist and you again might question the place for one within Acolyte ranks. Sometimes, however, dark and terrible things have to be done in the name of light - and the ability to blow things up and cause confusion and fear often comes in handy.
Some interesting stuff here, worthy of consideration for your game.


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August 8, 2013 |
At Nimlok we're a huge fan of on-stand gamification. It's a marketers dream and now not a budget holder's nightmare as the cost of digital declines and the possibilities soar.
From our own digital fishing game at Marketing Week Live to card games, shooting games, choice games and brain teaser challenges delivered for clients via our in-house agency Creative Bridge, the limits of digital are generally those of imagination. It offers a way for people to engage with your brand on-stand where they may otherwise stroll on by. But not only is it a conversation starter, it's a lead generator given the information that can be captured and information conveyed pre, during and post play.
One campaign that caught our eye marries augmented (another tool in our kit) with game theory. Check out J2O's human fruit machine. Not only, given gambling link, does it clearly position the drink as an adult one ('see you at the bar message reinforcing this') but the campaign also associates the brand with social events and bringing people together. Why target one person, when you can reach four in one go?
Check out Marketing Magazine's take on it here.
In other news, this article showcases some real innovative and creative thinking from across the globe – matched with clear business objectives. From beer mats that worked as train tickets (upping sales and reducing drink driving) to (given our weather, very topical link) a McDonalds promotion to Germany that saw a giant QR codes used. Once the advert was scanned, the smartphone user was given directions to their nearest McDonalds and a countdown to collect their free ice cream. If they reached the counter before the countdown ended, they got their free reward. And no doubt purchased something else while there …

subset: commoncrawl


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Folsom Prison Blues lyrics - Johnny Cash
Folsom Prison Blues Song Lyrics
I hear the train a comin'
It's rollin' 'round the bend,
And I ain't seen the sunshine,
Since, I don't know when,
I'm stuck in Folsom Prison,
And time keeps draggin' on,
But that train keeps a-rollin',
On down to San Antone.
When I was just a baby,
My Mama told me, "Son,
Always be a good boy,
Don't ever play with guns,"
But I shot a man in Reno,
Just to watch him die,
When I hear that whistle blowin',
I hang my head and cry.
I bet there's rich folks eatin',
In a fancy dining car,
They're probably drinkin' coffee,
And smokin' big cigars,
But I know I had it comin',
I know I can't be free,
But those people keep a-movin',
And that's what tortures me.
Well, if they freed me from this prison,
If that railroad train was mine,
I bet I'd move out over a little,
Farther down the line,
Far from Folsom Prison,
That's where I want to stay,
And I'd let that lonesome whistle,
Blow my Blues away.
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What is JotForm?
JotForm is a free online form builder which helps you create online forms without writing a single line of code. No sign-up required.
At JotForm, we want to make sure that you're getting the online form builder help that you need. Our friendly customer support team is available 24/7.
We believe that if one user has a question, there could be more users who may have the same question. This is why many of our support forum threads are public and available to be searched and viewed. If you'd like help immediately, feel free to search for a similar question, or submit your question or concern.
Can't delete formsAsked by gvprep on August 11, 2015 at 06:41 PM
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Delay in periods
My menses does not come regularly it comes in around 6-8 months only one time and i have taken treatment from many doctors but the problem remained same. They gave me medicines due to which i became fat and they says take the medicines on regular basis changed so many doctors and now there is no effect of medicine in me now i m trying homopathy bt no use
Answers (1)
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Hello, Irregular periods is caused by hormonal imbalance (like prolactin, oestrogen, progesterone,) hypothyroidism, reproductive tract infections, PCOS, anemia,fibroids, stress etc, you need to be examined first to find the cause, don't worry all can be managed with medicines please consult a gynecologist. If you already consulted a doctor and they adviced regular medicine, then you need to take them instead of changing doctors. Some disease (like PCOS) needs treatment for months. Hypothyroidism for life long.
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Based on feedback, emails and comments to our site, it seems quite clear that the most desirable tablet in the ZenPad line-up is the hero model, the Z580CA. It's little wonder why when you consider that spec for spec it is pretty much top of the class.
We also seen from our poll, that a 10-inch ZenPad is about the second most popular choice. The ZenPad 10 is certainly a great tablet and has all the things that the Transformer Pad has or had (with the exception of a trackpad on the keyboard dock). The question then becomes, is there room for another hero?
Do you think Asus should look at a 10-inch ZenPad S 10.0? If you look at where Asus seems to be targeting their efforts, Samsung and Apple are certainly right there. With the ZenPad S 8.0 (Z580CA) competing with the Samsung Galaxy Tab S2 8.0, should Asus then have a tablet to compete with the Samsug Galaxy Tab S2 10.0? It would seem like a void in the Asus competitive arsenal. The ZenPad 10 (Z300 Series) is going more budget than hero. Thus, why were saying there is a void.
So the question for you our visitor is this. Should Asus release a ZenPad S 10.0 (Z500CA) hero tablet? It's not even whether you might buy one, but it's whether you think Asus would be better off competitively to have it in their line-up. Do you think Asus is seeing how the market responds to their 8-inch hero tablet before plunging into more size options? Please vote and let's discuss in the comment sections!


