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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: $11.48

Great for the music too...Review Date: 2008-07-05
Novelty Item Reincarnated As Artistic Tour De ForceReview Date: 2008-06-18
Now the famous fine arts publisher Abrams Books has designed and published a superb volume that includes the Crumb artwork as never before -- in brilliant color and on a larger scale than the cards -- along with expanded bios and a bonus CD that samples some of this great American roots music. Anyone interested in high-level cartoon art and this powerful expressive music will want to own this book.
Great collectionReview Date: 2008-01-03
what a delightReview Date: 2007-11-09
"So what is it you like about that old music?" *Review Date: 2008-03-07
In the 1980s, Robert Crumb, whom Robert Hughes appropriately once called the "Breughel of the 20th century," created sets of trading cards featuring some of his favorite blues, jazz, and country musicians. (The plan was to include one card per LP sold by innovative record firm Yazoo.) This collection, edited by Terry Zwigoff, the same guy who directed the documentary "Crumb," pulls together the illustrations from all three sets. They're wonderful. The blues and country illustrations are drawn, and are vintage Crumb: crosshatched, brooding characters. The jazz illustrations are water-colored. They're identifiably Crumb, but have a definitely different feel to them.
Crumb is a fascinating genius. Although his art and comics tend to be avant-garde (a term he might well disdain) and iconoclastic, Crumb also has a real affinity for late 19th and early 20th century American culture. Part of this love for an earlier time, no doubt, stems from his intense dislike of the fast-paced, loud, and garish American culture he eventually fled in the 1990s (Crumb now lives in France). But part of it is that he thinks the music produced in the early 20th century represents folk art at its finest and purest, before music became an industry. Crumb began collecting old 78s when he was still a teenager, and his love for the older music has never waned.
And so to the piece de resistance of this book: the accompanying 21 cut CD. Crumb personally chose the pieces, and they're absolutely fantastic. Except for a couple of the blues and jazz musicians, all of the artists are virtually unknown except to the afficionado. But man oh man, are they wonderful. Skip James' rendering of "Hard Time Killin' Floor Blues" is a heart-breaker. Dock Boggs' "Sugar Baby" and Burnett & Rutherford's "All Night Long Blues" are haunting in their strange but beautiful ways. And no matter how bad things get, Bennie Moten's Kansas City Orchestra's "Kater Street Rag" will pick you up. My son and I have listened to the CD over and over and over, and we never get tired of it. He prefers the blues and jazz, I'm in love with the hillbilly blue grass cuts. But the whole CD--well, it just knocks your socks off.
Wow.
_____
* From R. Crumb's essay "To Be Interested in Old Music is To Be a Social Outcast!", The R. Crumb Coffee Table Art Book, p. 191. "You play old records for most people, and, if they listen at all, after the record's over they turn to you and say, 'So what is it you like ab out that old music?' You just want to throw up your hands."


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: $12.08

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

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Collectible price: $24.95

From an AP English studentReview Date: 2007-05-29
PhenomenalReview Date: 2007-05-24
An English StudentReview Date: 2007-05-23
Shadow PatriotsReview Date: 2007-05-16
Kate and Lizzie were characters I adored. Kate's bravery to help her brother, and Lizzie's devotion to Seth were fantastic attributions to each character and helped me identify with them. While reading, I didn't feel as though I was learning about history, which is a perfect way for historical fiction book to be written.
Loved it! Review Date: 2007-05-13

Used price: $2.32

The Definitive Work on the Vietnam WarReview Date: 2008-04-10
~ For me, this volume was and remains the definitive work on the Vietnam conflict. It is interesting, concise, understandable, and insightful. I continue to re-read it about every five years and just cracked it open again.
~ When I retired from my Army career (as an Infantry officer), I became a high school social studies teacher and I have used "Summons" as one of my main references when teaching my students about the Vietnam War, this time period, our society, and American government.
~ Russell Weigley, a noted historian who I also value, correctly called this book "by far the best synthesis of...the Vietnam War." Thank you, General Palmer, for letting the "Trumpet" sound!
Must read!Review Date: 2007-08-13
Excellent!Review Date: 2006-02-16
Excellent overview of Vietnam WarReview Date: 2004-08-15
Very Good OverviewReview Date: 2002-08-29
The treatment he gave to the major battles was good. He presented an easy to follow account of the battle, what lead up to it and the outcome. He also touched on some of what was happening back home with the politics, but only briefly. I think the most interesting parts of the book for me was the details of the air war, more specifically how the bombing kept escalating and then the final bombing push by Nixon. My only complaint with the book is that it was an overview that was a bit too light on the facts for me. The book was only 270 pages long, and book size do not necessary determine quality, this book could have been a little bit more in-depth. It seemed to me that to get a better understanding a few more pages could have been added without the overview turning into a in depth study.

