French Cinema: A Student's Guide
Average customer rating: Not rated
    French Cinema: A Student's Guide
    Philip Powrie , and Keith Reader
    Manufacturer: A Hodder Arnold Publication
    ProductGroup: Book
    Binding: Paperback

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    1. French Film : Texts and Contexts French Film : Texts and Contexts
    2. French Cinema: From Its Beginnings to the Present French Cinema: From Its Beginnings to the Present
    3. The French Cinema Book The French Cinema Book
    4. Apprentissage du Cinema Français (French Cinema) Apprentissage du Cinema Français (French Cinema)
    5. Contemporary French Cinema: An Introduction Contemporary French Cinema: An Introduction

    ASIN: 0340760044

    Book Description

    The study of French cinema has expanded dramatically in recent years, as it is increasingly taught alongside literature in modern language departments. Many entrants to courses have no previous experience of film study. This book, written by two leading scholars of French film, offers students an introduction to the history and theory of French cinema, while giving them an understanding of the concepts and techniques involved in the study of film. It also contains a model essay, sample film analyses, and an appendix of statistics, filmography, bibliography and glossary, making this book an indispensable and comprehensive resource.
    French Cinema : A Student's Guide (A Hodder Arnold Publication)
    Average customer rating: Not rated
      French Cinema : A Student's Guide (A Hodder Arnold Publication)
      Philip Powrie
      Manufacturer: A Hodder Arnold Publication
      ProductGroup: Book
      Binding: Paperback
      ASIN: B000OVFUO6
      FRENCH CINEMA: A STUDENT'S GUIDE
      Average customer rating: Not rated
        FRENCH CINEMA: A STUDENT'S GUIDE
        PHILIP POWRIE
        Manufacturer: A Hodder Arnold Publication
        ProductGroup: Book
        Binding: Paperback
        ASIN: B000OVFUQO

        Be Elvis! A Guide to Impersonating the King
        Average customer rating: 5 out of 5 stars
        • Buy it, fans of the King!
        • He's a hunka-hunka burning showman!!
        • THIS NEEDED TO BE WRITTEN
        • Fascinating Details About Elvis and His Impersonators
        Be Elvis! A Guide to Impersonating the King
        Rick Marino , and Adam Woog
        Manufacturer: Sourcebooks
        ProductGroup: Book
        Binding: Hardcover

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        1. Impersonating Elvis Impersonating Elvis

        ASIN: 1570715564

        Book Description

        spangly sunglasses, this hilarious yet practical step-by-step guide will enchant everyone who's ever wanted to capture the flashy and seductive charm of Elvis.

        Learn from Rick what it's really like to be the King, from the peanut butter and banana sandwiches and bellbottoms to the adoring fans, from the scent of Elvis' favorite cologne to the way it feels to slip into your own gem-studded jumpsuit, and much, much more!

        Customer Reviews:

        5 out of 5 stars Buy it, fans of the King!.......2002-02-06

        Great mirrored cover, a must for the completist.Very entertaining!

        5 out of 5 stars He's a hunka-hunka burning showman!!.......2001-07-16

        Being from Jacksonville, and a big fan of Rick's, I recommend this book for everyone whether you want to be Elvis, Priscilla or Lisa Marie!! Full of memorable pics of Elvis, Rick performing and pics of him with Celebs like Sarah Jessica Parker from "Honeymoon in Vegas". The book is colorful, entertaining and fun for any library! Rick is the "King" of showman himself, so slip into your blue suede shoes, lean back relax and enjoy "Be Elvis" - it rocks just like Rick and the forever King!

        5 out of 5 stars THIS NEEDED TO BE WRITTEN.......2000-12-06

        As a collector of the unusual , I found this highly entertaining. I have seen plenty of Elvis impersonators in my day, and this struck me as amazing that there is a how to book...

        A great gift for an elvis fans everywhere

        5 out of 5 stars Fascinating Details About Elvis and His Impersonators.......2000-10-23

        "Wise men say, only fools rush in. But I can't help falling in love with you." That should help put you in the mood for reading this review. "You ain't nothin' but a hound dog!"

        Although this book is about impersonating Elvis, I was intrigued about the many details about how Elvis achieved his effects on his audience.

        The author is an Elvis impersonator who is president of the Elvis Impersonators International Association. You will learn almost everything you need to know to look, sound, and act like Elvis in a way that will stimulate those who meet you. After this book is widely read, Elvis sightings should definitely soar!

