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De Profundis - an overview {Cthulhu}
Right, it's no secret that I love H.P Lovecraft and the Cthulhu mythos, so when I came across Cubicle 7's De Profundis at my local game store I knew I had to buy it. Not only do I like collecting Lovecraftiana, I was also incredibly intrigued by the premise of the game.
In essence, this is a game of letter writing. Yes, that thing we used to do before email. It forces you to actually become a character in a Lovecraftian story, writing to other players in order to uncover some sort of mystery. While the rules are badly laid out and written in needlessly convoluted prose, when you get to the nuts and bolts it's a hugely immersive experience.
You have the option of setting the story in the 20s or present day. You're also encouraged to send parcels, photos and journals as props in order to create an authentic atmosphere. Another aspect that attracted me to the game was that it's possible to play it solo. You can create a journal and use dice and tables as well as logical questions in order to progress the story.
A really interesting part of the game is that it's part LARP. The author encourages you to go out and experience things instead of just sitting and writing whatever comes to your head. If you want to go and explore a dark ruin, actually go and do it - experience it. This will allow for a much better account in your writing - or so it's claimed.
I really want to get a game of De Profundis going. I've signed up to the official Yahoo Group, but it doesn't look like there's a whole lot of activity on there. I have posted a scenario idea to see if there are any takers, but I figure I'll open it up to you guys too, so let me know if you fancy playing and we can sort something out. Here it is:
The Horror in the Trenches
Convention: Weird Fiction/ Historical
Time and Place: Europe 1918 and 1920-1921
Plot: The Great War seems like a horrific nightmare for a group of ex-soldiers who fought in it, but the horror is only just rising to the surface. One member of the group receives a letter and a journal from the wife of his friend Jonathan Cook, a friend who served in the same platoon and has suddenly died. While the wife does not know the significance of Jonathan's journal, he had always told her that if something happened to it, he was to send it on to his friend.
The journal contains odd entries regarding the war, especially in 1918 during the battle of Amiens. Jonathan makes suggestions that high ranking officers were up to something and he had recorded evidence of it in his journal - particularly of the strange markings he found around the trenches and the blasphemous artefacts he came across after much prying.
The game will seek to uncover what exactly Jonathan found in the trenches and how he came to die so suddenly at the age of 28. His journal from 1918 will be referenced in letters by his friend, who will seek help from the men he served with in the war. Preferably the ex-soldiers will consist of a journalist and academic researchers - but occupations can be fairly loose.
I wouldn't mind taking on the mantle of the friend who receives the journal from Jonathan. Just let me know if you're interested because I'm looking to get this kicked off soon.
Labels: call of cthulhu
The Whisperer in Darkness at Leeds International Film Festival {Lovecraft}
It's coming up to that time of year again when my home-town becomes a buzzing hive of celluloid activity with the Leeds International Film Festival.
In 2006 the HP Lovecraft Historical Society screened their debut feature film The Call of Cthulhu and this time they're back with their 'talkie' adaptation of The Whisperer in Darkness, which will be screening in the Hyde Park Picture House on 14th November. I'm totally hauling my arse over there.
Check out the trailer.
Labels: lovecraft
Here, have some random horrors {T&T}
Shrieking Zombie
Special: 1/1
Abilities: Cry from the Crypt - If the Shrieking Zombie wins combat the targets must make a L2-SR on LK or take 1d6 INT damage.
Stats: ST 14, INT 2, CHA 1, DEX 5, WIZ 9, SPD 4, CON 26
Treasure: 1d6 gold pieces
Shadow Vampire
Abilities: Blood Drain - If the Shadow Vampire wins combat, the targets must make a L3-SR on ST or have their ST and CON reduced by 1d6.
Stats: ST 21, INT 16, CHA 17, DEX 11, WIZ 10, SPD 9, CON 38
Hulking Ghoul
Abilities: Head Crusher - If the Hulking Ghoul wins combat, the targets must make a L4-SR on ST or take 2d6 CON damage and reduce their combat adds by half next round.
Stats: ST 32, INT 8, CHA 4, DEX 16, WIZ 7, SPD 15, CON 45
Treasure: 4d6 gold pieces, or 1d6 gems worth 10gp each
Labels: tunnels and trolls
Let's Play: House of Hell {Fighting Fantasy}
It's almost Halloween and to celebrate this most chilling of days all week I'm going to be writing about spooky stuff. So let's kick off Halloween Week on Trollish Delver with House of Hell.
Steve Jackson released House of Hell in 1984 as the first modern horror addition to the Fighting Fantasy series. Rather than starting out as a semi-proficient warrior with weapons and armour, your character is a regular schmoe with nothing. Also, you have to avoid being frightened to death by trying not to rack up a fear score as high as your fear attribute. It's sort of a sanity mechanic similar to The Call of Cthulhu but much simpler.
At the start of the book you're driving through torrential rain while pondering whether the sinister old man who gave you directions actually told you the right way to go. Suddenly a figure appears in the road and you veer the car into a ditch, Fearing you just gave someone the old Audi smackdown, you rush out to find there's no body. However, you remember the face of the figure - the face of the old man who gave you directions. What's even more of a buggeration is that your car won't start. You see a bedroom light flick on in and old house and decide to go there to get help. Good move.
So let's roll up my character:
Joshua Delaney
Skill: 8
Stamina: 19
Luck: 12
Fear: 7
Ah crap. I rolled a 1 for fear, making this guy a complete chicken. Good job he's lucky though.
Ok, so I make my way to the door. I'm pretty concerned about waking anyone up since it's 5 minutes to midnight and I have the option of rapping on the door, ringing a bell or checking out the light at the left side of the house. The bell will probably wake everyone up and I don't really want to be peeking into someone's room, so I'll go for the rapping.
Some gaunt dude in old-timey attire answers. I ask if I can go in and he obliges, saying that his master has been expecting me. Creepy. Maybe he saw me crash into the ditch. I hope they have pop-tarts in there. While Jeeves is off to get his master, I decide to check out some interesting paintings on the wall. Ah, great - their eyes move. He's looking at a door as if he wants me to open in. Um, no thanks mate - I'll just stay put for the time being.
After a while, the master, Lord Kelnor comes downstairs and introduces himself. He's rocking the High Hefner look so I hope there are some playmates around. Maybe they can warm me up, nudge nudge, wink wink. He says he'll help me and sends Franklins, the butler, to get the cook to make me some grub. He then comes back with a brandy each. I decide not to drink it because, y'know, I could be driving later, but Kelnor doesn't seem happy about how nervous I seem. He smiles at me in an eerie way and BOOM, that's 1 fear point on my tally.
FEAR COUNT: 1 - Unnerved
Funny, I thought that PAINTINGS WHOSE EYES MOVED would scare me more than a smirk, but hey - I'm a chicken. I'm taken into a luxurious dining room and offered either red or white wine. Red is always blood, so let's go for white. Brandy and wine within like 5 minutes of each other? I bet in half an hour we'll be doing jager shots. My wine arrives, I drink it...and I'm out cold. Yup, the bastard drugged my wine with asprin.
I wake up in an empty room, bound at my hands and feet. Dammit, I've seen Hostel and I know what comes next. I guess I'm not going to see any playmates after all. I decide to break a window and use the shards to cut my bonds. After a positive Luck test I manage to cut myself free.
LUCK - 11
Fortunately the door's open and I head out onto the landing. Here's where I get annoyed, because I'm faced with a 'left or right' situation. I hate these because my choice is entirely random. I grumble and go left along the landing where there are 2 doors - one with the name Balthus. Wait - wasn't Bathus an artist who essentially painted porn? I guess it's someone's room and I don't fancy creeping into it. He might be an axe murderer, or worse: a politician. I go for the unmarked door which opens into a hall that ends in a window. There's another door here that reads Diabolus. Well, 'Diabolus in Musica' was a pretty poor Slayer album, so I'll give that door a miss. Also Balthus Dire from Citadel of Chaos wasn't exactly a nice chap. However, that window may be a way of escape! Ah crap, it's heavily barred - but what's this? A message in condensation reading "Mordana in Abaddon". That could be useful apparently - so I must remember to turn to paragraph 88 when the time comes. of course, Abaddon means 'place of destruction', so maybe I have to find Mordana in a place of destruction. Fun.