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|Message view
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|« Date » · « Thread »
|"Shapira, Yoav" <Yoav.Shap...@mpi.com>
|RE: tomcat 4.1 + default session manager
|Fri, 03 Dec 2004 14:14:12 GMT
Hi, >as i conclude from the tomcat documentation, a default session manager >is used when you do not specify one in your Context. >What i wanna do is changing the default session manager (with jdbc >based store). Is there a way to do this (Tomcat 4.1)? Yup. Just declare the session manager you want, with its store, inside the Context or Host element you want in server.xml. It'll supersede the default values. Yoav Shapira http://www.yoavshapira.com This e-mail, including any attachments, is a confidential business communication, and may contain information that is confidential, proprietary and/or privileged. This e-mail is intended only for the individual(s) to whom it is addressed, and may not be saved, copied, printed, disclosed or used by anyone else. If you are not the(an) intended recipient, please immediately delete this e-mail from your computer system and notify the sender. Thank you. --------------------------------------------------------------------- To unsubscribe, e-mail: firstname.lastname@example.com For additional commands, e-mail: email@example.com
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Affiliations: From the Department of Anesthesia, Children's Hospital, Harvard Medical School, Boston,
From the Departments of Clinical Epidemiology and Biostatistics and Medicine, Division of Critical Care, McMaster University, Hamilton, Ontario, Canada,
From the Department of Pediatrics, Division of Pediatric Critical Care, University of California, San Francisco,
From the Department of Pediatrics, Division of Pediatric Hematology, McMaster University, Hamilton, Ontario, Canada
1998 by the American College of Chest Physicians
Objective: To evaluate the effect of heparin on thrombus formation and infection associated with use of central venous and pulmonary artery catheters.
Data sources: We used MEDLINE, EMBASE, citation review of relevant primary and review articles, personal files, and contact with expert informants.
Study selection: Fourteen randomized controlled trials evaluating prophylactic doses of heparin or heparin bonding were included.
Data extraction: In duplicate, independently, we abstracted data on the population, intervention, outcome, and methodologic quality.
Data synthesis: Prophylactic heparin decreases catheter-related venous thrombosis (relative risk [RR], 0.43; 95% confidence interval [CI], 0.23, 0.78) and bacterial colonization (RR, 0.18; 95% CI, 0.06, 0.60) of central venous catheters and may decrease catheter-related bacteremia (RR, 0.26; 95% CI, 0.07, 1.03). Heparin bonding decreases the risk of pulmonary artery catheter clot formation within 24 h (RR, 0.08; 95% CI, 0.02, 0.37).
Conclusions: Heparin administration effectively reduces thrombus formation and may reduce catheter-related infections in patients who have central venous and pulmonary artery catheters in place. Cost-effectiveness comparisons of unfractionated heparin, low molecular weight heparin, and warfarin are needed.
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Model Mayhem Admin
PhoebeAnnModel Female Aliso Viejo, California, US
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Discussion in 'DVC Member Services' started by dis2cruise, Jan 10, 2009.
however my ressie say "NEAR HOSP HOUSE" did ms make a mistake??
That is correct. There are no villas in the Hospitality House - that is the location of the front desk. The reservation category is "near" Hospitality House - which means you will be in one of the following buildings #11-14, 23-26.
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to hide this advert.
Wouldn't 62-64 fall into that category too?
can you or someone post the map of OKW that shows the layout with the bldg numbers. Thanks
I am trying to remember the bldg. we stayed in this past July. IF you walked out where the bus picks up at HH house and walked in a diagonal to the left.....our bldg. was over there. It was very close. It was near the main intersection by the bus stop.
Does anyone know how the near HH requests are granted? My sister and I both booked a 1 bdrm for Feb at the and requested "near HH". I called a couple of days before her right at the 7th month mark. We were both waitlisted. She found out last week that she had cleared the waitlist. I called today and was told that I hadn't. What's with that?
thanks doc this makes me feel better you are the greatest
They didn't include those in the "near HH" special booking category. I think because they are the only buildings with elevators and people with disabilities may need them.
No, OKW chose to define the "Near HH" category as only #11-14, 23-26.
IMO, buildings 15-18, 62-64 and 27-29 are also near[i/] HH and I would be (and have always been) happy to stay in any of those buildings. They are all close enough to easily walk to the HH area or to get off at the Peninsular Road bus stop and walk back to your building before the bus would make it back to that area. If "Near HH" is not available when you make the reservation, you can still request 15-18, 62-64 and 27-29 (not guaranteed, but added as a request). We also like 45-48, 53-56 and any of the Turtle Pond Buildings and would not complain about a villa in buildings 19-22 or 49-52.
That booking category is entirely based on availability, just like reserving a GV, 2BR, 1BR or Studio. It is a guaranteed reservation category at OKW (just like BW View, standard and Preferred are guaranteed at BWV or a Savannah View at AKL).
In your case, it sounds as though a HH room became available and your sister was ahead of you on the waitlist. Hang in there - it may still become available for you too!
we ask to be near the HSH at OKW- but asking to note on the reservation is just that...a request. There is no guarntee that you will be granted this wish.
That's no longer the case. OKW now has a separate booking category for "near HH". It includes buildings 11-14 and 23-26. Just like boardwalk has boardwalk view guaranteed.
This may be a completely stupid question, but what are the advantages (and possibly disadvantages) to staying near the Hospitality area?
Advantage: closer to central services, first bus off, last bus on.
Disadvanages: a bit "busier", and many would argue that the best views are elsewhere.
To this family - no advantages at all to be at the HH. We prefer Turtle Pond, South Point or Millers Road.
Very good to know--Thanks for the info!
I think it's more important if you don't have a car. Some of the OKW rooms are quite a walking distance to the main pool & hospitality house (where the front desk, store & Olivia's are). You can catch a bus, every bus stops at the HH on the way out. I think this area is a little noiser. I always have a rental car and prefer the quiet of Turtle Pond Road.
That's what doesn't make sense to me. Why would she be ahead of me on the list? I booked 2 days before her?
If you were waitlisted for the exact same thing, call MS and make sure your waitlist is set up correctly.
Separate names with a comma.