        You get instructions for creating your own Elvis costume for around $170 (if you do your own sewing and can rent some blue suede shoes). If you are like me, you didn't know that Elvis used lots of make-up in his stage appearances. You will learn how to put that make-up on yourself, as well as dye your hair the right color (yes, Elvis dyed his hair, too).

        If you are simply a loyal Elvis fan, you can be more like him by using only the products he did (Brut, Colgate toothpaste, Wella Balsam shampoo, Neutrogena soap, Scope and Listerine), so you can smell as nice as he always did.

        The book contains instructions for making your entrance, putting together songs in the way Elvis would have done, and making a splashy exit. I never would have thought of hiring people to pretend to be your bodyguards.

        You are cautioned to keep your act and costuming in sync.

        If you do decide to become an impersonator, you get lots of marketing advice as well.

        After Elvis died, many people resented impersonators. Since then, many people hunger for more Elvis and the impersonators have gotten better. Somewhere between 3,000 and 10,000 people now do Elvis impersonations. After this book, that number and quality will surely grow.

        There is a lot of good humor in the book about what it is like to be an impersonator. Sometimes you can pick up tickets left for Elvis at the box office. Other times you may get a chance to advise on or appear in a movie, as the author did.

        The many wonderful photographs of Elvis make this book fun to look at for Elvis fans.

        There was only one let-down. The author says, "I firmly believe Elvis is dead." Maybe I'll have to go see an impersonator show after all.

        You can enjoy this book as a serious look at Elvis, as a serious look at being an Elvis impersonator, or simply as good humored fun. In any dimension, you'll enjoy yourself!

        After you have finished reading and enjoying your Elvis reveries, I suggest that you think about what else may be missing from your life that you once greatly enjoyed. How can you recapture that? This may mean revisiting old haunts, taking on new "old" experiences, or making new friends who share the old preferences. In any event, allow yourself to be real about what you once enjoyed. You can enjoy your youth at any age!

        "Uh, thankya, thankya . . . very much!"

        Impersonating Elvis
        Average customer rating: 4.5 out of 5 stars
        • Leslie's work is great!
        • Finally...a FAIR portrayal of Elvis Impersonators
        • A must -have for Elvis info lovers
        Impersonating Elvis
        Leslie Rubinkowski
        Manufacturer: Faber & Faber
        ProductGroup: Book
        Binding: Hardcover

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        1. Be Elvis! A Guide to Impersonating the King Be Elvis! A Guide to Impersonating the King

        ASIN: 0571199119

        Customer Reviews:

        5 out of 5 stars Leslie's work is great!.......2003-01-09

        I know Leslie and heard her read parts of this book out loud and describe how she wrote it. She is an excellent journalist and her book is funny, witty and excellently written!

        4 out of 5 stars Finally...a FAIR portrayal of Elvis Impersonators.......1999-07-16

        I'm an Elvis Tribute Artist from Maryland ("Dave Elvis") and I enjoyed this book. Along with William Henderson's "I, Elvis: Confessions of a Counterfit King," it's one of the more fair portrayal of EP impersonators. No, we're not all a bunch of overweight, drugged, and unemployed guys who sit around all day in jumpsuits watching "Viva Las Vegas" and eating peanut butter and bananna sandwiches. We have jobs like everybody else, but paying tribute to Elvis is what we enjoy with our spare time and it seems to make a lot of folks happy. To whoever was responsible for the Kircus review which is, to say the least, condescending towards Tribute Artists, I have only one thing to say: You aint nuttin' but a houng dog!

        5 out of 5 stars A must -have for Elvis info lovers.......1998-12-02

        The King is still alive and kicking his heels on stage through Elvis impersonators. Rubinkowski tells their tale in a respectful manner. It would be easy to pass these folks off as kooks. Instead she allows us to follow real-life stories of Dennis Stella and Mike Memphis, among others, as well as providing a lot of information about the celebrity impersonation culture. The book is interesting, funny and touching, and I recommend it to anyone who still holds the King close to their heart.