I leave the hall and go downstairs. I get the choice of left door, right door or front door. I'm going to try front door. I open it and AH CHRIST! There's a bloody goat man with blood dripping from his mouth here.
FEAR COUNT 4 - Cacking my pants
I slam the door and decide to try another one. I choose left and enter a drawing room where I get to choose between exploring the room, leaving through another door or getting wasted on brandy. I decide to look at the ornaments and AHA! a dagger that gives me a +2 to SKILL rolls.
EQUIPMENT - a groovy dagger
I leave the room and enter a study. There's a piece of paper on the desk with writing appearing on it "Find Shekou". Scary stuff.
FEAR COUNT: 5 - laughing madly
I decide to look over the books to see if there's anything that might be able to help me. Oooh, a book aobut hypnotism - sweet. Except the cover has some weird eye on it and...oh great, I'm hearing agonising screams and seeing hideous things in my mind.
FEAR COUNT: 7 - Rip my own eyes out
Well that's it, I've been frightened to death. I didn't spend a long time in the house and didn't get to fight anything. Damn my rubbish FEAR result. Anyway, that was House of Hell - a spooky adventure that tries its best to get you drunk.
Labels: fighting fantasy
Why Dungeons and Dragons was the BEST movie ever {Movies}
In 2000, a film emerged that would change the movie landscape forever. The film was so beyond its time, so well-acted and had such an intricate plot, I'm quite comfortable in calling it the greatest film of all time. What is this monumental celluloid achievement?
Dungeons and Dragons, my friends.
I know what you're thinking: Scott, you're on acid. Maybe, maybe not. However I'm here to defend this masterpiece to the death. So let's get started.
The main protagonist is Ridley Freeborn, played by Justin Whalin, well known for popular movie Serial Mom. He is a thief and along with his best friend Snails, decide to break into the magic school to steal whatever they can get their hands on. Right off the bat we get a likeable sidekick in the form of Snails, whose charm shines through the entire movie. There they meet a beautiful librarian mage called Marina and get into a heated but comical exchange. The dialogue is as sharp as any Kevin Smith film and it just goes to show that fantasy can be oscar material. Of course, the three must make a quick escape when Damodar, the henchman
of main antagonist Profian, played by Jeremy Irons, comes in and tries to get a wizard to tell him where a map with the location of a magic artefact is. The artefact in question is a red rod that can control red dragons - which is an interesting and well thought out plot device.
Irons plays a subtle and intelligent villain
Irons is an incredible villain and plays Profian with subtlety and panache. He can portray an emotion with the tiniest facial expression and his annunciation is impeccable. Bruce Payne as Damodar is amazing too, with his intimidating demeanour. Some people were confused by his blue lipstick, but it's obviously supposed to represent coldness.
Ridley and Marina get sucked into the magical map and when they emerge they realise they must work together to find the Eye of the Dragon, a ruby that opens the tomb where the red sceptre is kept. The special effects are stunning, especially when the two are being sucked into the map. Ridley has to then navigate a maze in a den of thieves, which is full of traditional D&D traps.
"A special effects extravaganza"
Marina is captured by Damodar and tortured in a grotesque and gritty scene. Ridley and Snails meet an elf called Norda who is loyal to the good Empress Savina (Thora Birch). Thora makes a stunning performance and at one point she made me shed a tear.
A harrowing interrogation scene
Then comes an intense scene where Ridley and Snails break Marina out of her prison. SPOILER ALERT: Snails is callously murdered by Damodar in one of the most emotionally intense death scenes I have seen in any film. I never cry at films but by now I was bawling my eyes out, curled up on the floor and reaching towards the TV in desperation. Snails was gone and I couldn't take it.
I still weep to this day
Ridley and Marina fall in love in a heart warming scene before finding the red sceptre but having it stolen by Damodar. They chase him to the Empress's castle where Profion uses the sceptre to summon an army of dragons to do his bidding. What follows is perhaps the best battle in any film, where dragons fly around the skyscape and Ridley and Profion battle in the castle. My heart was pounding so hard and I was phyiscally rooting to Ridley to take Profion down. Eventually SPOILER ALERT a gold dragon eats Profion and the world becomes peaceful once more.
Memorable characters
I won't give away the ending, but it does leave it open to my favourite character, Snails, to stay alive. I really hope they make another movie where Snails is the main character. He may be the best actor of our generation.
In summary, Dungeons and Dragons was a triumph of film-making and belongs in the same category as classic such as Casablanca and The Godfather. Incredible acting, special effects and script. You MUST see this film.
at 21:43 10 comments:
Labels: dungeons and dragons
3 common misconceptions about RPG gamers {Community}
There are few geekier past-times than getting together with some buddies and imagining you're a face-crushing barbarian called Konanz. But the hobby has always had negative connotations in the mainstream, although it's becoming a little easier to be a nerd nowadays. At least we're no longer called devil-worshippers (I worship the great Cthulhu) by a hefty number of nitwits. Misconceptions are still rife though and I want to dive face-first into them.
1. Gamers have no social life
This one is probably the most common and possibly the most absurd. Think of more mainstream hobbies such as crafts and scrapbooking. There are so many hobbies that are solitary but aren't picked on the same way gaming is. Roleplaying games are social games. You get together with a group of friends and spend a good 3-6 hours talking to each other. In fact, RPGs are a great tool to build social skills for the more socially awkward. Besides, we have huge meetings with hundreds and hundreds of like-minded individuals called conventions. Try telling me that's not social.
2. Gamers can't get women/men
This one is ridiculous. I don't know of a single roleplayer who isn't currently in a relationship or hasn't had a bunch in the past. In fact, most gamers who add me to Google Plus are married. This misconception is repeated time and again in TV and film - somehow we can't cope around the opposite (or same) sex and all we can talk about is our level 20 elven druid. Also the typical representation of a geek is usually fat and ugly, and while I don't think of myself as handsome, I definitely wouldn't call myself ugly and I'm certainly not fat.
3. Gaming is their life
How many times have you seen a TV show or film where the token geek is wearing a cape (like all GMs, of course) and relates everything back to Dungeons and Dragons? Yeah, pretty much all the time. Kids, this just doesn't happen. Like all hobbies, we take part in our spare time. Sure, gaming is more absorbing than many other past times - hence why so may of us write about it and get involved more professionally, but we won't just randomly bring it up in conversation.
I think in the past few years us self-certified geeks have gained a little bit more respect, mostly due to mainstream shows like The Big Bang Theory and films like Role Models, which, although they have stereotypes, they also show that being a gamer is pretty cool.
Labels: gaming
3 ways to make T&T combat more awesome {T&T}
I've always thought that if you play Tunnels and Trolls combat by just rolling two lots of dice and finding the difference, you're doing it wrong.
So here are some tips to make your fights that bit more entertaining and challenging.
Get creative with saving rolls
Much of the time delvers will be against the odds when it comes to fights. If they were to do a straight fight, that is to say they roll both lots of dice and find the difference, they will eventually be whittled down to corpses - and that's no fun. Saving rolls during combat allow for creativity and to gain an advantage over opponents. The hobb warrior could open his purse and throw gold on the ground to distract a goblin or a particularly dexterous elf could perform a spinning kick to the urook's face to try and stun him. The GM sets a level for the saving roll, usually the level of the enemy or the MR divided by 10, or whatever they want to use. The GM can then decide what advantage the delver gains. If the enemy is knocked to the ground then perhaps they aren't able to contribute any of their dice or adds for 1d3 rounds. Disarming could halve the adds of the monster.
However, to avoid the temptation for the players to keep repeating the same move to disarm or floor an enemy, increase the saving roll by one level. This simulates the fact that the enemy is learning the players' tactics and it means they will find other ways to use their saving rolls.