Used price: $8.97
Collectible price: $15.00

Claypool ReviewReview Date: 2006-11-10
Bryan Boatwright
HopeReview Date: 2007-01-16
Best book on grief I ever readReview Date: 2007-01-12
Life is a giftReview Date: 2006-11-29
So much helpReview Date: 2006-10-08
possible. I was given all the books on being a widow and all the platitudes about being in a better place,he's whole, he's happy....I didn't care, he wasn't here. Then I read this little book...John Claypool didn't need 200 pages to tell me what I needed to know...it was alright to
question God, I didn't need to accept that this was "Gods Will"...I could question, I could yell at God but ultimately everything is a gift...Using Job as his example he led me from despair to a measure of peace...I still hurt, a lot, but I try to remember that my husband was a gift, and I'm better for having him in my life. Mr Claypool has a gift for saying a lot in a little space...he lost his daughter and speaks from experience...he showed up in my life at the right time....this book is for the care of your soul.....Mr Claypool is a gifted,interesting writer and I look forward to reading more....
Used price: $0.35

Lasting impressionReview Date: 2007-10-08
one of my all-time favoritesReview Date: 2007-05-15
My favorite book of all time.Review Date: 2007-02-05
If I could give this book 10 stars, I would!Review Date: 2007-02-28
Still Thumps the Heart After Many YearsReview Date: 2005-12-11

Used price: $11.02

Insightful and fun to read!Review Date: 2008-07-16
For every Rusophile out there, I highly recommend it!
Walking on IceReview Date: 2008-05-13
Excellent readReview Date: 2008-04-30
StellarReview Date: 2008-04-18
Walking On IceReview Date: 2008-04-17

Great bookReview Date: 2003-05-12
BUY THIS BOOK FIRST!Review Date: 2005-11-09
Great AdviceReview Date: 2003-07-08
The pictures are clear and very helpful. Each section requiring one has one or more. There are many nuggets hidden here -- I learned one that I had not known in about 15 years of playing and "coaching" (as the author puts it).
Especially good for kids in Little League, so check it out!
Good stuff!Review Date: 2002-08-10
The pidgeon-toe stance and the inward turn (we call it "tuck") will improve bat speed, power, and balance.
The science of hitting made understandableReview Date: 2003-07-23
Dusty Baker's book is teriffic because it breaks down the swing into several components. My boy is only 5, so it would be counter-productive to try and cram every component down his throat. Instead of doing that, I was able to keep him focused on one thing at a time - basically, building his swing from scratch. Important basics like "head down, eyes on the ball," and generating power with your lower body are explained well, and given drills or mnemonic devices to help retention, etc.
After working with him for one month, using Dusty Baker's book as my guide, my son had a noticeably better swing, and (amazingly for a 5-year old) better focus at the plate. He was always good at making contact, but this book helped put his swing together and give him better power without sacrificing his ability to get the bat on the ball.
Whether you know a lot about hitting, or you were a novice like me, this book really does live up to its title. Even my wife has picked up on the components of a swing, and can remind my son of something when he's playing around and I'm not there. There are other books that get more philosophical and go deeper (like Charlie Lau, Sr.'s), but for a FIRST book, that helps you teach, this one is HIGHLY RECOMMENDED.

Used price: $13.00

Excellent Book-Highly Recommend to Every 911 (65-89) OwnerReview Date: 2008-01-04
This book covers the basics like changing your oil to more complex tasks like fixing common oil leaks and fixing various transmission problems. -all with many excellent photos of the procedures outlined.
I've read and referred to this book countless times both for enjoyment and for reference to maintain my Porsche.
WORTH EVERY PENNYReview Date: 2007-11-21
101 Projects for Your Porsche 911 1965-1989Review Date: 2006-07-28
Nice bookReview Date: 2005-09-30
Excellent Book for the 911 HobbyistReview Date: 2005-07-22
Related Subjects: Rhys Richards Richard Rich Richardson Robinson Rogers Russell Rhodes Robertson Reynolds Reed Roberts Ray Ryan Ross Rowe
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This is a fantastic introduction to multiple artistic elements - perhaps a few that will catch the reader/viewer/listener off guard. Enjoy!