        White Plume Mountain (Greyhawk Novels: Greyhawk Classics)
        Average customer rating: 4.5 out of 5 stars
        • A niggling flaw...
        • Great voice, humor, and action!
        • What a Ride!
        • Best three books I have ever read
        • great book, not terribly "pure" though
        White Plume Mountain (Greyhawk Novels: Greyhawk Classics)
        Paul Kidd
        Manufacturer: Wizards of the Coast
        ProductGroup: Book
        Binding: Mass Market Paperback

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        1. Descent into the Depths of the Earth (Greyhawk Novels: Greyhawk Classics) Descent into the Depths of the Earth (Greyhawk Novels: Greyhawk Classics)
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        ASIN: 0786914246
        Release Date: 1999-10-01

        Book Description

        A remorseless ranger.
        A sentient hell hound pelt with a penchant for pyromania.
        An irksome pixie who sells intrigue and information.

        Three companions who find themselves trapped in a city filled with warring priestly factions, devious machinations, and an angry fiend. To save the city, they must find three weapons of power, which lie in the most trap-laden, monster-infested place this side of Acererak's tomb: White Plume Mountain.

        Customer Reviews:

        3 out of 5 stars A niggling flaw..........2006-10-13

        I checked this book out from my local library.

        This is an average novel with a couple of bright points. The book hews well to the D&D universe, with a few innaccuracies that are pretty annoying. The characters are steretypes, as noted by other reviewers--the Justicar and Escalla are an odd couple, and neither are very attractive as people.
        The combat cleaves to the D&D system, yet feels organic. The spells and magic are also accurate to the game.

        For some reason, the churches of Bleredd and Geshtai are shown to be in violent conflict with one another...for no apparent reason. Both are True Neutral deities, although their portfolios consist of Smithing/Mining and taking care of water sources, respectively, there is no reason for them to engage in violent conflict. Their clergy being presented as proud and haughty is another matter entirely.

        Secondly, the characters besides the Justicar and Escalla are described as having to leave large amounts of gear behind on the trail. This is a ridiculous situation in a world with several inexpensive space-saving magic items that would be provided to them for this important mission, that could hold as much supplies as they could possibly need for the expedition. These items are the most utilitarian and It is not a believable part of the story, it simply showcases the "superiority" of the main characters.
        However, inside the Mountain, the Justicar and Escalla's lack of supplies is shown to be a minor detriment.

        Also, there is a flaw in how the Justicar is able to tell what has happened to the main villain that makes no sense given the identity of the villain.

        The sentient hell hound pelt Cinders is the most unique character in the book, and his exclamations are very entertaining. The idea of the Borg-like Overman was interesting and I would like to have seen more of it.

        Overall, the book fits well with the D&D universe, with a couple of major exceptions. It will be entertaining to most people but will irk those who know something about the game.

        5 out of 5 stars Great voice, humor, and action!.......2006-08-22

        Paul Kidd delivers a dead-on hit for those of us who played D&D! The voice his gives his character is pure joy, fun, and intelligent.

        5 out of 5 stars What a Ride!.......2006-06-05

        Great book. It was one of the funniest books I have read. To mix fantasy, action, and wit is very hard to do. Paul Kidd cuts to the point and does not take up a lot of time building some fantasy world with a lot of un-needed info. The story is about the charters and they are as personal as they are funny. This is a great start to a great trilogy.

        5 out of 5 stars Best three books I have ever read.......2005-12-15

        Paul Kidd's Greyhawk trilogy is simply the best trilogy of books I have ever read. I know, you're probably thinking, "What about Lord of the Rings? Or Chronicles of Narnia? Or Harry Potter? Or even the Bible?!?" Sorry, bub, Paul Kidd tops the list. Even though the characters and story are set in a far-off storybook land, I feel I can relate to the characters somehow. I love the feistiness of Escalla, the grumpiness (yet warm heart) of the Justicar, the fuzziness of Cinders, the drunk wisdom of Polk, the innocent shyness of Enid, and the courage of Henry. I love all of the characters and I was eager to turn every page and see what adventure lay ahead for the weary travelers. ....I always thought these books would make an incredible TV mini-series or even feature film (can you see Bruce Willis as the Justicar? I can). I can read these three books over and over; I never get tired of them. ...I am looking forward to Paul Kidd writing more about the Justicar and Escalla's adventures together (unless Wizards has the rights to these characters and won't let him...which would be quite a shame!)