Allow players to use set-pieces to their advantage
It can be difficult for players to continuously come up with new ideas for saving rolls, so give them a hand by creating interactive environments. Big, sprawling scenes shouldn't just be reserved for 4th edition D&D - they can work a treat in T&T too. Ropes, torches, loose ornaments and magical artefacts all come together to create a veritable playground for players during fights. They could cut down a curtain that lands on the enemy's head, rendering them blind for a turn, or they could torch the oil on the floor and push a creature into it. Put lots of stuff that could be used on their own or in conjunction with each other. I guarantee this will spice up your fights and even the odds.
Add a secondary objective
I mentioned this in my post on creating better 4th edition encounters, but it bears mentioning here. A fight is all well and good, but adding an objective other than killing the monsters can create tense and exciting battles. Perhaps the princess is gradually being lowered into a magma pit and the players have 5 turns to release her, or the demon is using a staff that created dimensional gates that let more demons into the battlefield, so the players must destroy the staff to close the portals. When the stakes are upped then the players will have a better time.
Why nerf the specialist ranger? {T&T}
I love the idea of specialist types like the badass combat mage and the even more badass paragon. However I've always found the ranger to be too powerful, with its ability to roll a first level saving roll no matter how far away the target is.
This means that she can basically hang back and reign hell on all and sundry while everyone else is fighting for their lives in the fray. It removes the challenge faced by missile-users, essentially making the ranger a constant hitter.
I propose that specialists rangers keep their awesomeness but in a fairer way. Instead of everything being a level 1 SR, the ranger gets to roll one level lower than the specified roll. So if she is supposed to roll a level 3 SR, she instead rolls a level 2. Easy. It means there's still a challenge but also the ranger is far superior in ranged combat than anyone else.
Elder Tunnels Halloween 2011 is out! {T&T}
It's that time of year again when the ghouls come out to play. Peryton's new Elder Tunnels Halloween edition is packed to the brim with awesomeness, including my very own Evil Dead parody.
This edition is the biggest one yet and you can go buy it at DrivethruRPG for a bargain price!
The book contains the following:
Bats in the Belfry, a solo adventure by David R. Crowell
Cabin in the Woods IV: The Stabbening, a GM adventure by Scott Malthouse
Wallas's Tree, flash fiction and a monster by Katje Romanov
The Persistent Drifter, a BEAN! solo by Jeff Freels
Dead on the Run, a GM adventure by Mike Larsen
The Wendigo, a monster by Tom K. Loney
Unhallowed Ground, a short story by Neil Riebe
Woodsman, Don't Spare that Tree, a GM adventure by Ken St. Andre
Labels: elder tunnels, peryton, tunnels and trolls
Alternate rules for Talents {T&T}
Talents are a great little mechanic in 7.x Tunnels and Trolls that allow for interesting skills and roleplaying scenarios. However, with the delver gaining one automatically every level there is a chance that the new talent is either at odds with the character or it seems illogical to have it. An illiterate dwarf warrior probably wouldn't suit a talent in 'eloquent social engagement' and it would make no sense for a 'lucky gambler' talent to be gained by hobb ranger who keeps fumbling on luck elsewhere.
An alternative to automatically gaining a new talent each level is that the GM weaves it into a quest as part of the character development. Does the combat mage want to learn the history of Khosht? Make provision within the campaign for her to go and spend some time studying it. Perhaps have them find a book about Khosht in a dungeon.
This method makes gaining talents more logical and more involving for the players.
A Guide to Uruks {T&T}
No doubt Ken St Andre had in mind Tolkien's Uruk-Hai when he came up with the Uruk race. Having similar features and origin, the Uruks (sometimes referred to as Urooks) are essentially the Orcs of Trollworld. They are ugly, tough and live in small tribes, usually hidden away in mountain ranges.
It's true that the Uruks have probably had the biggest impact on Trollworld, even more so that the elf wizard Khazan. They were created by an elven wizard known as Loopo the Mad Mage, who bred his new race from magically mutated elves. This was during the world-spanning Wizard Wars, which saw hundreds of powerful 'God Wizards' battle it out for supremacy. Loopo took his army of Uruks and marched against the other wizards and spread the creatures throughout Trollworld.
Not much is known about Loopo. It is said that his birth name was Loo-polierol-Loo, which is a name that uses typical elven naming conventions. He was eventually banished from Trollworld by the mighty elven wizard Nin-durjiel-Nin at the battle of T'Shanshinarr. The Uruk forces were decimated and from then became little more than wandering tribes with no power to unite them like Loopo once did.
While Loopo was still around, Zweetz, the alien-bird serpent wizard, kidnapped thousands of Uruks and took them to a desert island where he shaped them for a millennia into a new race: the Cyurks.
Many thousands of years after the Uruks became nomads, there was a sudden explosion in their population and tribes, led by powerful Uruk shamans, began to raid the human lands. This became a time of great fear for humans as attacks from tribes were frequent and devastating. One of the worst atrocities came from the razing of the city of Herome by Uruk and Ogre allies. Nine-tenths of the population was murdered and the rest were saved by the dwarves, who took them into their citadel - Thrindol.
After many more attacks, including one on a newly rebuild Herome, the 'good kindred' of dwarves, elves and humans decide to form an alliance to take down the Uruk threat once and for all. Led by the wizard prodigy Khazan, the Uruk Wars begin, lasting 62 years.
The Uruks and their monster allies are eventually defeated by Khazan's forces and driven underground, where most of them currently live.
Uruk/Urook characters have the following stats: STx1.25, CONx1.25, DEXx1, INTx0.75, LKx0.75, CHAx1, WIZx1, HTx1, WTx1.25
As monsters, they have the following ratings:
Uruk Lvl 1: MR 40 (5d6+20)
Uruk Lvl 4: MR 100 (11d6+50)
Warriors generally carry a small shield and a crude weapon such as a scimitar or a spear. At low level armour will be negligible, but more powerful Uruk wear scale or ring-jointed plate. Shamans will generally be unarmoured at all levels, but are able to use spells at their level or below. Because of the brutal nature of the race, shamans are more likely to use combat spells such as Blasting Power and Freeze Please.
Uruks typically name their tribes after vicious animals, such as the Black Wolf and Frost-Bear. Due to their history with the good kindred, the Uruk do not take kindly to mainly humans, dwarves and elves, but some have integrated into society and can be particularly found in more 'liberal' cities like Khazan, whose current ruler is the part Elf, part Uruk Death Goddess.
Why Tunnels & Trolls would make a great wargame {T&T}
Recently I re-read A Fragmentary History of Trollworld, a short tome that outlines this history of T&T's default campaign setting.
While T&T is often looked at as a comedy game, it actually has a rich and rather serious back story, full of notable heroes, villains and epic wars. From the massive Wizard Wars spanning thousands of years, through the Uruk Wars where monsters rise against 'good' kindred, and the siege of Khazan; there's loads to go on, which leads me to think that T&T would make a great basis for a wargame.
The rules are loose enough that they could possibly be incorporated into the wargame. Each unit could have its own Unit Rating, similar to a Monster Rating, which could derive its abilities. However, it would probably be best to create entirely new, but simple, rules for this new type of game. In fact, using a system like Hordes of Things or the like could be just the trick. For smaller skirmishes Songs of Blades and Heroes would be a great ruleset.
Here are just some of the ideas I've had for scenarios:
The Elven-Trollish Wars - The Attack on Kharg
In ancient times, the elves and trolls raged a fierce war with one another. The war lasted for thousands of years, eventually culminating in the elven attack on the trollish city of Kharg. This could either be a massive game where the elves must breach the city walls and capture the capital building while the trolls try to stop them.
The Dwarven-Elven Wars
In A Fragmentary History it is said that the elves and dwarves found in small skirmishes rather than huge battles. You could do a million things with this, including having the dwarves' objective be to capture an elfin emissary or get an elf mage into the right position to cause an earthquake to raze a dwarven stronghold.
The Monster Wars - The Jungle of the Naga Realm