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Originally, I bought the big Baggu bag for groceries. However, I've taken it on many beach trips because it holds towels, sunscreen, toys, snacks, and more! On vacations, it holds our laundry to and from the laundromat. Sporting events, play dates, picnics...it holds the essentials! I've literally use it for just about everything and when not in use I have it folded up in the pouch in my purse just in case! I'm addicted!5
This is my favorite tote bag of all the totes I have (and I have a lot because my city banned plastic bags). It's made of a super light, thin material that squashes down to a small ball. You can stuff it anywhere, even in your pocket.
It's tough, too! I had to schlep two miles with all my frozen/refrigerated items in this once when my car decided to explode. It was comfortable to carry slung over my shoulder the entire time even though it was pretty heavy.
I use this for groceries, for days at the beach, for stuffing a change of clothing in.
I've had it for over a year now, it gets a lot of use but it's still blindingly white and clean. I don't know how since it's been dragged through a lot of sand and dirt, left on the pavement and shoved in any number of places in my car. It stubbornly refuses to even look remotely dirty.
I've bought several more for myself in different patterns and even more for friends and family as stocking stuffers.
This one is my favorite because it's the biggest and I just love the stripes. I've gotten several compliments, too, on how cute it is.
You know how canvas totes can get so gross and dirty from groceries or whatever? That has never happened with this bag. Love, love, love!