        4 out of 5 stars great book, not terribly "pure" though.......2003-08-05

        I thought this book might be a "pure" telling of an adventure into White Plume Mountain, as in the original AD&D module. Winds up that no, this is 30 years later, AFTER whomever has defeated Keraptis in the module. Still, it incorporates many elements from the original module that leave one feeling nostaligic for the old adventuring days. The prominent use of anachronisms is pretty annoying, as is Escalla's use of terms like "J-man" and such when referring to Justicar - obviously incorporations of modern slang. That's great for Disney movies trying to hook the kiddies in, not so great for AD&D novels trying to hook the hardcore fantasy geeks like me in. Still, the flaws were few and the kudos are many. I really enjoyed this book and I'm looking forward to reading more of the Greyhawk series.
        Return To White Plume Mountain
        Average customer rating: 5 out of 5 stars
        • All Around Excellent
        • I like what I'm reading and I think you will, too
        • Simply a Great Module!
        • Intense puzzle-solving adventure for veteran heroes
        • Toadkiller Dawg says "Smart, challenging and fun!"
        Return To White Plume Mountain
        Bruce Cordell , and Penny Williams
        Manufacturer: Wizards of the Coast
        ProductGroup: Book
        Binding: Paperback

        Games & Strategy GuidesGames & Strategy Guides | Computers & Internet | Subjects | Books | Internet Games | Strategy Guides | Video Games
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        ASIN: 0786914343
        Release Date: 2002-01-01

        Book Description

        In ancient times, a sorcerer named Keraptis searched for eternal life. Within the magma domes and steam vents of an active volcano, he conducted his arcane experiments. Eventually he faded into legend, and the world heard no more of Keraptis for more than a millennium.

        Two decades ago, however, Keraptis reappeared in White Plume. The mountain and its insane lord proved too much for most, but eventually courage and justice triumphed. Keraptis was finally dead...or so the world thought.

        Now, twenty years later, a face has appeared in the volcano's smoke--the face of Keraptis himself, say those who should know. Is the vile wizard immortal after all? Or is there an even greater threat building beneath White Plume Mountain?

        The original S2: White Plume Mountain by Lawrence Schick, released in 1979, was one of the first scripted scenarios to appear for the AD&D game. If you have your own fond memories of experiences within the volcano, you will find this adventure just as fascinating, and just as deadly, as its predecessor. If you are about to tackle White Plume Mountain for the first time, it will be an experience you'll never forget.

        For four to ten characters of 7th to 10th level

        Customer Reviews:

        5 out of 5 stars All Around Excellent.......2001-05-17

        This is easily one of the best adventures for D&D that I've ever seen. It's very imaginative, well-written, and has plenty of information for DMs. It's got just enough story backing up the hack-n-slash to keep players interested, and the final encounter is monumental. It's great fun to play for both DM and PCs.

        5 out of 5 stars I like what I'm reading and I think you will, too.......2001-03-23

        The original S2 was one of the more clever and interesting A&D modules I ever read. Most of the others were just an excuse for hack and slash and grab the booty.

        The original adventure encompassed more thinking and even a little negotiation which was uncommon in 1st edition AD&D.

        So, that's why I'm happy to see a revision to the old module into a book form. This new edition has some very interesting twists and a big moral dilemma at the end which I thoroughly appreciate. It also has a method in it that potentially will ruin the lives of foolish PCs so DMs may want to be careful in playing this one out if their players aren't the thinking or cautious types.

        Overall, there's a lot more room for negotiations in this series. I like that as I'm trying to push more roleplaying in my players. Moreover, the storyline is set up with four warring factions; all evil but I plan to change that to a few neutrals since the PCs in my campaign are all good and would never negotiate alliances with evil groups.

        This game is great for an adventuring group from 7-10. I would add that they should be interested in thinking out possible traps and tricks and also be adequate (or better) at negotiations. The weapons may unbalance the game so make them either super evil, which means good PCs must destroy them, or have them destroyed at the climax (will make sense when you read it). Lastly, you may want to give the different warlords more allies as the module gave them a skeleton crew of thugs.

        5 out of 5 stars Simply a Great Module!.......2000-07-19

        In my opinion, Return to White Plume Mountain is one of the very best adventure modules out there! It features a very clever central plot, realistic encounters, logical combat situations, and several opportunities to roleplay and interact with the dungeon's inhabitants.

        This supplement provides very clear and detailed histories for both Keraptis and White Plume Mountain. The plot is unique, realistic, and intriguing. The effects of roleplaying and of interacting with the non-player characters is outlined. In addition, the dungeon crawl itself is not linear at all, allowing the players to roam at will. And the maps look great!