The great wizard Khazan united all good kindred in a huge war against monster-kind. Part of this war consisted of a crusade into the jungle realms of the Naga snake people. In the history, the attackers are overwhelmed by Naga magic and almost completely eradicated, but this scenario could easily be balanced for a more fair fight.
There are plenty of other notable battles and skirmishes in Trollworld's history and I think it would be a waste if somebody didn't play some of them out as a wargame.
Dammit! {T&T}
I've just been reading Ken St. Andre's latest blog post about T&T Dwarves and this part made me kick myself: "Seeing a Medusa does not turn a Dwarf to stone."
Buggar! If only I knew that when I was running through Halls of the Gorgon. I'm assuming Ken's 'Medusas' and Holmes's 'Gorgons'are the same thing.
The quest sandwich {Campaigns}
From reading various bits and pieces on the internet, I can see that different people go about structuring their D&D campaigns in a variety of ways.
Some will go for a more 'adventure of the week' approach where the PCs work their way through individual scenarios that are loosely tied together. Others will have one massive arc spanning from level 1 to 30. There are even those brave few who run sandbox campaigns where the PCs are free to roam and find their own adventures.
Then again, I'm sure others do exactly what I do: the quest sandwich. From the outset I established a few enemies who were tied to an even bigger bad with some world-conquering scheme. Seventeen levels in and the PCs are still following the same arc - but that isn't to say I don't throw the 'adventure of the week' in too.
Essentially, the quest sandwich model is where you have a large over-arching quest (i.e. to stop an evil person from waging war on the world), smaller important quests that are tied to this one (i.e. getting favour from border kings to send their troops against the big bad), and then even smaller quests that serve as an 'adventure of the week' that aren't necessarily tied to the main quest (i.e. to gain favour, the king asks the. PCs to rid local caves of a rogue sorcerer). Of course, when we've zoomed into this tertiary quest, we can assign secondary quests, such as having to bring the sorcerer's stolen magic books back to the university.
I find this interwoven quest method to be more interesting than having a loosely tied adventure of the week, as it offers lots of fuel for further adventures. The DM is able to spark off every one of those tiers, right down to the secondary quests, to give the PCs something more to do.
Anyway, I thought I'd share my campaign model with you and I'd be interested to hear how you guys run a campaign.
Labels: campaigns
Micro-solo 2: The Mine of the Wretch King {T&T}
Welcome to the second Trollish Delver micro-solo: The Mine of the Wretch King. Since you'll be flung straight into the adventure, take sometime before to spend some gold and stock up using the equipment tables in the rulebook (whichever you may be using). Enjoy!
The Mine of the Wretch King
You are listening intently to the conversation two dwarves are having next to you in the pub.
"Did you hear about Folli? He went into that damned mine looking for Heglock's gold and never came
back. What a fool!" The other rolls his eyes and glugs his mead.
"Not the smartest, that Folli," he wipes his mouth with the back of his hand, "But I don't blame
him. Heglock's Mine is said to be filled with riches."
The thought of all this potential money interests you, so you proceed to ask them there whereabouts
of the mine. They reluctantly tell you after pestering them and before long you're on your way.
When you reach the mouth of the mine you see there are two tunnels, both very dark. Go down the left tunnel (go to 6)
or go down the right tunnel (go to 8)
You enter a small cavern. The decomposing body of a white-bearded dwarf lies here. It looks
like all valuables have been taken from him except a jewelled dagger that he grasps in his hand.
Do you take the dagger? (go to 7) or keep going? (go to 5)
You quickly duck behind a large rock and watch as three little grey creatures walk by, each
carrying crude weapons and wearing ripped cloth armour. When they are out of sight, you
emerge from your hiding place and continue into the mine (go to 2).
The cart contains a badly beaten helmet (4 hits). Go to 2.
After meandering through a complex labyrinth of tunnels, you reach the main mine. It's a massive
cavern consisting of multiple levels and large chasms. At the far end of the cavern a large
three-eyed green creature sits on a stone throne. It has a mane like that of a lion and the
tongue of a snake, which darts in an out. You recognise it as a Dredgeclaw - a monster
that's frequently referenced in bedtime stories. The Dredgeclaw is surrounded by a handful of
Mine Wretches, who clearly worship the creature. Next to the throne is a pile of glittering gold.
You quietly move closer to the gold, but soon you're spotted by one of the Wretches, who cries
out and draws its blade. You're now surrounded by four of the creatures and must fight your way
out. They each have MR7. Once you have defeated them, go to 10.
If you don't have a light source then make a L1SR on LUCK. If you fail, you trip and smash your face
on a rock. Take 2 CON damage and continue.
After walking for some time, you start hearing scrabbling sounds up ahead. Suddenly you're
hearing voices and they're coming your way! Do you hide behind a rock? (go to 3), stand your ground?
(go to 9) or flee to the entrance? (go to 1)
Roll a L2SR on INT. If you succeed, you realise that the dagger has been placed there as a marker
to indicate the corpse is infested with a Shreiking Parasite, so you avoid it and keep going
(go to 5). If you fail, as soon as you remove the dagger you hear a shrill cry coming from
within the corpse. Suddenly, a worm shoots out of the torse and tears at your flesh. Take 1d6 CON
damage. You now carry the Minerot disease, which saps 1d6 strength at the start of every paragraph
from now. However, you also have a damaged jewelled dagger (2+3) worth 30gp. If you're still alive
you continue onwards (go to 5)
on a rock. Take 2 CON damage and continue. You walk down further into the musty belly of the mine
and arrive in a wide, cavernous room. You see a badly damaged mine cart on its side and an exit
to the north. Do you check the cart? (go to 4) or continue north into the mine? (go to 2).
Three squat creatures with pinprick red eyes scuttle around the corner into plain view. They have
grey, bumpy skin and long, beak-like noses. They wear crude cloth armour and carry badly-crafted
swords and maces. The creatures spot you and with a cry they charge. You must face three
Mine Wretches, which have MR7 each. If you defeat them, you can take any of the following:
Crude Blade (2+2), 3gp and a Bone Necklace worth 20gp.
You continue through the mine (go to 2).
As the last one falls, the Dredgeclaw, who was watching the whole time, stands up and roars. He
picks up a massive hammer that was leaning against the throne and stomps towards you.
The monster swings wildly at you. Make a L1SR on DEX to avoid the blow or take 1d6 CON damage
ignoring armour. Now it's time to fight.
Dredgeclaw
Special Damage: 1/1
Special Abilities: Hammer Swing - Every round the player must make a L1SR on DEX or take 1d6 CON
If you win, the mine begins to rumble and shake. It looks like the Dredgeclaw enchanted itself
so that when it dies, its fortune goes with it. You grab a sack that's lying around and shovel as much
gold in as possible (800gp). You also find a Windforge Mace (5+5). You sprint through the crumbling tunnels towards the dim light of the outside world. The mouth of the mine collapses as you dive onto the soft grass outside and breathe a sigh of relief. Your adventure is over, well done. Take 1000AP for your valiant efforts in the mine of the Wretch King.
Labels: microsolo, tunnels and trolls
T&T character type: Starwatcher {T&T}
The universe is a vast and confusing place. There are few in Trollworld who have managed to even start the intellectual voyage into the unknown depths of space, but those who have dared to do so have discovered the ancient secrets of the cosmos.
Starwatchers are students of the universe who usually spend their whole lives researching the things that are beyond the sky. There are very few Starwatchers, mostly due to the fact that their studies are likely to send them mad when they come upon the power of the cosmos. Those who don't turn into lunatics learn how to wield the power of the stars as wizards use the powers of magic. However, the cosmic power is still created from kremm and therefore follows the same rules.
Prerequisites: 13+ WIZ, 14+ INT
Prime Attributes: WIZ/INT/CHA/LK
Recommended Talents: Star Navigation (INT), Cosmic Knowledge (INT), The Universe is With Me!* (LK)
*Starwatchers are pretty lucky as it seems that the universe is watching out for them.
Special Abilities:
Cosmic Scrying: Once a day the Starwatcher can look to the universe for guidance. The GM can give a clue to help her in some way.
Labels: characters
The Whisperer in Darkness at Leeds International F...
Why Dungeons and Dragons was the BEST movie ever {...


