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Related Subjects: Rhys Richards Richard Rich Richardson Robinson Rogers Russell Rhodes Robertson Reynolds Reed Roberts Ray Ryan Ross Rowe
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Used price: $18.05

Excellent textReview Date: 2008-02-09
Fun grammar bookReview Date: 2007-11-14
Concise and easy to followReview Date: 2007-11-07
Great book for learning grammar as a foreign nativeReview Date: 2007-06-13
ESL revisited...Review Date: 2007-03-23

Used price: $7.41

A Mom's Choice Awards Honoree!Review Date: 2008-01-13
Teach your kids great habits at a young age!!!Review Date: 2007-09-03
Good for my daughtersReview Date: 2007-08-11
Thank you! This book is fantastic!!!Review Date: 2007-05-06
Valuable MessageReview Date: 2007-05-06

Used price: $13.00

Informative & well writtenReview Date: 2005-06-14
The author seems careful to group the experiences so each chapter presents a viewpoint, but the chapters may disagree with each other (ie K bad and frightening, K good and enlightening). Lots of first hand accounts combined with scientific analysis make it easy to understand and entertaining to read.
Ketamine : Dreams and RealitiesReview Date: 2005-08-24
Excellent resource for those of us who are serious about alternative paths to a higher mind. Not too technical, smooth read. Informative.
ExcellentReview Date: 2001-08-21
On a clear day, you can see foreverReview Date: 2002-05-27
Isolation tanks are usReview Date: 2003-01-31
The fact that MAPS is the publisher should tell you that this is no joke. The material is dealt with in a respectful, objective tone but also in a manner that proves a joy to read.
A subject of this magnitude needed a book this size that packs a a lot of punch.
Remarkable...well worth the read.


B-36 PeacemakerReview Date: 2007-12-10
researched and easy to read. Many photos.
Needs more meatReview Date: 2007-01-01
Still, the detail here is marvelous. Photos and diagrams are provided for nearly every important part. Changes are often detailed down to individual planes. While the book does have a tendency to get bogged down in model numbers and lingo, it still manages to impart a sense of the majesty of this huge and innovative airplane.
MAGNESIUM OVERCAST Review Date: 2006-08-09
Incredible detailReview Date: 2006-08-02
THE airplane bookReview Date: 2007-04-27
In any case, it's all here: something for "rivet counters" and "number crunchers" alike. The authors deserve full credit for the thoroughness of their work and the obvious care they lavished on this project. Kudos also go to Specialty Press for producing this significant volume in such lavish style at a reasonable price.

Used price: $2.98

It worthReview Date: 2006-11-11
Saved my life at 3 a.m.Review Date: 2006-12-15
A Good OneReview Date: 2005-08-11
One of the good books in the market about IIS 6.0.
People who are interested MUST have a look at
MCPMAG(Redmondmag) IIS 6.0: Step-By-Step Mega-Guide, Part I & II as a quick reference.
Stanek bats a thousand again!Review Date: 2005-08-22
The in-depth coverage of every other subject is as accurate as it gets. I particularly appreciated the chapter about customization. But the book goes as far as covering in perfectly understandable terms the metabase, and more. Not to mention the incredibly accurate chapter about optimization.
Excellent beginner to mid-level bookReview Date: 2006-02-07
Content includes initial setup, backup, performance monitoring/tuning and more advanced features such as registry and metabase settings. Advanced readers will eventually want to search for further information on some of these topics (scripting for example), but this is to be expected. The books leaves you feeling comfortable with what you've learned and with a good feel for where you might want to expand your learning in the future.
Most of my computer books end up getting re-sold or trashed, but I'll be keeping this one on the shelf for myself and others to use in the future.

Used price: $0.64
Collectible price: $21.95

Excellent BookReview Date: 2004-06-09
Touches the Heart and SoulReview Date: 2003-10-27
Magnificent! This book is "Oprah" material!Review Date: 2003-07-30
"I was in prison and you visited me." Jesus, Matthew 25:36Review Date: 2003-07-30
Of vital importance to George's life story is his account of his early years in British Honduras, now Belize, his early immigration to the United States, and his service in the U.S. Air Force, and his U.S. citizenship (October 26, 1953). Even more important was his marriage in 1957 to Muriel Jermain Seale, who has provided the moral and spiritual support for his successful career.
One does not just become a minister and a chaplain willy-nilly. The story of his religious development and educational experience tells how this came about: the early difficult years, then college and seminary.
I became acquainted with George while he was a student at Bangor Theological Seminary. He and his family eventually joined the congregation I was servicing, the First Congregational Church in Brewer, Maine. He was ordained under my ministry there, one of the high points, actually the highest, of my own ministry. When I left in September of 1967, the church called him to become their Interim Minister. After a year or so, he went on to serve churches in Detroit, Michigan, and in Ohio, and then was accepted as chaplain by the Federal Bureau of Prisons.
All of this is essential to getting the most out of George's career as a Federal Prison Chaplain. The reader will share in the documentation and correspondence that became an important part of George's work within a difficult bureaucratic system. There were also unexpected difficulties with the machinations of opportunistic prisoners as well as with prisoners whose legitimate personal problems were all but insurmountable. If you want insight into an environment and setting that cannot be portrayed in a TV or movie scenario, this is the book for you.
A Federal Prison does not exist in isolation from the rest of society. George spells out the relationship of his work to the "civilian" religious community. This is part of his task in educating the rest of us to the enormity of the problem that confronts American society. Prison populations are growing fast, and the costs are skyrocketing. The solution to this problem, if we take George's perspective seriously, is more in terms of human relationships than in purely punitive or monetary terms.
But this comes only through genuine commitment, in George's case, Christian commitment, in a life of duty and service, with an equally dedicated life companion. There is much to be learned from what otherwise might be considered as one of the darker sides of life. George in his book, and in his life, has shown us the way.
Ray Wilbur
Phenomenal. Absolutely Phenomenal!!Review Date: 2003-07-22