        Although a lot of information is presented, the module can easily be altered or customized. There is no setting specific material, so White Plume Mountain can easily be inserted into any ongoing campaign. However, no addition work is needed to fully enjoy this adventure.

        I have run this module with 3 separate groups of players, experiencing 3 very different, yet wonderfully memorable, adventures. Do yourself a favor, purchase Return to White Plume Mountain - it is worth every penny!

        5 out of 5 stars Intense puzzle-solving adventure for veteran heroes.......2000-05-02

        On the long, bitter-sweet journey through life, can you ever go back home? Sadly, no. But you can plop down and stay at some really cool motels, replete with cable, mints, and mini-fridges, on your wayward jaunt into the unknown. Such is my mundane, quasi-philosophical revelation after DM'ing this adventure. No, it's not quite as profound as the "Belarius maturity conundrum," but hey, it's enough for a few weekends' worth of glorious casual play. Which is all we really need sometimes! Old-timers (*hack, cough*) on the Greyhawk scene will probably be most enthusiastic about the adventure's detailed "world" trappings, more so than with the actual plot. Remember Erol Otus' cryptic, enchanting pictorial map of the Mountain's environs, in the original S2? Now, we actually get to meet Thingizzard (and find out why her potions are something to be wary of!), hack our way through the Twisted Thickets, and perhaps even fall into the beguiling clutches of Dragotha. But, once the adventurers venture into the shadows of a cave known to hundreds of thousands as the Wizard's Mouth, everything changes. And that's where both the problem and the beauty lie. Anyone looking for a mere re-tread of the original spectacle of Lawrence Shick's magnum opus is bound to be disappointed. It's a new age. Now, monsters need food, logical housing, a reason to live, and a reason to die. (I guess Belarius wasn't the only one psychologically scarred 20 years ago.) Dungeons need architecture. And adventures need a conclusion, answers to questions, and yes, sadly, a plot. If you can detach yourself from the nostalgia of the original, and appreciate this work as an entirely separate entity, you'll be absolutely thrilled with the sheer ingenuity of Bruce Cordell's story. I can virtually guarantee that no veteran AD&D'er will be able to figure out what's going on until they're well in over their heads. Keraptis' ancient experiments, it seems, have left quite a magical legacy; a new, mutated form of meta-magic, nearly sentient, has evolved in the dungeons below White Plume Mountain, with horrifying (and extremely amusing) repercussions. As the adventurers enter, several power-mad warlords are fighting desperately to control Keraptis' dreaded Indoctrination Center, and the notorious weapons of the first White Plume module are being used as the primary symbols of power and destruction. (I'm being intentionally vague here, because if you haven't read it, get this module! You're in for a treat.) A few of the encounters are misplaced, or over-powered - Mossmutter, a corrupted great wyrm, may well wipe out all but the most experienced adventurers in an eyeblink, and Killjoy the efreeti is more of a cardboard cutout than a true, deep-thinking nemesis. But these are merely trivial concerns - the adventure is a joy to run (and experience!), the full-color maps of the dungeons are gorgeous, and veteran players will get a serious overdose of nostalgia as they slog through the original level and witness the cataclysmic changes two decades of chaos and mayhem have wrought. New players may be overwhelmed by the colossal challenges and Byzantine intrigues awaiting them on the Indoctrination Level, but nevertheless, a great time will be had by all - and hey, if you have to lose a character, what could be cooler than having his soul schlorped into Blackrazor? Minor reservations aside (which are fixable anyway with an hour's worth of fine-tuning), Return to White Plume Mountain is easily the 2nd-best adventure of 1999. (Only Return to the Keep on the Borderlands is better.)

        5 out of 5 stars Toadkiller Dawg says "Smart, challenging and fun!".......2000-01-12

        At first thought, the original WPM would seem to be a poor candidate for a "modernized" sequel. Contemporary players would probably laugh at Lawrence Schick's 1980 classic as an archaic dungeon crawl full of over-complicated traps and large, deadly monsters that sit in tiny rooms with nothing better to do than wait for a group of PCs to come along and (hopefully) provide some much needed feed. Which, of course, is exactly what WPM was, but it was loads of fun nonetheless. Revisiting WPM and injecting a more logical and realistic story framework without destroying the familiar aspects of the original is a daunting task, but the Silver Anniversary edition succeeds beyond any expectation.