text:
Mineralization of carbon-14-labeled plant residues in conventional tillage and no-till systems
Sharifi, M., Zebarth, B.J., Burton, D.L., Drury, C.F., Grant, C.A. (2013). Mineralization of carbon-14-labeled plant residues in conventional tillage and no-till systems, 77(1), 123-132. http://dx.doi.org/10.2136/sssaj2011.0064
Tillage systems are known to influence the quantity and quality of soil organic C (SOC); however, it is unclear if tillage also changes the soil catabolic capacity (the ability to decompose C substrates). This study compared soils from two contrasting tillage systems, no-till (NT) vs. conventional tillage (CT), with respect to their ability to catabolize a common 14C-labeled substrate. Intact core samples from the 0- to 5-cm soil depth under CT and the 0- to 5- and 10- to 15-cm depths under NT were collected after 14 yr of winter wheat (Triticum aestivum L.)-corn (Zea mays L.)-soybean [Glycine max (L.) Merr.] rotation. Soil cores received a common substrate ( 14C-labeled wheat residues) either surface applied or incorporated into the soil. Decomposition of the 14C-labeled residues, soil mineral N concentration, and soil microbial biomass 14C (MB 14C) were monitored for 86 d at 25°C. Respiration of 12CO2 from native SOC was greater at 0 to 5 cm under NT than CT but did not vary with depth under NT; there was no significant effect of tillage system or depth under NT or residue placement on respiration of residue 14CO2. Incorporation of 14C residues increased MB14C compared with surface application, indicating a greater efficiency of C utilization. For the soils and residues used in this experiment, there was no evidence of an effect of tillage system on soil catabolic capacity, and differences in soil microbial activity between tillage systems were attributed only to differences in the quantity and quality of C substrates. © Soil Science Society of America.