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Jrt Motor Services,Backbrook Place. Knutsford Road. Latchford. WA4 1PH
Jrt Motor Services - MOT Test Centre.At motoring.co.uk, you can find all the information you require, including a selection of reviews and user experiences, on Jrt Motor Services based in .
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Tuesday, September 4
The New Hanover Barbecue Party
From the sauce-stained keyboard of guest blogger Robert Moss.
It's political convention season, and the so-called Tea Party has been stirring up passions on both sides of the political fence. The group's name, of course, is taken from the occasion in 1773 when a bunch of irate Bostonians donned Mohawk warrior garb and dumped three shiploads of tea into their harbor to protest British taxation.
A similar but less remembered event took place seven years earlier in North Carolina. At the time, tensions were high over the recently enacted Stamp Act, which levied taxes on legal documents, newspapers, and magazines. Carolinians weren't particularly receptive to the measure, and in 1766, the militia companies from several counties expressed their discontent by marching to the town of Brunswick and refusing to let a cargo of stamped paper be brought ashore.
Alarmed by the unrest, Governor William Tryon chose a conciliatory path. At the next militia muster in New Hanover, he prepared a feast for the troops that included a whole barbecued ox and several barrels of beer. Now, that seems like a pretty crafty move to me, but as it turns out, it wasn't nearly enough. When called to the feast, the soldiers mocked Tryon's hospitality, poured the beer onto the ground, and pitched the ox, untasted, into the Cape Fear River.
For two centuries, colonial American history was written with a focus on New England, and one can only assume that's the reason the New Hanover Barbecue Party never achieved the historical status of that more famous tea party up in Boston. But, when you think about it, which shows more gumption: disposing of a few crates of tea, or tossing out an entire feast's worth of barbecue and beer?
Follow Robert Moss on Twitter at @mossr.


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C2- Establish a visual hierarchy to define purpose and importance.
C1- 1st step is to identify your message/purpose.
C3- Contrast can help articulate your writing and purpose by focusing in what's important.
C1- Research who your audience is. Different demographics of audiences will have different wants and needs.
C2- The use of emphasis to visually describe a rhetorical situation.
C6- Repetition can be used to format for rhetorical situations by providing unity.
C7- Creative Commons great place to access and use works not under a iron clad copyright.
C4- Use balance to organize designs for a range of purposes.
C5- The use of alignment technologies can help organized and present the purpose much more clearly.
C7- Using accurate flow will help organize/ communicate the information you wish to convey to different audiences and for different purposes.
C1- You may even have to do it over and over and over again to get it right. The more drafts the better turn out.
C5- Construct a line grid for your design prior to starting the design it may help minimize drafts.
C2- Specific types of emphasis can be used for different genres
C3- Different font types can meet the needs of different genres
C6- Where and what you repeat in designs develops different formats for different genres.
C7- Different cultures may read documents or images a different way than we (western cultures) read. Meaning that we must alter the flow for different genres.
C1-Looking at others' work is a good idea to get ideas ( don't copy though). It will help a person to see what works and what doesn't in design.
C4- Good balance helps create good structure by developing flow and symmetry.
C5-The type of genre you are writing/designing for will determine what type of alignment you will want to use. Ex: Centered, left justified etc..
C1- 1st step decided what you want/ need to do with the copy
DD7- Fair use: for criticize, news, education, small portions of work.
DD7-copyright (all rights reserved)- pay to use their work; copyright last for 14 years at a time; renewals.
DD7- Creative Commons (some rights reserved) still have to credit the person in a citing, but much simpler.
I have used: Diigo, Mindmeister, Wordpress, Jing, Screencast, Glogster, Creative Commons.
Due date 1- accomplished
Due date 1- accomplished
Bullets, use of graphics, know your audience, flow, keep it simple.
List materials needed for audience
Have someone do a test run to test usability