        RTWPM starts by detailing many of the mysterious NPCs and strange locales that were only hinted at in the original. Thingizzard and her potions, the cursed ruins of Castle Mukos, the Great Swamp and the dracolich Dragotha finally get their due and Keraptis' infamous Indoctrination Center plays a central role in the scenario. While these details are entertaining in their own right, the strength of RTWPM is a central plot device involving "sentient magic" that is not only consistent with the events of the original WPM scenario, but is exceedingly clever in its own right. It wouldn't do to reveal the secrets of the story here, but the execution is a brilliant example of how to create a subtlety challenging and wildly novel situation for the PCs without violating the spirit of the D&D game, using heavy-handed DM tactics or requiring a substantial rework of any existing campaign standards. The NPCs are wonderfully sketched and run the gamut from sturdy locals to deranged gnomes and rebellious efreet. Hardened veterans and green novices alike will be entertained by ample doses of humor, danger and drama that culminate with a surprise ending.

        Flaws are few and minor in nature. The map are pleasing to the eye but have been printed on the inside front and back covers which means that the DM cannot refer to the map and text at the same time, but must flip back and forth. One area (the old inverted ziggurat) has a monster that should have been encountered and destroyed by the existing denizens long before the PCs come on the scene and the answer to the feasibility of feeding and keeping happy a large number of creatures in a relatively small number of caves doesn't seem entirely adequate.

        While the nostalgic aspects may be lost on the half-dozen or so players who didn't play the original version in their youth, RTWPM will definitely entertain all comers in high fashion. Although WPM was originally set in Greyhawk, there really isn't any setting specific material here and the scenario can easily be dropped into any campaign world. Best of all, RTWPM is a veritable bargain combining a relatively low price with enough high-quality material sufficient to keep the average group of players busy for several sessions. RTWPM deserves the highest recommendation.
        White Plume Mountain (Advanced Dungeons & Dragons module S2)
        Average customer rating: 4.5 out of 5 stars
        • The pleasure of a classic dungeon module
        • The ultimate adventure for puzzle-solving heroes
        • The Greatest AD&D Module
        • A perfect example of classic AD&D gaming
        • One of the best AD&D adventures of all time? Hmmmm...
        White Plume Mountain (Advanced Dungeons & Dragons module S2)
        Lawrence Schick , and Gary Gygax
        Manufacturer: TSR Hobbies
        ProductGroup: Book
        Binding: Paperback

        ContemporaryContemporary | General | Literature & Fiction | Subjects | Books
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        ASIN: 0394511840

        Customer Reviews:

        5 out of 5 stars The pleasure of a classic dungeon module.......2003-12-28

        NOTE: THIS REVIEW FOR REFEREE'S EYES ONLY. THERE ARE SPOILERS HERE FOR PLAYERS.

        AD&D is old enough now that a new generation of players has arrived -- those who weren't around when the classic RPGs were in print. I take great pride in introducing my 13-year-old daughter to Advanced Dungeons & Dragons. She reads the rule books and accessories faster than I can pass them on to her. Though she has been on several adventures with larger parties, last night was her first solo adventure.

        I chose S2 - White Plume Mountain because it has numerous opportunities for a clever player to avoid fighting by solving riddles and using creative solutions. WPM is a personal favorite for me, partly from nostalgia, and partly from the module's clever design. I'm no blind apologist; the module's zoo-style dungeon design is clearly obsolete, but fun nevertheless as a tournament adventure.

        My daughter's favorite character -- Evana Vega, an Elf Amazon Warrioress -- was accompanied by several NPCs. I borrowed Brianna Burdun (druid) and Brenna Graycloak (mage) from the Forgotten Realms Heroes' Lorebook, and then rounded out the party with 4 4th-level city guardsmen. The women were in charge of THIS party.

        Evana led the group into the giant-geyser/mini-volcano known as White Plume Mountain, searching for 3 powerful magic weapons stolen by the legendary Keraptis. [DMs: These magic weapons could well unbalance a campaign if the players keep them!] The party found the underground complex to be uncomfortably warm and humid. Almost everywhere the floor was covered in a foot of murky water. After contemplation, my daughter solved the riddle posed by the gynosphinx at the first intersection and was allowed to pass.