redpajama_set_name: RedPajamaCommonCrawl


During the 2014 Regular Season, the Seattle Seahawks had their way with the Arizona Cardinals in Week 16, the 35-6 score belying the fact that they notched five touchdowns on a franchise-record 596 total yards.
In case you're suffering from distraction on account of a busy grill sesh or the like, we'll remind you that a football field, end to end, is 100 yards long, which means that, in a half-hour of possession, the Seahawks were able to march up and down it nearly six times. That was helped by the fact that the team averaged nearly nine yards per play, according to ESPN.
While this was a record for Seattle, it is far from the highest yardage ever seen in the post-merger NFL. Thanks to Pro-Football-Reference, we were able to dig up the most impressive offensive performances in NFL history — after the merger, natch — but we've got one requirement: Since the Seahawks broke their record in the standard allocated time, we disallowed overtime games from the list.
Even though professional football's overtime doesn't have to net a team any extra yardage, we thought it'd be more interesting to see which teams could put down the hammer in regulation.
As with the Seahawks, Detroit's 2013 victory over the Dallas Cowboys doesn't come with a score you might expect from a game that saw Calvin "Megatron" Johnson rack up 329 yards, but by looking at the box score, it's plain to see that Matthew Stafford and company were having some serious trouble converting all that offense into points on the board. The Lions barely scraped by with a one-point victory, complete with a furious comeback in the fourth quarter.
Depending on the time of day and the tides, and whether Mercury is in retrograde (or whatever), Drew Brees is either the best quarterback in the NFL or simply one of the best quarterbacks in the league. On November 10, 2013, Breesus was playing at the peak of his ability, throwing four touchdowns for 392 yards. That was bolstered, though, by Mark Ingram and the Saints' running game, which notched more than 200 yards in total — Ingram was responsible for 145 of them on just 14 carries.
Same song, second verse. Because this game was against the Lions, it evolved into a serious shootout: Stafford tallied 380 yards and three touchdowns, while Brees once again put down a convincing case for his stellar reputation, going for 466 yards and three touchdowns of his own. The difference, just like the last exmaple, was in the rushing game — the Saints' ground game was able to tough out an additional 160 yards.
Wearing their hideous throwback uniforms, the Steelers put on a decidedly modern display of how to stomp another team in the NFL with their late-October victory over the Indianapolis Colts during the 2014 season. A 51-34 victory is rough enough, but when more than 500 of your team's yards come from the quarterback, who also happens to throw six touchdowns with nary an interception in sight, you're looking at one of the best displays of a professional-grade offense ever.
The least modern team is still the best in terms in total yardage, as the San Diego Chargers, featuring Kellen Winslow — not the Kellen Winslow you're thinking of, but this one — dropped close to 700 yards on the Cincinnati Bengals all the way back in 1982. You can check the box score here. It's another one of those games that reads, after the fact, like something that should've been a much larger blowout than it was. To the Chargers' credit, though, the Bengals did approach the 500-yard marker on their own, even though they lost by 16 points.
For the complete list of the highest yardage totals in modern NFL history, click here.


Home » Alderman Harris 8th » Alderman Harris, 8th Ward Developer, Contractor, and Architects Meeting for Montclare Senior Residents.
We had a great community meeting with Developers, Contractor and Architects about our new Montclare Senior Residents of Calumet Heights coming to 94th and Stony Island. We are also excited to welcome our new dine-in restaurant Huddle House coming to that location!!
2019 Voter Guides Chicago City Councils by WTTW.
Pink Giraffe Art Studio presents its first Vision Board Party!


text:
In calculus, a branch of mathematics, the third derivative is the rate at which the second derivative, or the rate of change of the rate of change, is changing, used to define aberrancy.[1] The third derivative of a function y=f(x) can be denoted by
Other notations can be used, but the above are the most common.
Mathematical definitions
Let . Then , and . Therefore, the third derivative of f(x) is, in this case,
or, using Leibniz notation,
Now for a more general definition. Let be any function of x. Then the third derivative of is given by the following:
The third derivative is the rate at which the second derivative (f''(x)) is changing.
Applications in geometry
In differential geometry, the torsion of a curve — a fundamental property of curves in three dimensions — is computed using third derivatives of coordinate functions (or the position vector) describing the curve.[2]
Applications in physics
Main article: Jerk (physics)
In physics, particularly kinematics, jerk is defined as the third derivative of the position function of an object. It is basically the rate at which acceleration is changing. In mathematical terms:
where j(t) is the jerk function with respect to time, and r(t) is the position function of the object with respect to time.
Economic example
U.S. President Richard Nixon, when campaigning for a second term in office announced that the rate of increase of inflation was decreasing, which has been noted as "the first time a sitting president used the third derivative to advance his case for reelection."[3] Since inflation is itself a derivative—the rate at which the purchasing power of money decreases—then the rate of increase of inflation is the derivative of inflation, or the second derivative of the function of purchasing power of money with respect to time. Stating that a function is decreasing is equivalent to stating that its derivative is negative, so Nixon's statement is that the second derivative of inflation—or the third derivative of purchasing power—is negative.
Nixon's statement allowed for the rate of inflation to increase, however, so his statement was not as indicative of stable prices as it sounds.
Derivative (mathematics)
↑ Schot, Stephen (November 1978). "Aberrancy: Geometry of the Third Derivative". Mathematics Magazine. 5. 51: 259–275. doi:10.2307/2690245. JSTOR 2690245.
↑ do Carmo, Manfredo (1976). Differential Geometry of Curves and Surfaces. ISBN 0-13-212589-7.
↑ Rossi, Hugo (October 1996). "Mathematics Is an Edifice, Not a Toolbox" (PDF). Notices of the American Mathematical Society. 43 (10): 1108. Retrieved 13 November 2012.