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6525 Denbigh Ave, Burnaby, BC, V5H 3R7
HC Building Maintenance prides itself in providing our Clients with premium services that are flexible to meet their every need. From unusual shift times to high security areas, we have the experience and the expertise to ensure all of your needs are met. Having years of cleaning and floor care expertise, our management team is able to clearly define the operational needs of the company. This focus supports a cohesive team environment, ensuring client satisfaction in the provision of our services. All HC Building Maintenance Supervisors take a 'hands on" approach in the overseeing of Cleaning Teams. Working closely with Helbert and Cathy a continuous connection is maintained through all levels of our staff. Performing as a cohesive team we are able to provide consistent, superior quality work. Our Cleaning Team members are all trained in and employ every element of the Building Service Workers procedures. Whether providing service to your residence, office space, supermarket or retail outlet our HC Building Maintenance team never lose sight of that attention to detail that turns a good job into a great job!
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My Neighbor Totoro
My Neighbor Totoro, by Hayao Miyazaki My Neighbor Totoro (1988) is a quiet, calm, beautiful film. There is no dialogue for very long stretches of story while characters explore, watch, and discover—akin to the opening sequence of WALL-e. There is…Read More
The General: A Train Full of Laughs
Review of The General, Directed by Buster Keaton In our effort to blog our way through the American Film Institute's Top 100 Films, I picked out one of the few movies on the list I had not only not seen,…Read More
Here's Looking at You, Casablanca!
Review of Casablanca, Directed by Michael Curtiz It's December of 1941 in sunny, depressing Casablanca, where refugees flock in an attempt to flee the ravages of Nazi-infested Europe. They flock to Vichy-controlled Casablanca, and there they stay—unless Captain Louis Renault…Read More
The Raiders of the Lost Ark Discover That "Our God is a Consuming Fire"
Review of Raiders of the Lost Ark, Directed by Steven Spielberg When I was growing up, I read a lot of The Hardy Boys and The Sugar Creek Gang series, adventure stories in which boys solve mysteries, chase bad guys,…Read More
May the Force Be With You
Review of Star Wars, Directed by George Lucas If you ask a cinephile what his favorite decade was, chances are he will pick the 1970s. That decade was full of movies that movie lovers love to love–really dark, gritty, tragic,…Read More
Howl's Moving Castle
Review of Howl's Moving Castle, Directed by Hayao Miyazaki Rating: 8/10 Howl's Moving Castle tells the story of a young woman named Sophie, who owns a hat store in a European-looking town. War is coming to the kingdom. It so…Read More
Robin Williams, Biblical Counselor: Good Will Hunting
Review of Good Will Hunting, Directed by Gus Van Sant By PAUL D. MILLER Will Hunting is preternaturally brilliant, but has a troubled soul. His friends–Chucky, Morgan, and Billy, from Boston's rough South Side–work menial jobs and pass the time…Read More
Gonna Fly Now; Or, the American (Non)Gospel
Review of Rocky, Directed by John D. Avildsen By ALEXIS NEAL I feel a little silly describing the plot of Rocky (1976). Still, I know there may be a few young whippersnappers out there who never sat around on Saturday…Read More
Django Discusses Race
Review of Django Unchained, Directed by Quentin Tarantino By KENDRICK KUO Django Unchained is everything you would expect from a Tarantino film. Much in the same vein as Inglorious Basterds, this story is a historical one. Instead of Nazi Germany,…Read More
Lord of the Rings: A Timeless Trilogy
Review of The Lord of the Rings Trilogy, Directed by Peter Jackson By PAUL D. MILLER It is hard to remember how firmly entrenched the conventional wisdom was that The Lord of the Rings was unfilmable. A disastrous animated attempt…Read More


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The F.C. Gundlach Foundation
"From the outset the image of man has been subject of photographic producing. Of particular importance are those photographic pictures that disclose, beyond their being historical documents, new perspectives on human dignity and vulnerability."
taken from the preamble of the F.C. Gundlach Foundation
The purpose of the F.C. Gundlach Foundation, which F.C. Gundlach established in 2000, is to promote photography as an artistically and socially imporant cultural asset.
The F.C. Gundlach Foundation is in charge of the F.C. Gundlach Collection, as well as his photographic work.
Furthermore the foundation administers a number of photographic archives, omnibus volumes and external donations.
In close cooperation with the House of Photography in the Deichtorhallen, which was founded in 2003 by F.C. Gundlach and administers the F.C. Gundlach Library and the core of the F.C. Gundlach Collection to the "Image of Man in Photography" on permanent loan, the F.C. Gundlach Foundation stages exhibitions, projects and photographic coffee-table books.


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About Us
Interview with Foster Mom Lee Anne
We also have our Spay and Neuter fundraiser happening now!Visit our Razoo page to learn more!
To be considered for adoption, please fill out the following forms, then contact Lee at firstname.lastname@example.com.
Are you interested in making a difference for our rats? We would love to have you as a volunteer at our Boise location.
First, download and fill out the following two forms:
If you are interested in e-volunteering or joining our board of directors, contact Sascha at email@example.com for more information once you have filled out the two forms listed above as well as the form listed below.


