Covering nearly all of the wilderness trails in the Wind River Range and offering suggestions for day hikes, extended trips, and off-trail exploration, this revised edition contains detailed descriptions and National Geographic maps to get you to the trailheads and help you plan your trip. This new edition includes new full color maps and stunning full color photos, as well as GPS coordinates for all trailheads. Look inside to find: • Hikes suited to every ability • Mile-by-mile directional cues • Difficulty ratings, trail contacts, fees/permits, and best hiking seasons • An index of hikes by category, such as easy day hikes, extended backcountry trips, hikes to lakes, and hikes for solitude • Invaluable trip-planning information, including local lodging and campgrounds • Full-color photos throughout • National Geographic maps
Covering nearly all of the wilderness trails in the Wind River Range and offering suggestions for day hikes, extended trips, and off-trail exploration, this revised edition contains detailed descriptions and National Geographic maps to get you to the trailheads and help you plan your trip. This new edition includes new full color maps and stunning full color photos, as well as GPS coordinates for all trailheads. Look inside to find: • Hikes suited to every ability • Mile-by-mile directional cues • Difficulty ratings, trail contacts, fees/permits, and best hiking seasons • An index of hikes by category, such as easy day hikes, extended backcountry trips, hikes to lakes, and hikes for solitude • Invaluable trip-planning information, including local lodging and campgrounds • Full-color photos throughout
Taking hikers to some of the most scenic sections of the fabulous Grand Canyon National Park, this book includes short descriptions and maps of seventeen easy day hikes in the park. Hikes in this book are fairly short, usually (but not always) without big hills, and are on well-defined, easy-to-follow trails. Fully updated and revised, this guide is the ultimate companion for those seeking a fun, easy, and scenic hike.
Fully revised and updated, Hiking Grand Canyon National Park provides first-hand descriptions and detailed maps for all of the park's developed trails as well as tips on safety, hiking with children, access, and services. This guide includes scenic and exciting hiking adventures for both the North and South Rims.
Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. "Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I’d recommend it to anyone regardless of the subject material. It’s a wild and fun ride through the turbulent history of one the most influential brands in our lifetime." - JOE MANGANIELLO Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.
Covering nearly all of the wilderness trails in the Wind River Range and offering suggestions for day hikes, extended trips, and off-trail exploration, this revised edition contains detailed descriptions and National Geographic maps to get you to the trailheads and help you plan your trip. This new edition includes new full color maps and stunning full color photos, as well as GPS coordinates for all trailheads. Look inside to find: • Hikes suited to every ability • Mile-by-mile directional cues • Difficulty ratings, trail contacts, fees/permits, and best hiking seasons • An index of hikes by category, such as easy day hikes, extended backcountry trips, hikes to lakes, and hikes for solitude • Invaluable trip-planning information, including local lodging and campgrounds • Full-color photos throughout • National Geographic maps
Fully revised and updated, Hiking Grand Canyon National Park provides first-hand descriptions and detailed maps for all of the park's developed trails as well as tips on safety, hiking with children, access, and services. This guide includes scenic and exciting hiking adventures for both the North and South Rims.
Taking hikers to some of the most scenic sections of the fabulous Grand Canyon National Park, this book includes short descriptions and maps of seventeen easy day hikes in the park. Hikes in this book are fairly short, usually (but not always) without big hills, and are on well-defined, easy-to-follow trails. Fully updated and revised, this guide is the ultimate companion for those seeking a fun, easy, and scenic hike.
There are 7 Kingdoms that are inside the Telestial Kingdom. Adam of the Old Testament breaks this sacred information in the last days. This translation was orginally written in Hebrew. Ben Adam translates it to perfect English. The seven kingdoms are from top to bottom. When one arrives after the 1000 year millenium and after Christ's final judgement, if assigned to this kingdom you start at what Adam calls "Telestial 0". There are 3 kingdoms below Telestial zero and 3 above. Adam says they surpass all understanding and comprehension but gives us the first real indepth look of each kingdom which are all found here: sites.google.com/view/lawsofthetelestialkingdom/ The 3 Kingdom's above are "beyond imagination" but explained in detail The 3 Kingdom's below are "from similarities to earth life with a real purge to take place yearly, however since the body is resurrected, one cannot die". -Adam, Prophet of the Old Testament and first born with Eve
Ever thought about capturing a queen, amassing real estate gold, or striking down a zombie or two? For centuries, games have stimulated the imagination. They have divided, and they have united. They have driven our competitive spirit and indulged our fancy. Live an entire lifetime in a few rolls of the dice. Push a few buttons and sustain perfect health. Essentially, games have and will continue to provide people worldwide a break from the everyday grind. With more than forty chapters, GamesÆ Most WantedÖ whisks readers away into the fantasyland of games. Learn more about board games that have.
A multifaceted look at the faith and vision that can see us all through hardship and failure, and stir us to bold exploits on behalf of somehting greater than ourselves."--Jacket.
Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. "Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I’d recommend it to anyone regardless of the subject material. It’s a wild and fun ride through the turbulent history of one the most influential brands in our lifetime." - JOE MANGANIELLO Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.
America the Beautiful by Ben Carson, M.D - A 15-minute Instaread Summary Inside this Instaread Summary: Overview of the entire book Introduction to the important people in the book Summary and analysis of all the chapters in the book Key Takeaways of the book A Reader's Perspective Preview of the earlier chapters: Chapter 1 Carson grew up in Detroit and Boston when the civil rights movement was changing the social landscape. He was aware of racism all around him. Carson belonged to a segment of the population that was often deprived of opportunities. Rather than cause him to stop fighting, racism inspired him to prove his worth by excelling in school. America was built on a legacy of rebellion. Early Americans fought for change at great personal risk. The Founding Fathers understood injustices that existed in the world and strove to design a government that would level the playing field. However, Americans appear to have lost the ability to endure hardship and to sacrifice for future generations. America's current state, its growing debt, excessive spending, and elected leaders who ignore the will of the people, closely resembles the circumstances preceding the American Revolution. During that time, colonists were forced to rebel against extreme taxation and threats to the freedoms they enjoyed in the New World. However, modern Americans seem to have forgotten what their Founding Fathers sacrificed for the privileges they continue to enjoy... About the Author With Instaread Summaries, you can get the summary of a book in 30 minutes or less. We read every chapter, summarize and analyze it for your convenience.
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