When a doctor asked Esther Gichumbi if she wanted to fight cervical cancer that had struck back the second time and burrowed deep into her lungs, she took a few seconds to answer.
"I felt like he was asking me, 'do you want to let go and die or do you want to try living? I didn't like what he said. He told me it was stage 4 cancer. When I heard stage 4, death came to mind," she says laughing.
At 26, no woman would ever think she would be fighting against cancer that has spread from the cervix to the right lung, aggressively stalling the dreams of becoming a nurse.
For Ms Gichumbi, it is a nightmare that came too early in life, and that she hopes will end soon.
Two years ago, she started having abdominal pains.
"I couldn't really tell whether the pain was in the lower abdomen or the stomach. I went from one hospital to another, different doctors, different diagnosis. I was treated for amoeba and even given deworming drugs," she says.
Unlike most women with cervical cancer who seek treatment after bleeding heavily for months, Ms Gichumbi's menses had not lasted long. At one time, she bled for 10 days, unlike the normal five to seven days.
"I used to have heavy periods when I was younger, so I thought it was normal. But when I started bleeding a week after the menses, I went to see a gynaecologist. After waiting for him from 8am to 1am, he said he couldn't examine me because I was bleeding. He told me to come back after a month," she says.
After one month, she went back to the gynaecologist but "he was too busy to see private patients".
"I went to another gynaecologist and he tried to take a Pap smear sample but he could not because there was a big tumour blocking the cervix. He asked me to do a biopsy instead," she says. The tests took five days and during this period, even though she was a nurse, cancer never crossed her mind.
"Worst case I thought it would be an STI [sexually transmitted infection]. I picked the results and being a trained nurse, I tore the envelope and my eyes went straight to the conclusions. I saw keratinised squamous cell carcinoma, words that broke my heart into pieces. I threw the envelope. My mother asked what I had read and I told her, 'They say I have carcinoma'. I knew she did not know what carcinoma meant," she says.
Cervical cancer, caused by sexually transmitted human papillomavirus (HPV), carries a lot of stigma and self-shame.
Since HPV usually causes no symptoms, most men can pass it on without realising it.
A majority of women blame themselves for the disease yet there are others who have a rare type that is not associated with having multiple sexual partners or having had multiple pregnancies.
They may have an inherited condition that makes them less able to fight off HPV infection than others.
"I spent the whole weekend blaming myself, but now I don't. I didn't pray. I thought that I had predisposed myself to cancer. I hated myself, cursed myself, hated my boyfriend. I hoped that it was an early disease that would be surgically removed without chemo," she says.
The first doctor suggested a hysterectomy (removal of the uterus) and then chemotherapy and radiotherapy treatment.
"I am too young, I don't have a baby. If I did a hysterectomy, I will never ever have my own baby. I also feared going into early menopause," she says.
The second doctor suggested chemotherapy, radiotherapy and brachytherapy. That time the cancer was at stage 2b.
After four months of treatment, Ms Gichumbi counted herself lucky. The cancer was in remission, the doctor said, although there was some fluid in her lungs that was no cause for worry.
"It was a clean slate in January 2018. I gave my body time to recover and started looking for work in March," she says.
She got a part-time job. Then one day she started having chest pains radiating to the back. "I was taken to a clinic nearby and they assumed it was pneumonia.
Without even doing an X-ray, I was given intravenous antibiotics for three days. A few weeks later the pain started again.
This time I did an X-ray. My chest was clear," she says. She was given anti-histamine drugs and painkillers but the pain never subsided.
She went to another doctor who treated her for "paranoia and acidity." The fourth doctor asked her to do a CT scan.
"It showed I had one large mass on the right lung, three nodules and fluid. He told me to do a biopsy to see if it was TB or cancer. I was so sure it was TB but it wasn't," says Ms Gichumbi.
When cancer recurs, it drags along misery, unexplainable pain and higher costs of treatment.
"When the doctor told me to go home and think about the new treatment which would be harsher and costlier, I told him 'No, we start right now'.
And after the first chemo, my hair fell off," she says. After nine weeks, she did another test to see if the new chemo drugs were working.
"All I was praying for was that the tumours had reduced and not spread. The results came back and the chemo was not working. The tumours had actually grown bigger. I cried and thanked God they hadn't spread," she says.
She was put on a new treatment regime, bevacizumab, a drug that improves survival with advanced cervical cancer. But it is expensive.
A dose costs Sh120,000 and she may take it for one or two years. This drug works differently than chemotherapy and helps starve tumours and prevent them from growing.
So far, the tumours in her lungs have shrunk by 10 percent.
"By 26, everyone has big dreams. I had pictured myself in my own house, with a job, financially helping my parents.
Most of my age-mates are married. Others have children even though they have no husbands. If God allowed it to happen the second time, then I stand with Psalm 118:17," she says.
This article was first published in the Business Daily. The Cancer Warrior story series tells the stories of cancer survivors.


text:
The Killing Song is a fantasy novel by Don Bassingthwaite, set in the world of Eberron, and based on the Dungeons & Dragons role-playing game. It is the third novel in "The Dragon Below" series. It was published in paperback in December 2006.

Plot summary
The adventurers from The Grieving Tree prepare for war against the dragon Dah'mir.