        The party continued north to the kelpie room. Evana lowered a rope with a caltrop tied to the end into the water to sound the depth. But one of the kelpies -- still hiding because only a woman was present -- started pulling the rope into the water. Startled, Evana cut the rope and withdrew without knowing her adversary.

        The party retreated and tried the northeastern hallway. The first three party members (including Evana on point) were walking through the green slime under the water before they realized the danger. With their boots dissolving, and their feet next, those involved wanted to burn the slime off. But the party was using continual light stones; no torches were lit. In the very humid air, using the tinderbox was agonizingly slow work, so the mage used Burning Hands on three torches held right in front of her. Those affected burned the green slime off their feet. Evana's magical Boots of Striding and Leaping were ruined.

        A bit of dithering followed, with Evana leading the party in a different direction, probing the Heat Metal corridor. The party withdrew once again, and found a way past the green slime. The room with the 5 flesh golems was next, and my daughter solved their question immediately, for it was a current subject at school. With a flesh golem ally in tow, the party confronted the twin geyser room. Only the three women attempted the "chandelier-pedestals" and passed to the room beyond, where they made surprisingly short work of the vampire there. With one of the special weapons secured, the trio made to return to their party. Brenna the mage fell to her death in the boiling mud below, underscoring the danger of this room, and the wisdom of not bringing the whole party through.

        Evana managed to lock herself in the room with the suspended globes, but methodically broke globes and fought monsters until the true key was found. The party returned to the kelpie room, uncertain of the nature of their adversary in the water. Evana asked one of the guardsmen to call-out the monster there, and then watched in horror as the charmed man leaped into the water, drowning in the ecstatic embrace of the kelpie. Then another man went to his death in the arms of the second kelpie. Fury broke Evana's indecisive paralysis, and she dived into the water trying to catch the two kelpies who were swimming around her. Unsuccessful, she retrieved the bodies.

        My brother returned from work at this point, and my daughter begged him to join in the game. He did (taking over the druid and the flesh golem), advising her to use the whole party to trap and kill the kelpies. Then they faced the giant crab in the bubble room. Through an oversight in the module, they were able to pick at it with their missile weapons with relative impunity. The crab relinquished the second magic weapon.

        Together, they figured out a way to pass the Heat Metal corridor (using the golem as vanguard), and the frictionless room (by removing doors and lining the razor pits). The reverse ziggurat room with monsters on different levels was circumvented through wanton destruction, which led them to the third and final weapon.

        Good job, guys!

        Wayne Gralian
        Wayne's World of Books / Krakow RPGs

        WaynesBooks.com

        5 out of 5 stars The ultimate adventure for puzzle-solving heroes.......2000-05-02

        Following in the legendary footsteps of S1, Lawrence Shick created the ultimate puzzle-solving adventure. Voted one of the best 5 adventures of all time in the recent TSR fan poll, S2 features riddles, unspeakable traps, ingenious settings, three weapons of unbelievable power, and a series of unforgettably twisted monster encounters that will give your players migraines as they desperately try to save the lives of their favorite PCs. Well, at least it's lots of fun for the DM... :) for levels 5-10.

        5 out of 5 stars The Greatest AD&D Module.......2000-01-31

        I first played this campain when i was 11! Afther that i was hooked on AD&D. I loved the artifacts (black razor*),the puzzles were some of the best i've seen (frictionless room). It had alot of great monsters too (merfolk*)It is simpley a great campain for beginner D&D players.

        5 out of 5 stars A perfect example of classic AD&D gaming.......1999-09-07

        Yes, this truly is a piece of gaming history worthy of being enshrined. Why? Well, S2 was the first module to incorporate the following - riddles ("Roleplaying? Egad! Can't we just hack our way through?"), unique magical items with strong, evocative personalities (without approaching the "breaking point" of artifacts), extensive mysterious hooks (you never know who the prime antagonist really is; in fact, the DM is practically begged to make this adventure his or her own), and unique puzzles that can only be overcome through teamwork and sheer creativity (the frictionless room, the cavern of the geysers, etc.). Yes, it may seem crude by today's standards, but when you consider the quantum leap forward that this adventure represented (along with S1, which it strongly follows), and the fact that all of this was in 1979, we definitely have a magnum opus. I love it.