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Collectible price: $10.00

Same as Fox in SocksReview Date: 2008-04-10
Great to have if your trying to collect all Dr Seuss books. If completing the collection is not important to you, I would only chose this if you don't already have Fox in Socks
Oh Say Can You SayReview Date: 2007-01-18
My favorite children's book to read aloud!Review Date: 2006-03-09
Oh, Say I Can't SayReview Date: 2005-09-15
What a fun book!Review Date: 2004-10-27


Wow!Review Date: 2006-03-10
A near run thing, indeedReview Date: 2005-11-16
Yes, I agree with Mr. Dickson that the U-boat crews were top-line and very dedicated. Most of them, especially the officers, were not Nazis. They were simply the best and brightest Germany had to throw against us at the time. I know as I interviewed some of them after we sunk their U-boats, and they became our prisoners.
I did not know about the Type Twenty-One U-boats Mr. Dickson discusses in the book. We were up against Type Sevens mostly, and an occasional Type Nine later in the War. However, the fact was that the Jerries were definitely on the defensive during the U-boat campaigns from early '43 onwards. As a sailor, I still respected them, enemies though they may have been at the time.
I might add that we treated them well enough on board our vessel prior to transfer ashore. I believe they would have done the same, had they the capability to pick-up survivors as we.
At any rate, the book is very well-done. I doff my old sailor's cap to Mr. Dickson!
Excellent StorytellingReview Date: 2005-11-10
Compelling and fast-pacedReview Date: 2005-11-09
It seemed to have similar elements of "Das Boot", "Red October" and "K-19, The Widowmaker". And yet it was completely original and genuine. An amazing work! I enjoyed Dickson's dry wit. The anti-Nazi U-boat commander, Wulf Brunhausen, constantly recites some excellent one-liners and double-entrendres against his hated Nazi overlords. An old-time patriot, he professionally slugs it out with his pursuer, American attack sub commander, Rick Jackson. The research was excellent, highlighting the little known Type XXI U-boats with their original hydrogen peroxide turbine engines (they didn't have to surface to recharge batteries or take on air). The U-boat crews were very dedicated. There was never a mutiny aboard one of these craft, even as they were being sent out on virtual suicide missions from late '44 onwards. Amazingly, several were still on patrol off the U.S. East Coast as late as March/April '45, as Germany itself was being invaded from both East and West. In fact when the war ended there were still a couple of Type XXIs at sea, lining up allied ships in their sights. Dramatically, they went undetected through the motions of mock attacks, before returning to their North German and Norwegian naval bases. In fact many intact U-boats were surrendered at the end of the war, especially those based out of Norway, which was never invaded by the allies. Some of these U-boat commanders were so good, they were subsequently inducted into the U.S. Navy at their former ranks and then were based out of Pearl Harbor, commanding American submarines. Their honored pictures still hang on SUBPAC Headquarters walls in Pearl Harbor.
Brilliant and fast-paced!Review Date: 2005-11-07


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"
These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.
Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.
So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.
To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?
No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.
Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.
So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.
Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.
The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.
So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?
Let me assure you, gentle reader, he not only thinks he has, but he has.
The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."
This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.
You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.
The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.
This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.
I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.
It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.
This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.
Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).
I'll not give away any more of the plot. Buy this product, and you'll see.
I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.
A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.
This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.
Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.
My players have made me promise to tell all when it's done.
Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.
So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.
So did they survive? I can hear the question in your minds.
The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.
Too bad they'll all be dead by the time you read this.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.
I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.
Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.
This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.
In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.
Return to the Tomb of Horrors is an excellent adventure in the old module style.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This is a quality productReview Date: 2000-11-26
Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.
I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.
Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.
Fantastic Module- one of the best everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.
So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.
Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.
Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.

Used price: $12.25

Absolutely wonderful!!!!!Review Date: 2007-11-18
EVERYTHING You need to know about Sea TurtlesReview Date: 2007-05-23
Superb bookReview Date: 2006-11-05
Sea TurtlesReview Date: 2006-02-22
Beautiful and educationalReview Date: 2006-07-30
Related Subjects: Rhys Richards Richard Rich Richardson Robinson Rogers Russell Rhodes Robertson Reynolds Reed Roberts Ray Ryan Ross Rowe
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It's very well organized although the cd only contains every 4 chapters which is a bit disappointing. However the students like it which is essential.