Reception
Pat Ferrara of mania.com comments: "The final installment of The Dragon Below Trilogy is just as much fun as the rest of the novels. [...] Don proves he can handle two separate plotlines at the same time while smoothly integrating them into the whole story. This worked well in the novel but also limited the potential of character interactions (I love Geth and Singe's unstable friendship). I also felt the ending to this book was a little rushed. Maybe it's just because I enjoyed this series so much but it seemed like all of a sudden the gang was split up and moving in their own separate directions, which made me sad."

References

2006 American novels

Eberron novels

redpajama_set_name: RedPajamaWikipedia


text:
Preschools Arvada
West Woods KinderCare
Schedule a tour of your local KinderCare today!
14449 W 63rd Pl Map
301564@klcorp.com
@kindercare
www.kindercare.com
Preschools In Arvada Co
West Woods KinderCare located at 14449 W 63rd Pl in Arvada, CO is designed with your child's fun, health, safety, and childhood education in mind.
West Woods KinderCare can be found at 14449 W 63rd Pl . The following is offered: Preschools - In Arvada there are 6 other Preschools. An overview can be found here.
Keywords childcare, child care, daycare, preschool, infant care.
Your review for West Woods KinderCare
Check , Discover
Diane Case
Diane has worked at KinderCare for 18 years and has been the Center Director of West Woods KinderCare during the entire 18 years. She earned her Bachelor of Science Degree in Human Development and Family Studies with an emphasis in early childhood education from Colorado State University. She also received her Elementary Teaching License (Kindergarten-sixth grade) from University of Northern Colorado. Her previous experience includes Kindergarten Teacher and Assistant School Director. Diane has been working with children in many aspects for over 25 years. She absolutely loves building relationships with the children, the families and her team.
Tonya Ruelas
Tonya has worked for West Woods KinderCare for approximately 16 years. She has her Director's Certification from Red Rocks Community College and is working towards her Associate of Science Degree in Early Childhood Education. Tonya has worked with every age group from infants to school age children. Her experience allows her to be extremely successful as an Assistant Director. Tonya is dedicated to the children and families of West Woods KinderCare and her goal is to enrich the lives of children through education, positive guidance, support and love.
Ms. Hillary
Ms. Hillary has worked at West Woods KinderCare for the past ten years and is a core member our team. Hillary has a background in Early Childhood Education and is working on earning her Child Development Associate's credential. Ms. Hillary has a vast amount of experience working with infants and toddlers. She has a passion for children and she loves to watch them learn and grow.
Ms. Brenda
Ms. Diana
Ms. Diana is from the Philippines, and this is where she earned her Bachelor of Science Degree in Elementary Education. She has worked at West Woods KinderCare for over five years. Ms. Diana received her Child Development Associate's credential, with an emphasis in the infant and toddler age group. She loves every child in her care.
(303)432-9445 (303)-432-9445 +13034329445 (877)546-3372 (877)-546-3372 +18775463372
Map 14449 W 63rd Pl


text:
Computer & Software Services & Scient...
CAPITAL PHYSICIANS NETWORK
CAPITAL PHYSICIANS NETWORK Trademark Information
Trademark by Capital Physicians Network, Inc.
arranging provision health care services billing group buying administrative services connection provision health care services
This is a brand page for the CAPITAL PHYSICIANS NETWORK trademark by Capital Physicians Network, Inc. in *********, **********, ***** ****.
Write a review about a product or service associated with this CAPITAL PHYSICIANS NETWORK trademark. Or, contact the owner Capital Physicians Network, Inc. of the CAPITAL PHYSICIANS NETWORK trademark by filing a request to communicate with the Legal Correspondent for licensing, use, and/or questions related to the CAPITAL PHYSICIANS NETWORK trademark.
On Friday, February 17, 1995, a U.S. federal trademark registration was filed for CAPITAL PHYSICIANS NETWORK. The USPTO has given the CAPITAL PHYSICIANS NETWORK trademark serial number of 74635456. The current federal status of this trademark filing is ABANDONED - FAILURE TO RESPOND OR LATE RESPONSE. The correspondent listed for CAPITAL PHYSICIANS NETWORK is Mark R. Eaton of ********,********, ***** **** . The CAPITAL PHYSICIANS NETWORK trademark is filed in the category of Computer & Software Services & Scientific Services . The description provided to the USPTO for CAPITAL PHYSICIANS NETWORK is arranging the provision of health care services; billing, group buying, and other administrative services in connection with the provision of health care services.
Use in Commerce Trademark - Applicant has provided proof of use of this mark in commerce to USPTO.
Scientific and technological services and research and design relating thereto; industrial analysis and research services; design and development of computer hardware and software.
First Use Anywhere:: 3/29/1994
First Use In Commerce: 3/29/1994
Word mark: CAPITAL PHYSICIANS NETWORK
ABANDONED - FAILURE TO RESPOND OR LATE RESPONSE
Goods and Services: arranging the provision of health care services; billing, group buying, and other administrative services in connection with the provision of health care services
Capital Physicians Network, Inc.
Mark Drawing Code: Drawing/Design + Words
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CAPITAL PHYSICIANS NETWORK is providing arranging the provision of health care services; billing, group buying, and other administrative services in connection with the provision of health care services.


TriggerAction implementations process events generated by triggers in order to ensure the cluster's health and good use of resources.
Currently two implementations are provided: ComputePlanAction and ExecutePlanAction.
The ComputePlanAction uses the policy and preferences to calculate the optimal set of Collection API commands which can re-balance the cluster in response to trigger events.
Currently, it has no configurable parameters.
The ExecutePlanAction executes the Collection API commands emitted by the ComputePlanAction against the cluster using SolrJ. It executes the commands serially, waiting for each of them to succeed before continuing with the next one.
If any one of the commands fail, then the complete chain of actions are executed again at the next run of the trigger. If the Overseer node fails while ExecutePlanAction is running, then the new Overseer node will run the chain of actions for the same event again after waiting for any running Collection API operations belonging to the event to complete.
Please see SolrCloud Autoscaling Fault Tolerance for more details on fault tolerance within the autoscaling framework.


More on the AVTEQ Executive Series Media Cart with Integrated 70 in. TV Mount and 10RU Rack Mount RPS-500S below.
AVTEQ's RPS-500S can support one display 37" to 70". This rollabout stand has many features which make installing and using videoconferencing equipment quick and easy. The RPS-500S has sleek contemporary lines with one adjustable height shelf and an adjustable height camera platform.
Supports one plasma or LCD screen up to 70"
*Also available in a dual screen model which holds two screens 37" to 52" each. See the RPS-500L in the related products below.
Click HERE for product video.