        3 out of 5 stars One of the best AD&D adventures of all time? Hmmmm..........1999-02-07

        This adventure is one of those early modules that seemed to spark the imagination of a lot of gamers way back when. But now, looking at it again, this is a little too light to be a true classic. It seems more like the intoduction to a good adventure series than a stand-alone adventure. With some work, it fits in well as a side adventure or the beginning of a campaign. Also, I'm somewhat mystified that this thing got enough votes to make it one of the Best Adventures of All Time. Keep on the Borderlands; OK, maybe because it broke new ground. Against the Giants; well, it's obvious. But this too? Really?

        The 17 Indisputable Laws of Teamwork: Embrace Them and Empower Your Team
        Average customer rating: 3.5 out of 5 stars
        • The 17 Indisputable Laws of Teamwork Workbook
        • Good mix of factoids, inspiration and leadership pointers
        • Great change
        • The "laws" are indisputable for a reason
        • The Leadership Centre Says
        The 17 Indisputable Laws of Teamwork: Embrace Them and Empower Your Team
        John C. Maxwell
        Manufacturer: Thomas Nelson
        ProductGroup: Book
        Binding: Hardcover

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        ASIN: 0785274340

        Book Description

        Everyone who works with people is realizing that the old autocratic method of leadership simply doesn't work. The way to win is to build a great team.

        John C. Maxwell has been teaching the benefits of leadership and team building for years. Now he tackles the importance of teamwork head on, writing about teamwork being necessary for every kind of leader, and showing how team building can improve every area of your life.

        Written in the style of the bestseller The 21 Irrefutable Laws of Leadership, this new book not only contains laws that you can count on when it comes to getting people to work together, but it tells them in such a way that you can start applying them to your own life today. And it's illustrated with great stories of team leaders-and team breakers-from history, business, the church, and sports.

        Customer Reviews:

        5 out of 5 stars The 17 Indisputable Laws of Teamwork Workbook.......2007-07-30

        This is an excellent workbook to use to teach teamwork. The physicial quality of this book was very good. This was a used workbook. There were no marks of anykind. It wooked like new. Iam very happy with this workbook and would highly recommend it to anyone interested in working with others.

        4 out of 5 stars Good mix of factoids, inspiration and leadership pointers.......2006-07-18

        Building on the successful formula of his earlier work, author John C. Maxwell (The 21 Irrefutable Laws of Leadership) has delineated 17 "laws" for managers who want to develop successful teams. That number may be arbitrary, but Maxwell successfully uses his laws as a springboard to weave together inspiring tales from Navy Seals, mountain climbers, Colin Powell, George Washington, Jimmy Carter, major league coaches and others into punchy chapters that any aspiring leader can use. This book provides the right mix of factoids, inspiration and leadership pointers to make it a bestseller. Even better, coaches and leaders who use these tips should be able to build better teams. We recommend this book to coaches, mentors and team leaders.

        5 out of 5 stars Great change.......2006-06-26

        This book has allowed my company to work as a cohesive unit and build teamwork. There is no more "the world revolves around me attitude"

        2 out of 5 stars The "laws" are indisputable for a reason.......2005-06-12

        From the favorable reviews, I assumed that this would be an informative book. However, this is not the case. I learned very little in the course of reading the book, and here is why:

        The laws are obvious. Anyone who has ever been part of a team and given even a little thought as to what elements make a team function well will be unsurprised by the list. The reason that the author says the laws are "indisuptable," is that the laws are so obvious that anyone can see that they seem to generally hold.

        Don't waste your time with this book. Instead, check out "First, Break all the Rules," which is an innovative work that addresses management issues (including teamwork).

        5 out of 5 stars The Leadership Centre Says.......2005-03-16

        As An Executive Coach, Management Team Builder and Leadership Development Trainer I contracted to coach a cost improvement team for six months. This simple book helped the team members (non of them managers) to understand and apply the principles of working as part of a team (which was in essence a task force to recommend change). Management was thrilled with the results and six months later the team is still making excellent recommendations and has introduced new team members to the process and (on their own)to Maxwell's book.
        Learning the 17 Indisputable Laws of Teamwork: Embrace Them and Empower Your Team (Student Workbook)
        Average customer rating: Not rated
          Learning the 17 Indisputable Laws of Teamwork: Embrace Them and Empower Your Team (Student Workbook)

          Manufacturer: Maximum Impace
          ProductGroup: Book
          Binding: Paperback
          ASIN: 0971322619

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