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The Night Watch
The Night Watch has a top menu for categories or pages, single page layout, white background and footer widgets ready. It could be perfect for your personal blog regardless topic.
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Premier Colin Barnett says Australia is already a world leader in mining, but is rapidly developing its offshore oil and natural gas industry. Many multi-national energy firms are taking part in that emergence.
"About 90 percent of Australia's petroleum resources lie off the West Australian coast, and it's about 60 to 70 percent of existing petroleum and natural gas production occurs. But the undeveloped fields—the growth of the future—is off the West Australian coast. There is about 160 trillion cubic feet of gas has been proven. My guess, and I think industry sources would say, it will ultimately (be) well in excess of 200 TCF. So that's a world-scale gas resource, very close to the markets of Asia."
Premier Barnett says the majors are already in Australia, but his state is trying to attract the service companies.
"The big companies are all players—you know, the Shells, BP, ExxonMobil, Chevron—all there. What we are seeing, however, is a lot of the oil and gas service companies moving into Western Australia. And there's a sense, if you like, 'the Americans are back.' And they are very welcome. So there's a real buzz in Perth, the capital city of Western Australia, about the numbers of oil and gas companies and executives and specialists and technical people moving into Western Australia. It's clearly going to be a period of dramatic expansion in petroleum, particularly in natural gas."
Premier Barnett says the liquified natural industry is expanding rapidly, with two-thirds of the world LNG demand in Asia. He says Australia has a geographic advantage in being close to the Asian market.


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Beautiful rustic campo house close to all coastal towns. accommodation comprises, entrance, hallway, grand size lounge and separate dining area, enclosed kitchen with separate utility room, office or small bedroom, downstairs toilet, upstairs, three double bedrooms, large jacuzzi bathroom, guest shower room, lounge and enclosed naya. outside, open naya with feature built in bbq, large terrace, 2000 m² of flat plot with trees, 10x4 pool, outside shower, private garden with large fish pond, array of trees, wooden chalet, two wells, car port and a private entrance. this is a fabulous plot close to moraira, teulada, calpe and benissa, the property is priced to sell and with a little modernising you will quickly see a good investment. viewing is essential.
We can help you to get a mortgage on favourable terms. A residence permit can be obtained with the purchase of this property. Please ask our team for more information.


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"I think the sponsors understood that as long as the lottery discussions were ongoing, there was no real rush to consider those bills,"
Related quotes
"We see this as something that threatens the image ... of the Olympics. I think that is the way most sponsors feel."
"I don't think it's bad to have a bunch of sponsors and teams not be frustrated by not making the show. Sending people home in my opinion is not good for sponsors and not something that I relish."
"It's ungodly, I think, the pressure we get as drivers, not only from our sponsors but our car owners. I think the Chase last year, people recognized how much recognition the top 10 guys got by being a part of the Chase. Every sponsor wants to be a part of it, every driver, every team, but there are only so many pieces of the pie."


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|Price incl. VAT
|Price excl. VAT
Cleaner Floorsan the volume of 5l removes perfectly all the dirt and debris from floors and large surfaces. Concentrated cleaning and degreasing agent with liquid consistence effectively deprive hard and washable surfaces of all grease. When using the liquid composition is not due to its reduced foaming to produce large foam . Efficient Detergent Made in Italy is specially designed for professional use, but also can use it in your kitchen for washing tiles, sinks, washbasins, kitchen furniture and kitchen appliances.
Please note:
When using cleaner Take care and avoid contact with eyes.
Specifications can be changed without notice. Images are for illustrative purposes only. Retail Price (MSRP) means the manufacturer's/supplier's suggested retail price.
Link to Manufacturer's Website: Enter link to the external review


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3d Render of Photo Holders
3d Render of Photo Holders is an angled view of three angled photo holders with green screens so that you can replace them with your images.
Elements are isolated on white which makes it easy to cut it out of the background and drop it into a background of your choice.
This image is available as a jpg at various sizes.
Would you like this image in a different color? I can do that for you. Contact Me and let me know which image and colors you would like changed. If you're also in need of a custom image Contact Me and we can go over the details to get you the image that you need.
If you would like to be kept up to date on when new images are uploaded follow me on Twitter.


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This checking account is the perfect fit for businesses with limited transaction volumes. Take advantage of 100 checks written, 100 deposits, and 50 ACH transactions per month at no additional cost.
There's no monthly service charge,* and no minimum balance requirements. Plus, convenient perks like online banking and bill pay make it easy to manage your money wherever your business takes you.
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Skin And Bone
2,479pages onAdd New Page
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this wiki
Skin and Bone is a completed manga series by Hino Hideshi.
A volume of four terrifyingly witty novellas. Skin and Bone: Poor Taichi is bullied incessantly at school because of her weight problem, but she undertakes a diet from hell, which leaves her nothing more than skin and bone.
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Rancho Mirage residents and businesses talk presidential visit
RANCHO MIRAGE, Calif. - Just outside the pink walls of the Annenberg estate at Sunnylands, some neighbors in Rancho Mirage await the chance to see President Barack Obama's motorcade, impressed he chose to visit the Coachella Valley once again.
For some residents, it's historic and an honor to have the president staying just blocks away from their homes. Others have mixed emotions.
"That's nice he's close by," said Manny Lopez, of Rancho Mirage.
As local law enforcement officers keep tabs on the area, and road closure signs guide drivers through detours, some say the visit and it's costs are an inconvenience.
"I think it's a misuse of our resources for our local residents," said
"I don't think it's entirely a vacation but it seems to be a very expensive way that isn't too appropriate," said Michael Barish, of Rancho Mirage.
We checked back in with Sabatino's restaurant in the Pavilions shopping center. Last week, owners worried the presidential trip would keep customers at bay like it did in June when hundreds of people turned out to protest Chinese President Xi Jinping.
"People had a little trouble getting here but they worked their way around it," said Sam Esposito, owner of Sabatino's. "We really haven't noticed a downturn. It really hasn't caused any disruption at all. There aren't any protesters like we had last time."
Lopez expects the Commander-in-chief and staff will be back to enjoy what the Coachella Valley has to offer.
"I think they will. They'll like the weather, the golf courses," said Lopez.
"I'm very pleased. And he's over here trying to take care of business and we're just trying to keep our business going," said Sabatino.


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The Portfolio
Burning Man
A Rainy Photowalk in Yangshuo
It's really fun to walk around in these places that are a bit out of the way and see what everyone is wearing. I find the Chinese seem to be all over the place with fashion. I can't make heads or tails of it. I'd say that maybe 5% of the people I see have a decent, inborn fashion sense. The others just seem to throw together any sort of mismatched stuff. This is the complete opposite of Japan, where I'd say that 95% of people are always dressed quite sharp. It's usually easy to identify Japanese travelers overseas too, because they typically are some of the best-dressed!- Trey RatcliffClick here to read the rest of this post at the Stuck in Customs blog.
2014junep2015sony a7rverticalnightcolorportrait and candidcfiled44notposteddaily77exgirlwomanglassesumbrellarainstreetmarketshoppingasiaeast asiachinasoutheast chinaguanxiguilinyangshuo
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Juhi Chawla says she didn't lash out at Shahrukh Khan
However, brushing aside the statement, Juhi said that her outburst was a result of mixed emotions. Speaking to a leading newspaper, Juhi said, "The other day I was coming back from Gautam Rajadhyaksha's condolence meet when the media asked what I thought of SRK. In that emotional state, I said why do we talk about a person when he is not around? How many times have we said how much a person means to us when that person is around? The whole thing was blown out of proportion by the media. There's nothing like 'Juhi lashes out at SRK'.
However, Shahrukh Khan and Juhi haven't spoken to each other since her outburst. The actress said, "Shahrukh does not have time. He is a workaholic. He works 20 hours a day, so where is the time?" Meanwhile, Juhi Chawla is also busy promoting her TV show Badmash Company.
Juhi Chawla, however does not regret the statement she made and sticks to it. She says, "The acknowledgement sure came late in the day."


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This boutique hotel is set in the vibrant West End of Glasgow, offering a mixture of 107 chic rooms as well as meeting facilities, a stylish cocktail bar and an Indian restaurant. Guests are welcomed into a lobby with 24-hour reception. Further facilities include WLAN Internet access, room and laundry services, and a car park.Check-in is after 2 pm whilst check-out is before 11 am.The standard, superior and suite accommodation options differ but each comes with a plasma TV, soft Egyptian linens, warm fluffy towels, tea and coffee making facilities, full air conditioning, broadband Internet access and a room directory detailing all hotel facilities. Each room is also en suite with a shower, toiletries and hairdryer. A safe and an ironing set round off the standard facilities on offer.
From the city centre, take Bath Street to Charing Cross, go over the M8 and take the first right and then left to join Sauchiehall Street. On public transport: bus numbers 62, 42, 16 and 11 stop outside on Sauchiehall Street. The nearest rail station is Exhibition Centre, an 8-minute walk away. The nearest subway stop is Kelvin Hall, a 10-minute walk away.